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Difference between revisions of "String dump/raw"

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m (A much simpler way of doing this)
(update for DF 51.02 Windows Itch.io)
Line 1: Line 1:
  <pre>!This program cannot be run in DOS mode.
+
  <pre>
api-ms-win-core-synch-l1-2-0.dll
+
Strings v2.54 - Search for ANSI and Unicode strings in binary images.
SleepConditionVariableCS
+
Copyright (C) 1999-2021 Mark Russinovich
WakeAllConditionVariable
+
Sysinternals - www.sysinternals.com
 +
 
 +
!This program cannot be run in DOS mode.
 +
 
 +
 
 +
!x-sys-default-locale
 +
dbgeng.dll
 +
DebugCreate
 +
+0x%llX
 +
(%u):
 +
%u>
 
bad allocation
 
bad allocation
 
Out of memory - aborting
 
Out of memory - aborting
 
Fatal Error
 
Fatal Error
 
UTF-16LE
 
UTF-16LE
 +
UTF-8
 
Unknown exception
 
Unknown exception
 
bad array new length
 
bad array new length
Line 48: Line 59:
 
vector too long
 
vector too long
 
invalid string position
 
invalid string position
 +
Activity
 +
Activity Event
 
Training Session
 
Training Session
Activity
+
Play
 
Research
 
Research
Activity Event
+
Socialize
 
Worship
 
Worship
Socialize
+
Read
empties
 
 
  empty  
 
  empty  
picks up
 
 
  pick up  
 
  pick up  
  has shared many tales from beyond
+
  empties
 
  embraces  
 
  embraces  
  has shared a rumor from abroad.
+
  picks up
 
  has shared a few rumors.
 
  has shared a few rumors.
  has discovered
+
  has shared many tales from beyond
 
  gives you  
 
  gives you  
Ponder
+
has shared a rumor from abroad.
 
  has become a student of  
 
  has become a student of  
Learn
+
has discovered
 
Teach  
 
Teach  
 +
Ponder
 
Discuss  
 
Discuss  
 +
Learn
 
Write about  
 
Write about  
 +
Copy
 +
Write
 +
Pray to
 
Meditate on  
 
Meditate on  
 +
Organize Combat Training
 
Go to Combat Training
 
Go to Combat Training
Pray to
+
Wait for Combat Training
 
Lead Combat Training
 
Lead Combat Training
Organize Combat Training
+
Play with
 
Play Make Believe
 
Play Make Believe
Wait for Combat Training
 
Play with
 
Promote
 
 
Preach on  
 
Preach on  
 +
Toy
 
Inveigh Against  
 
Inveigh Against  
Family
+
Promote
 
Loyalty
 
Loyalty
 +
Law
 
Friendship
 
Friendship
 +
Family
 +
Truth
 +
Power
 +
Eloquence
 
Cunning
 
Cunning
 +
Decorum
 
Fairness
 
Fairness
Eloquence
+
Artwork
 
Tradition
 
Tradition
Decorum
+
Independence
 
Cooperation
 
Cooperation
Artwork
+
Introspection
 
Stoicism
 
Stoicism
Independence
+
Tranquility
 
Self-Control
 
Self-Control
Introspection
+
Merriment
 
Harmony
 
Harmony
Tranquility
+
Martial Prowess
 
Craftsmanship
 
Craftsmanship
Merriment
+
Hard Work
Martial Prowess
+
Skill
 +
Competition
 
Sacrifice
 
Sacrifice
Hard Work
+
Leisure Time
 
Perseverance
 
Perseverance
Competition
+
Romance
 
Commerce
 
Commerce
Leisure Time
+
Peace
 
Nature
 
Nature
Romance
+
Listen to Sermon
 
Knowledge
 
Knowledge
 +
Listen to Story
 
Tell Story
 
Tell Story
Listen to Sermon
+
Listen to Poetry
 
Recite Poetry
 
Recite Poetry
Listen to Story
+
Play
 
Simulate  
 
Simulate  
Listen to Poetry
+
Chant
 +
Sing
 +
Listen to Music
 
Perform Music
 
Perform Music
 +
Watch Dance
 
Perform Dance
 
Perform Dance
Listen to Music
+
Demonstration
 
Go to  
 
Go to  
Watch Dance
+
Lead
 
Organize  
 
Organize  
Demonstration
+
Watch
 
Wait for  
 
Wait for  
 +
Serve Customer
 
Serve  
 
Serve  
Watch
+
Individual Combat Drill
 
Go to Individual Combat Drill
 
Go to Individual Combat Drill
Serve Customer
+
Go to Sparring Match
 
/Resting
 
/Resting
Individual Combat Drill
+
Go to Sparring Practice
Go to Sparring Match
+
Spar
 +
Archery Practice
 
Watch Sparring Practice
 
Watch Sparring Practice
Go to Sparring Practice
+
There is not enough room to perform here.
 
DOUBLE TAGGED ITEM: By Activity,  
 
DOUBLE TAGGED ITEM: By Activity,  
Archery Practice
+
You could not find a partner.
 
There are not enough dancers.
 
There are not enough dancers.
There is not enough room to perform here.
+
You
 
You cannot perform here.
 
You cannot perform here.
You could not find a partner.
+
are
 
Some children
 
Some children
 +
begin
 +
playing make believe.
 
begins
 
begins
 +
a toy
 
  playing with  
 
  playing with  
playing make believe.
+
a sermon on
 
The performers
 
The performers
 +
reciting the poem
 
the story of  
 
the story of  
a sermon on
+
the musical composition
 
an improvised recital of  
 
an improvised recital of  
reciting the poem
+
dancing
 
improvised music,  
 
improvised music,  
the musical composition
+
in the middle of
 
an improvised dance,  
 
an improvised dance,  
dancing
+
The sermon continues.
 
You continue the sermon.
 
You continue the sermon.
in the middle of
+
The story continues.
 
You continue the story.
 
You continue the story.
The sermon continues.
+
The poetry enters
 
You begin
 
You begin
The story continues.
 
The poetry enters
 
the verse paragraph
 
 
  line.
 
  line.
the stanza
+
the  
 
  verse paragraph
 
  verse paragraph
You continue the poem.
+
the verse paragraph
 
  stanza
 
  stanza
You enter
+
the stanza
 
The poem continues.
 
The poem continues.
The music enters
+
You continue the poem.
 
The dance enters a new section with  
 
The dance enters a new section with  
the introduction
+
You enter
 
a simple passage
 
a simple passage
 +
The music enters
 +
the exposition
 +
the introduction
 +
of the first theme
 
  of the theme
 
  of the theme
the exposition
+
of the previous passage
 
  of the second theme
 
  of the second theme
of the first theme
+
the synthesis
 
a recapitulation
 
a recapitulation
  of the previous passage
+
  of previous passages
 
  of the two themes
 
  of the two themes
the synthesis
+
a chorus
 
a verse
 
a verse
of previous passages
+
the coda
 
the finale
 
the finale
a chorus
+
first
 
a bridge-passage
 
a bridge-passage
the coda
+
theme
 
second  
 
second  
first
+
on the theme
 
a series of variations
 
a series of variations
 +
on the second theme
 
  on the first theme
 
  on the first theme
  on the theme
+
  and
on the second theme
+
The dance continues.
 
You continue the dance.
 
You continue the dance.
 +
The music continues.
 
You continue the music.
 
You continue the music.
The dance continues.
+
The performers are finished.
 
You conclude your performance.
 
You conclude your performance.
The music continues.
+
has finished performing.
 
Some performers finish their act.
 
Some performers finish their act.
The performers are finished.
+
You've learned
 
  concludes a performance.
 
  concludes a performance.
  has finished performing.
+
  now.
 
You feel like you know the basic rules of  
 
You feel like you know the basic rules of  
You've learned
+
Your
 +
lay
 +
artfully deliver
 
  forth an awe-inspiring sermon for the ages!
 
  forth an awe-inspiring sermon for the ages!
 +
giving a creditable sermon.
 
  a lucid and powerful sermon.
 
  a lucid and powerful sermon.
  artfully deliver
+
  weave
 
  just can't give a sermon very well.
 
  just can't give a sermon very well.
  giving a creditable sermon.
+
  tell
 
  a mesmerizing tale!
 
  a mesmerizing tale!
  weave
+
  telling the tale quite well.
 
  the story in vivid detail.
 
  the story in vivid detail.
 +
over the details.
 
  stumble
 
  stumble
  telling the tale quite well.
+
  the poem to life with this flawless recitation.
 
  bring
 
  bring
  over the details.
+
  the perfect phrasing.
 
  choose
 
  choose
  the poem to life with this flawless recitation.
+
  the words evocatively.
 
  recite
 
  recite
  the perfect phrasing.
+
  crisply.
 
  enunciate
 
  enunciate
  the words evocatively.
+
  well.
 
  speak
 
  speak
crisply.
+
, having completely forgotten the words.
 
  mumble
 
  mumble
  well.
+
  and the
 
  poorly.
 
  poorly.
, having completely forgotten the words.
+
are indistinguishable!
 
instrument
 
instrument
and the
+
chant
 
  delivering a virtuoso performance on the  
 
  delivering a virtuoso performance on the  
  are indistinguishable!
+
  is absolutely flawless.
 +
song
 +
play
 
  could nearly pass for the voice of the  
 
  could nearly pass for the voice of the  
is absolutely flawless.
 
 
  with skill.
 
  with skill.
 +
the
 +
beautifully.
 +
sing
 +
vaguely like the intended
 
  sound
 
  sound
beautifully.
+
chanting
 
  playing the  
 
  playing the  
  vaguely like the intended
+
  make
 
singing
 
singing
chanting
+
with a shameworthy performance.
 
  a mockery of the  
 
  a mockery of the  
 +
don't
 
doesn't
 
doesn't
  with a shameworthy performance.
+
  sloppily
 
  seem to know how to play the  
 
  seem to know how to play the  
 +
some of the words.
 
  and even forget
 
  and even forget
  sloppily
+
  flawlessly, like someone out of a legend!
 
  dance
 
  dance
  some of the words.
+
  dancing well.
 
  dancing exceptionally.
 
  dancing exceptionally.
flawlessly, like someone out of a legend!
 
dancing well.
 
 
  tangled up.
 
  tangled up.
The pages are blank.
+
get
 
It has no writing.
 
It has no writing.
 
It has no pages.
 
It has no pages.
Alias:  
+
The pages are blank.
Associated Plot:
+
 
Highest known in organization
+
 
Associated Organization:
+
of
We haven't performed for some time.
+
Reputation:
We are going the wrong way.
+
legendary hero
We should be making better progress.
+
greatly respected for heroic acts
We should have made it there by now.
+
respected for heroic acts
We must not abandon
+
famous hero
The oppressor has been overthrown!
+
hero
We have arrived at our destination.
+
noted training partner
We must go back.
+
training partner
Empty announcement
+
legendary training partner
flying
+
famous training partner
, but it is deflected by
+
famous brawler
by the  
+
noted brawler
spinning
+
dabbling training partner
, but the attack is deflected by
+
legendary brawler
, lightly tapping the target!
+
legendary villain
, but there is no force!
+
infamous villain
, but it passes right through!
+
known brawler
in the
+
rumored brawler
from behind
+
rumored villain
from the side
+
legendary trade partner
with  
+
noted villain
the part
+
known villain
is smashed into the body, an unrecognizable mass!
+
trade partner
splits in gore!
+
dabbling trade partner
  collapses!
+
famous trade partner
, but the attack passes right through!
+
noted trade partner
, but it glances away!
+
notably polite
, but the attack glances away!
+
polite
and the severed part sails off in an arc!
+
legendarily polite
  is cloven asunder!
+
famously polite
  explodes into gore!
+
infamous killer
collapses into a lump of gore!
+
noted killer
is crushed!
+
possibly polite
the injured part
+
legendary killer
  is ripped into loose shreds!
+
legendary murderer
  is torn apart!
+
infamous murderer
  and it is mostly cut away from the rest of the torso!
+
known killer
out of the wound
+
rumored killer
through the
+
rumored murderer
tearing
+
legendary comrade
passing through a hole in the
+
noted murderer
main part
+
known murderer
jamming the
+
comrade
denting
+
possible comrade
bruising
+
famous comrade
apart
+
noted comrade
tearing apart
+
noted ally
shattering
+
known ally
chipping
+
legendary ally
fracturing
+
famous ally
  chipping
+
infamous enemy
fracturing
+
noted enemy
denting
+
rumored ally
bruising
+
legendary enemy
tearing apart
+
legendary enemy fighter
  shattering
+
infamous enemy fighter
tearing
+
known enemy
the rest of
+
rumored enemy
through a hole in the  
+
rumored enemy fighter
through the  
+
legendary fighter
  and spilling
+
noted enemy fighter
breaking away
+
known enemy fighter
  most of
+
known fighter
  half of
+
rumored fighter
  a piece of
+
famous fighter
rancid
+
noted fighter
stinking
+
noted bully
filthy
+
known bully
reeking
+
legendary bully
rotten
+
infamous bully
decomposing
+
infamous brigand
a major artery
+
noted brigand
an artery
+
rumored bully
has been opened by the attack
+
legendary brigand
many nerves
+
legendary loyal soldier
The geldables have been torn away!
+
famous loyal soldier
It is a gelding strike!
+
known brigand
It is a gelding blow!
+
rumored brigand
been severed
+
rumored loyal soldier
a ligament
+
legendary monster
has been
+
noted loyal soldier
a motor nerve
+
known loyal soldier
a sensory nerve
+
known monster
is ripped to shreds!
+
rumored monster
breaks!
+
infamous monster
attack is interrupted!
+
noted monster
sprained
+
noted storyteller
bruised
+
known storyteller
a tendon
+
legendary storyteller
strained
+
famous storyteller
latches on firmly
+
famous poet
latch on firmly!
+
noted poet
latches on firmly!
+
rumored storyteller
  become enraged!
+
legendary poet
  has lodged firmly in the wound!
+
legendary bard
latch on firmly
+
famous bard
  been stunned again!
+
known poet
  been stunned!
+
rumored poet
  having more trouble breathing!
+
rumored bard
  having trouble breathing!
+
legendary dancer
  propelled away by the force of the blow!
+
noted bard
  been knocked unconscious!
+
known bard
  is injected into the
+
known dancer
  crumbles over the
+
rumored dancer
splatters over the
+
famous dancer
  flows over the
+
noted dancer
  looks
+
noted quarreler
  even more sick!
+
known quarreler
  sick!
+
legendary quarreler
pours over the
+
infamous quarreler
is sucked out of the wound!
+
infamous flatterer
No team/side
+
noted flatterer
Independent
+
rumored quarreler
(Tame)
+
legendary flatterer
Equipment
+
legendary hunter
Skills
+
great hunter
Conditions
+
known flatterer
Create
+
rumored flatterer
Side #
+
rumored hunter
Creature
+
legendary protector of the weak
Scattered cumulus
+
talented hunter
No cumulus clouds
+
skilled hunter
Cumulonimbus (rain)
+
known protector of the weak
Many cumulus (rain)
+
rumored protector of the weak
Tame/mountable
+
famous protector of the weak
Set the weather, temperature, and time.
+
noted protector of the weak
No fog
+
noted treasure hunter
Nimbostratus (rain)
+
known treasure hunter
Thin mist
+
legendary treasure hunter
No stratus
+
famous treasure hunter
Cirrus
+
infamous thief
Stratus (rain)
+
noted thief
Altostratus
+
rumored treasure hunter
Scorching
+
legendary thief
Dragonfire
+
legendary information source
Thick fog
+
infamous information source
Absolute zero
+
known thief
Deathly cold
+
rumored thief
Morning
+
rumored information source
Subterranean
+
legendary preserver of knowledge
Below freezing
+
noted information source
Freezing
+
known information source
Evening
+
known preserver of knowledge
Early evening
+
rumored preserver of knowledge
Late morning
+
famous preserver of knowledge
Late afternoon
+
noted preserver of knowledge
Early afternoon
+
noted intruder
Late night
+
known intruder
Early morning
+
legendary intruder
and others have returned.
+
infamous intruder
have returned.
+
infamous preacher
, the performance troupe, has arrived.
+
noted preacher
, a performance troupe, is visiting.
+
rumored intruder
  has arrived.
+
legendary preacher
  is visiting.
+
Unknown
  has brought back a few rumors.
+
Agreements
  has brought back a rumor from abroad.
+
known preacher
  has returned.
+
rumored preacher
  has brought back many tales from beyond
+
Sites
The dead walk. Hide while you still can!
+
Groups
Forms twisted from their nature, legion of the night. What hope remains?
+
Events
Autumn
+
People
Winter
+
Artifacts
Spring
+
Intrigue
Summer
+
Regions
Spoils Report:
+
Bestiary
and others
+
Plots
army is located out of bounds: teleporting
+
Centered on location
FORCED_ADMINISTRATOR
+
Actors
The enemy have come and are laying siege to the fortress.
+
Organizations
An army is invading!
+
Showing pin,last
An army has come to your lands seeking a parley.
+
Showing type,date
A vile force of darkness has arrived!
+
Centered on last heard
A vile force of darkness has arrived, seeking a parley!
+
Centered on first heard
The enemy have come and are preparing to lay siege.  They seek a parley!
+
Rescue Agreement
has been conquered and now
+
Aid Rescue Agreement
, has been
+
Overthrow Agreement
incorporated into your holdings.
+
Guide Agreement
has been founded
+
Entertainment Agreement
, has been conquered and
+
World Joining Agreement
overlord
+
Adventuring Agreement
overlords
+
Bound Servitude
looks to your thriving economy for its future prosperity.
+
Parley Arrangement
vector<bool> too long
+
Corruption
Empty biased index vector
+
Residency Agreement
Biased index vector computation error
+
Grant of Citizenship
bad cast
+
Assassination Plot
save/current
+
Abduction Plot
themselves
+
Artifact Theft
prostrating
+
Promise of Position
torturing
+
Framing Plot
before
+
War Starting Plot
devouring
+
Sabotage Plot
committing a depraved act upon
+
Infiltration Plot
burning
+
Foiled Embezzlement Conspiracy
admiring
+
Build Structure
save/current/art_image-
+
Foiled Bribery Conspiracy
save/current/
+
Foiled Corruption Conspiracy
art_image-
+
agreed to join
raising
+
you
striking down
+
Offer Service
praying to
+
Retrieve Artifact
hiding
+
agreed to guide
cooking
+
in insurrection against
contemplating
+
thereby freeing
impaled on
+
in order to rescue
engraving
+
agreed to adventure with
surrounded by
+
somebody unknown
shooting
+
in order to be brought safely away from
fighting with
+
by invocation of True Name
massacring
+
agreed to entertain people with
refusing
+
wherever the journey might lead
greeting
+
was bound to serve
embracing
+
throughout the world
speaking with
+
Agreement concluded
committing a depraved act
+
requested that
being tortured
+
make an offer of service to
in a fetal position
+
from
making a submissive gesture
+
for
falling
+
asked that
smeared out into a spiral
+
retrieve
laughing
+
out of
hanging from
+
Drive
being flayed by
+
Kill
being mutilated by
+
Drive members of
weeping
+
Finish reporting in
praying
+
Complete: report back
screaming
+
Cause trouble for
cringing
+
An order from
confused
+
retrieve
offended
+
Centered on commander
withering away
+
Not yet completed
suffering
+
serve
striking a triumphant pose
+
  members
striking a menacing pose
+
Org:
traveling
+
Centered on target
laboring
+
One member
making a plaintive gesture
+
: Toggle line
being shot
+
...
burning
+
  Showing important
melting
+
  Showing all
terrified
+
This site is a fortress of  
dejected
+
This site is controlled by
[/LPAGE]
+
This site is the capital of
Untitled
+
Vessel Crew
, the deity of
+
Migrating Group
[LPAGE:HF:
+
Civilization
skeletal
+
Site Government
, depicted as a
+
Military Organization
ghostly
+
Outcast
rotting
+
Nomadic Group
cooking
+
Religion
contemplating
+
Craft Guild
unnaturally contorted
+
, Dead
engraving
+
Performance Troupe
being mutilated
+
Merchant Company
being flayed
+
Prisoner
[LPAGE:ARTIFACT:
+
Devoted
female
+
Enemy
the deity of  
+
Criminal
will be installed at target
+
Affiliated
will be installed at
+
Associated
Weight:  
+
Loyal
Owner:  
+
Aligned
Click a building to link to
+
  slave
Cannot link to
+
Former
Link to
+
  member
Sunk into depression...
+
  mercenary
Throwing a tantrum!
+
slave
Corrupt Soldier Mood:
+
prisoner
Stumbling obliviously!
+
member
Specify image
+
mercenary
In a martial trance!
+
Tundra
Enraged at all enemies!
+
Temperate Freshwater Swamp
View stockpile
+
Mountain
Engraving
+
Glacier
Value:
+
Temperate Saltwater Marsh
Overcome by terror!
+
Tropical Freshwater Swamp
Corrupt Strange Mood:
+
Temperate Saltwater Swamp
Overwhelmed by horror!
+
Temperate Freshwater Marsh
In emotional shock!
+
Tropical Freshwater Marsh
Running around crazed!
+
Tropical Saltwater Marsh
Crawling around crazed!
+
Tropical Saltwater Swamp
Staring off into space...
+
Mangrove Swamp
In a berserk rage!
+
Temperate Broadleaf Forest
Stricken by melancholy...
+
Tropical Coniferous Forest
Possessed by unknown forces!
+
Taiga
Running around babbling!
+
Temperate Coniferous Forest
Crawling around babbling!
+
Temperate Grassland
Brooding darkly...
+
Temperate Savanna
Has a horrible fell look!
+
Tropical Dry Broadleaf Forest
Peculiarly secretive...
+
Tropical Moist Broadleaf Forest
Has the aspect of one fey!
+
Tropical Savanna
Wallowing in misery!
+
Tropical Shrubland
Taken by a fright!
+
Temperate Shrubland
Shaken to the core!
+
Tropical Grassland
Truly mortified!
+
Sand Desert
Lost in despair!
+
Tropical Ocean
Anguished!
+
Badlands
Distressed!
+
Rocky Wasteland
Completely dismayed!
+
Temperate Freshwater Pool
  with grief!
+
Temperate Brackish Pool
itself
+
Temperate Ocean
Writhing in agony!
+
Arctic Ocean
Drowning in sadness!
+
Tropical Brackish Pool
Beside
+
Tropical Saltwater Pool
Experiencing mortal fear!
+
Temperate Saltwater Pool
himself
+
Tropical Freshwater Pool
herself
+
Temperate Saltwater Lake
Child does the expelling
+
Tropical Freshwater Lake
Spouse is elected
+
Temperate Freshwater Lake
Child is nobility
+
Temperate Brackish Lake
Child is not present
+
Temperate Freshwater River
Spouse does the expelling
+
Temperate Brackish River
Holds elected office
+
Tropical Brackish Lake
Spouse is nobility
+
Tropical Saltwater Lake
Spouse is not present
+
Tropical Brackish River
Cannot expel or send away:
+
Tropical Saltwater River
Creator of
+
Temperate Saltwater River
Nobility
+
Tropical Freshwater River
Does the expelling
+
Subterranean Magma
Emotionally overloaded!
+
It is traditionally thought to be
In existential crisis!
+
Subterranean Water
Somebody
+
Subterranean Chasm
Pet of
+
held by
Thoughts
+
  in
 +
It was last seen
 +
It was last rumored to be
 +
Highest known in organization
 +
Associated Organization:
 +
in
 +
Alias:
 +
  deity
 +
Force
 +
Associated Plot:
 +
Died in the year
 +
This person is one of the  
 +
  and your military subordinate
 +
This person is
 +
  and your military commander
 +
You have known this person since
 +
  birth.
 +
  alongside you
 +
You have known this person your entire life.
 +
You have heard this name suggested as a potential guide to faraway places.
 +
You worship this figure.
 +
You have known each other your entire lives.
 +
You last spoke
 +
  You are held in some esteem.
 +
  You have been favorably noticed.
 +
  You are beloved.
 +
  You are held in high regard.
 +
This is your prisoner.
 +
This is your jailor.
 +
  You have attracted some positive interest.
 +
This is your lover.
 +
This is your traveling companion.
 +
This is your former master.
 +
This is your master.
 +
This is your apprentice.
 +
This is your former spouse.
 +
This is your deceased spouse.
 +
This is your former apprentice.
 +
This is your owner.
 +
You have encountered these creatures in the past but not recently.
 +
You have only heard tell of these creatures.
 +
This is your
 +
You have recently encountered one of these creatures.
 +
This creature can be found in
 +
This creature lives in
 +
You have killed
 +
  of these creatures.
 +
  in the year
 +
Somebody
 +
This creature dwells underground.
 +
This event occurred on the
 +
an untitled work
 +
  to
 +
  giving of
 +
  placement of
 +
  gaining of
 +
  possession of
 +
somebody
 +
The destruction of
 +
The reunion of  
 +
Your death
 +
  refusal to give
 +
Your reunion with
 +
production order violation
 +
The death of
 +
conspiracy to slow labor
 +
crime of murder
 +
export prohibition violation
 +
job order violation
 +
bribery
 +
embezzlement
 +
disorderly conduct
 +
building destruction
 +
crime of robbery
 +
crime of espionage
 +
vandalism
 +
crime of theft
 +
crime of attempted theft
 +
crime of attempted murder
 +
crime of treason
 +
crime of blood-drinking
 +
  self-identification to
 +
  refusal to identify to
 +
crime of kidnapping
 +
crime of attempted kidnapping
 +
  escalated attack on
 +
  ascension
 +
  demand of submission from
 +
  attack on
 +
's acceptance of
 +
's offer of tribute
 +
presence
 +
's presence
 +
's offer of peace
 +
's cessation of tribute to
 +
's refusal of
 +
's demand for tribute
 +
's harassment
 +
's withdrawal from
 +
's claim
 +
on
 +
's abandonment
 +
The insurrection
 +
's flight
 +
from
 +
overthrow
 +
failed insurrection
 +
against
 +
The
 +
's reclamation
 +
's foundation
 +
insurrection crushed
 +
by
 +
to found a site in
 +
toward
 +
's march
 +
to reclaim
 +
The abduction of
 +
The destruction of
 +
The occupation of
 +
Your abduction
 +
's possession of
 +
The absence of
 +
The presence of
 +
Your possession of
 +
's lack of possession of
 +
You have been ordered to slay this creature.
 +
's
 +
Your lack of possession of
 +
You have been ordered to cause trouble for these forces.
 +
You last
 +
You have been ordered to drive these forces out.
 +
You have been ordered to clear the forces from this site.
 +
You first heard this
 +
This is common knowledge where you are from.
 +
  heard this
 +
on the
 +
  Dropped
 +
  Given
 +
writing
 +
Writing
 +
  you
 +
artifact
 +
/You
 +
  Held
 +
  Gained
 +
Artifact
 +
  Destroyed
 +
reunion
 +
reunited
 +
  Denied
 +
rescue
 +
death
 +
Death/You
 +
Reunion/
 +
Reunion
 +
ProdViol
 +
production
 +
Death/
 +
crime
 +
ExpViol
 +
export
 +
order
 +
violation
 +
job
 +
SlowLabor
 +
prohibition
 +
JobViol
 +
labor
 +
Murder
 +
conspiracy
 +
slow
 +
disorderly
 +
conduct
 +
murder
 +
Disorder
 +
destruction
 +
Bribery
 +
BuildDest
 +
building
 +
Theft
 +
theft
 +
Embezzlement
 +
Vandalism
 +
Espionage
 +
espionage
 +
Robbery
 +
robbery
 +
Blood-drinking
 +
blood
 +
Treason
 +
treason
 +
snatching
 +
performance
 +
drinking
 +
kidnapping
 +
Performance/
 +
a poem
 +
Performance
 +
Sermon/
 +
give
 +
music
 +
dance
 +
SelfID/
 +
refuse
 +
name
 +
identity
 +
submission
 +
YieldDemand/
 +
RefusedID/
 +
demand
 +
Attack/
 +
Escalation/
 +
fight
 +
conflict
 +
presence
 +
Beast/
 +
succession
 +
leader
 +
Tribute/
 +
NoTribute/
 +
Group/
 +
tribute
 +
NoPeace/
 +
claim
 +
peace
 +
Peace/
 +
withdrawal
 +
Leave/
 +
harassment
 +
Harass/
 +
Flee/
 +
Abandon/
 +
refugees
 +
flight
 +
overthrow
 +
revolution
 +
insurrection
 +
Insurrection
 +
Failed
 +
crushed
 +
Overthrow
 +
failure
 +
reclaim
 +
Reclaimed/
 +
defeat
 +
Crushed
 +
Reclaiming/
 +
Founding/
 +
founding
 +
Founded/
 +
invasion
 +
Invasion/
 +
army
 +
march
 +
abduction
 +
kidnap
 +
occupation
 +
Occupation/
 +
Artifact/
 +
location
 +
Abduction/You
 +
Abduction/
 +
Insurrection with
 +
Guided by
 +
No Artifact/
 +
Done:  
 +
Adventure with
 +
The bound service of
 +
Rescue
 +
Aid rescue with
 +
Order: Drive off
 +
Order: Cause trouble for
 +
Entertain people with
 +
Order: Kill
 +
We haven't performed for some time.
 +
We are going the wrong way.
 +
We should be making better progress.
 +
We should have made it there by now.
 +
We must not abandon
 +
The oppressor has been overthrown!
 +
We have arrived at our destination.
 +
We must go back.
 +
Empty announcement
 +
, but it is deflected by
 +
by the
 +
in the
 +
from behind
 +
its
 +
spinning
 +
flying
 +
, but there is no force!
 +
, but it passes right through!
 +
, but the attack passes right through!
 +
, but it glances away!
 +
from the side
 +
with
 +
, but the attack is deflected by
 +
, lightly tapping the target!
 +
splits in gore!
 +
collapses!
 +
the injured part
 +
is ripped into loose shreds!
 +
, but the attack glances away!
 +
and the severed part sails off in an arc!
 +
the part
 +
is smashed into the body, an unrecognizable mass!
 +
collapses into a lump of gore!
 +
is crushed!
 +
passing through a hole in the
 +
main part
 +
is torn apart!
 +
and it is mostly cut away from the rest of the torso!
 +
is cloven asunder!
 +
explodes into gore!
 +
tearing
 +
tearing apart
 +
shattering
 +
chipping
 +
jamming the
 +
part
 +
out of the wound
 +
through the
 +
apart
 +
and
 +
tearing apart
 +
shattering
 +
fracturing
 +
denting
 +
bruising
 +
it
 +
bruising
 +
breaking away
 +
most of
 +
half of
 +
tearing
 +
chipping
 +
fracturing
 +
denting
 +
and spilling
 +
your
 +
fetid
 +
rotten
 +
a piece of
 +
the rest of
 +
through a hole in the
 +
through the  
 +
reeking
 +
foul
 +
The geldables have been torn away!
 +
It is a gelding strike!
 +
decomposing
 +
rancid
 +
stinking
 +
filthy
 +
many nerves
 +
a motor nerve
 +
a sensory nerve
 +
have
 +
It is a gelding blow!
 +
a major artery
 +
an artery
 +
has been opened by the attack
 +
torn
 +
sprained
 +
bruised
 +
a tendon
 +
has
 +
been severed
 +
a ligament
 +
has been
 +
have
 +
has
 +
become enraged!
 +
has lodged firmly in the wound!
 +
strained
 +
is ripped to shreds!
 +
breaks!
 +
attack is interrupted!
 +
are
 +
is
 +
propelled away by the force of the blow!
 +
been knocked unconscious!
 +
  latch on firmly
 +
latches on firmly
 +
latch on firmly!
 +
latches on firmly!
 +
feel
 +
looks
 +
even more sick!
 +
sick!
 +
been stunned again!
 +
been stunned!
 +
having more trouble breathing!
 +
having trouble breathing!
 +
pours over the  
 +
is sucked out of the wound!
 +
Okay
 +
is injected into the
 +
crumbles over the  
 +
splatters over the
 +
flows over the
 +
map/set too long
 +
Environment
 +
World
 +
Attacks
 +
Arrivals
 +
General
 +
Profession changes
 +
Strange moods
 +
Mental state
 
Military
 
Military
Personality
+
Nobles
Groups
+
Trade
Relations
+
Life changes
Overview
+
Animal
Cancel
+
Labor
Health
+
Wildlife
Child is elected
+
Curses
Send away
+
Crime
Send to
+
Job failures
Resists sickness
+
Masterpieces
Clumsy
+
Ghosts
Recovers quickly
+
Death
High stamina
+
Tabs
Child:
+
Widgets
children
+
is
Strong
+
Date:
Spouse:
+
Sparring
Lover:
+
Combat
lovers
+
All
High kinesthetic sense
+
Hunting
Musical
+
Unit report tabs
High social awareness
+
Unit report sheet popup
Developed empathy
+
hunting.
Good memory
+
fighting!
Patient
+
sparring.
Good spatial sense
+
 
Good with language
+
 
High willpower
+
? unzip 1.01 Copyright 1998-2004 Gilles Vollant - http://www.winimage.com/zLibDll
Good focus
+
 
Good intuition
+
 
Creative
+
Independent
Recovers slowly
+
No team/side
Low stamina
+
with
Good analytical ability
+
item
Sickly
+
(Tame)
Quick to love
+
Conditions
Poor social awareness
+
Not
Envious
+
Skills
Hateful
+
Equipment
Not musical
+
Reset
Poor spatial sense
+
Creature
Poor empathy
+
Side #
Poor kinesthetic sense
+
Create
Impatient
+
Cumulonimbus (rain)
Poor intuition
+
Cirrus
Bad with words
+
Scattered cumulus
Poor memory
+
Many cumulus (rain)
Poor focus
+
Set the weather, temperature, and time.
Poor analytical ability
+
No cumulus clouds
Not creative
+
Tame/mountable
Low willpower
+
year
Polite
+
Fog
Flatterer
+
Thick fog
Fearless
+
No fog
Disdains advice
+
Thin mist
Stubborn
+
Stratus (rain)
Brawler
+
Nimbostratus (rain)
Prone to discord
+
No stratus
Wasteful
+
Altostratus
Easily stressed
+
Cold
Lustful
+
Hot
Intemperate
+
Warm
Greedy
+
Fire
Depression-prone
+
Scorching
Cheerful
+
Dragonfire
Anxious
+
Magma
Anger-prone
+
Morning
Private
+
Late morning
Bashful
+
Absolute zero
Obstinate
+
Below freezing
Perfectionist
+
Deathly cold
Single-minded
+
Subterranean
Curious
+
Freezing
Hopeful
+
Night
Extravagant
+
Evening
Vengeful
+
Late afternoon
Overconfident
+
Early evening
Gracious
+
Noon
Ambitious
+
Early afternoon
Inclined to abstract
+
Late night
Flights of fancy
+
Early morning
Slow to love
+
item
Artistically inclined
+
has brought back many tales from beyond
Overbearing
+
has returned.
Gregarious
+
have returned.
Thrill-seeker
+
and others have returned.
Frenetic
+
and others
Thoughtless
+
Spoils Report:
Dutiful
+
, a performance troupe, is visiting.
Trusting
+
, the performance troupe, has arrived.
Orderly
+
is visiting.
Emotional obsessive
+
has arrived.
Tolerant
+
has brought back a rumor from abroad.
Altruistic
+
has brought back a few rumors.
Swayed by emotions
+
The enemy have come and are preparing to lay siege.  They seek a parley!
Seeks harmony
+
A vile force of darkness has arrived, seeking a parley!
Not wasteful
+
Forms twisted from their nature, legion of the night.  What hope remains?
Quarreler
+
The dead walk.  Hide while you still can!
Temperate
+
Winter
Not greedy
+
Autumn
Quick to give up
+
Summer
Avoid fights
+
Spring
Not anxious
+
overlords
Slow to anger
+
overlord
Resilient
+
FORCED_ADMINISTRATOR
Not lustful
+
army is located out of bounds: teleporting
Not envious
+
An army is invading!
Slow to hate
+
The enemy have come and are laying siege to the fortress.
Not easily depressed
+
A vile force of darkness has arrived!
Cheerless
+
An army has come to your lands seeking a parley.
Incurious
+
looks to your thriving economy for its future prosperity.
Quick to despair
+
has been conquered and now
Overshares
+
incorporated into your holdings.
Shameless
+
, has been
Low self esteem
+
, has been conquered and
Not vengeful
+
has been founded
Scatterbrained
+
vector<bool> too long
Merciful
+
Biased index vector computation error
Ungrateful
+
Empty biased index vector
Not ambitious
+
 
Humorless
+
 
Austere
+
bad cast
Fearful
+
save
Overreliant on advice
+
torturing
Not vain
+
committing a depraved act upon
Pusillanimous
+
themselves
Avoids excitement
+
before
Leisurely
+
burning
Not inclined to abstract
+
shooting
Fact-oriented
+
devouring
Distrustful
+
admiring
Sloppy
+
.dat
Unassertive
+
art_image-
Not altruistic
+
save/current
Unswayed by emotions
+
save/current/art_image-
Overcautious
+
are
Not dutiful
+
prostrating
Acquiescing
+
save/current/
Inattentive
+
save/
Emotionally distant
+
praying to
Intolerant
+
contemplating
Values cooperation
+
raising
Values artwork
+
hiding
Values stoicism
+
impaled on
Values independence
+
being flayed by
Values fairness
+
cooking
Values eloquence
+
engraving
Values tradition
+
fighting with
Values decorum
+
greeting
Values power
+
surrounded by
Values friendship
+
massacring
Values cunning
+
embracing
Values truth
+
striking down
Values law
+
refusing
Not inclined to create art
+
speaking with
Values family
+
in a fetal position
Values loyalty
+
smeared out into a spiral
Values commerce
+
committing a depraved act
Values leisure time
+
making a submissive gesture
Values nature
+
laughing
Values romance
+
being shot
Values sacrifice
+
falling
Values hard work
+
dead
Values perseverance
+
Values competition
+
praying
Values craftwork
+
hanging from
Values merriment
+
being mutilated by
Values skill
+
screaming
Values martial prowess
+
being tortured
Values self-control
+
weeping
Values introspection
+
cringing
Values harmony
+
withering away
Values tranquility
+
striking a menacing pose
Disdains artwork
+
confused
Disdains tradition
+
suffering
Disdains independence
+
traveling
Disdains cooperation
+
contemplating
Disdains eloquence
+
striking a triumphant pose
Disdains cunning
+
laboring
Disdains decorum
+
burning
Disdains fairness
+
looks
Disdains friendship
+
making a plaintive gesture
Disdains family
+
melting
Disdains truth
+
terrified
Disdains power
+
offended
Values knowledge
+
look
Values peace
+
dejected
Disdains loyalty
+
, depicted as a
Disdains law
+
skeletal
Disdains leisure time
+
[LPAGE:HF:
Disdains perseverance
+
, the deity of
Disdains romance
+
female
Disdains commerce
+
male
Disdains hard work
+
rotting
Disdains skill
+
ghostly
Disdains competition
+
unnaturally contorted
Disdains sacrifice
+
being flayed
Disdains merriment
+
cooking
Disdains harmony
+
engraving
Disdains martial prowess
+
Untitled
Disdains craftwork
+
[/LPAGE]
Disdains introspection
+
being mutilated
Disdains stoicism
+
[LPAGE:ARTIFACT:
Disdains tranquility
+
the deity of
Disdains self-control
+
=bA
Paralyzed
+
will be installed at
Unconscious
+
will be installed at target
Sluggish
+
Link to
Partially paralyzed
+
Cannot link to
Thirsty
+
Click a building to link to
Dehydrated
+
Throwing a tantrum!
Drowsy
+
Sunk into depression...
Very drowsy
+
Enraged at all enemies!
Stressed
+
In a martial trance!
Haggard
+
Specify image
Hungry
+
Uses
Starving
+
Engraving
Disdains peace
+
View
Disdains nature
+
View stockpile
Harrowed
+
In
Disdains knowledge
+
With
Bleeding
+
Value:
Heavy bleeding
+
On
Extreme pain
+
Owner:
Drowning
+
Weight:
Nauseous
+
Corrupt Strange Mood:
Winded
+
Overcome by terror!
Stunned
+
In a berserk rage!
Over-exerted
+
Staring off into space...
Exhausted
+
Crawling around crazed!
Focused
+
Running around crazed!
Focused!
+
Crawling around babbling!
Distracted
+
Running around babbling!
Distracted!
+
Possessed by unknown forces!
Squad:
+
Stricken by melancholy...
(Rusty)
+
Has the aspect of one fey!
(V Rusty)
+
Peculiarly secretive...
Needs
+
Has a horrible fell look!
Healthy
+
Brooding darkly...
Haul:
+
Stumbling obliviously!
No official position
+
Corrupt Soldier Mood:
Partially webbed
+
Taken by a fright!
Webbed
+
Wallowing in misery!
Injured
+
Completely dismayed!
Seriously injured
+
Distressed!
Uphold tradition
+
Anguished!
Hear eloquence
+
Lost in despair!
Make merry
+
Drowning in sadness!
Self-examination
+
Writhing in agony!
Learn something
+
itself
Excitement
+
with grief!
Be with friends
+
herself
Be with family
+
himself
Stay occupied
+
Experiencing mortal fear!
Meditate
+
Beside
Admire art
+
In emotional shock!
Be creative
+
Overwhelmed by horror!
Unmet need:
+
Child does the expelling
No unmet needs
+
Child is not present
Drink alcohol
+
Spouse is nobility
Wander
+
Spouse is elected
Be extravagant
+
Spouse does the expelling
Think abstractly
+
Spouse is not present
Help somebody
+
Nobility
Eat good meal
+
Holds elected office
Cause trouble
+
Cannot expel or send away:
See animal
+
Does the expelling
Make romance
+
Pet of
Acquire object
+
Creator of
See great beast
+
In existential crisis!
Martial training
+
Emotionally overloaded!
Craft object
+
Truly mortified!
Take it easy
+
Shaken to the core!
Practice skill
+
Old
Geography
+
Personality
Chemistry
+
Year
Engineering
+
Relations
Medicine
+
Thoughts
Mathematics
+
Health
Philosophy
+
Rooms
Natural history
+
Overview
Astronomy
+
Items
Combat
+
Send away
Description
+
Cancel
Other skills
+
Expel
Social
+
Send to
Wounds
+
Child is nobility
Status
+
Child is elected
History
+
Frail
Treatment
+
Low stamina
Dialog
+
Weak
Choreography
+
Clumsy
Musical composition
+
Recovers quickly
Autobiography
+
Resists sickness
Biography
+
Tough
Letter
+
High stamina
Chronicle
+
Strong
Short story
+
Agile
Musical form
+
Child:
Poetic form
+
pets
Manual
+
Lover:
Dance form
+
children
Work details
+
Spouse:
No assigned rooms
+
lovers
Locations
+
High social awareness
Workshops
+
Poor analytical ability
Star chart
+
High kinesthetic sense
Dictionary
+
Developed empathy
Star catalogue
+
Good spatial sense
Cultural comparison
+
Musical
Cultural history
+
Good memory
Treatise on technological evolution
+
Good with language
Alternate history
+
Good intuition
Biographical dictionary
+
Patient
Comparative biography
+
High willpower
Encyclopedia
+
Creative
Genealogy
+
Good analytical ability
Doctor
+
Good focus
Monster slayer
+
Recovers slowly
Surgeon
+
Sickly
Diagnostician
+
Envious
Scholar
+
Cheerful
Performer
+
Quick to love
Mercenary
+
Hateful
Scribe
+
Poor empathy
No dedicated workshop assignments
+
Poor social awareness
No work details
+
Not musical
Tavern keeper
+
Poor kinesthetic sense
No location assignments
+
Bad with words
Will only do assigned tasks
+
Poor spatial sense
Work animals
+
Impatient
Cannot assign work details
+
Poor memory
Will do available tasks anywhere
+
Not creative
War buddy
+
Poor intuition
Childhood friend
+
Poor focus
Fellow scholar
+
Low willpower
Obsession
+
Fearless
Father
+
Overconfident
Bonded
+
Polite
Pet owner
+
Disdains advice
Mother
+
Prone to discord
Spouse
+
Flatterer
Cannot assign work animals
+
Stubborn
Bone doctor
+
Wasteful
No relationships
+
Intemperate
No assigned or assignable work animals
+
Brawler
Pure hate
+
Easily stressed
Disliked
+
Greedy
Grudge
+
Anxious
Religious persecutor
+
Lustful
Supernatural vengeance
+
Depression-prone
Jealous grudge
+
Anger-prone
Athletic rival
+
Obstinate
Friend
+
Tolerant
Persecutor
+
Private
Business rival
+
Perfectionist
Fellow athlete
+
Curious
Fellow artist
+
Bashful
Close friend
+
Single-minded
Kindred spirit
+
Hopeful
Considers violent
+
Proud
Considers dancer
+
Cruel
Good for business
+
Zany
Considers psychotic
+
Vengeful
Considers storyteller
+
Gracious
Considers preacher
+
Extravagant
Considers bard
+
Vain
Considers poet
+
Ambitious
Considers monster
+
Slow to love
Intruder
+
Slow to hate
Considers bully
+
Inclined to abstract
Considers brigand
+
Artistically inclined
Long-term acquaintance
+
Thrill-seeker
Object of worship
+
Flights of fancy
Passing acquaintance
+
Overbearing
Former apprentice
+
Frenetic
Former master
+
Trusting
Considers flatterer
+
Gregarious
Considers quarreler
+
Thoughtless
Master
+
Orderly
Loyal soldier
+
Altruistic
Companion
+
Dutiful
Apprentice
+
Emotional obsessive
Member of hated group
+
Swayed by emotions
Member of respected group
+
Rude
Friendly fighter
+
Overreliant on advice
Enemy fighter
+
Seeks harmony
Considers killer
+
Quarreler
Friendly terms
+
Quick to give up
Comrade
+
Not wasteful
Considers murderer
+
Temperate
Outcast
+
Avoid fights
Military organization
+
Resilient
Merchant company
+
Not greedy
Performance troupe
+
Not anxious
Migrating group
+
Not lustful
Vessel crew
+
Not easily depressed
Religion
+
Slow to anger
Nomadic group
+
Not envious
No groups
+
Cheerless
Site government
+
Overshares
Civilization
+
Inattentive
Protector of the weak
+
Incurious
Hunter
+
Shameless
Treasure hunter
+
Scatterbrained
Preserver of knowledge
+
Quick to despair
Noted monster
+
Low self esteem
Infamous monster
+
Merciful
Feared as a monster
+
Humorless
Certainly feared as a monster
+
Not vengeful
Certainly considered an intruder
+
Ungrateful
Noted intruder according
+
Austere
Legendary monster
+
Not vain
Considered an intruder
+
Not ambitious
Respected for heroic acts
+
Fearful
Greatly respected for heroic acts
+
Pusillanimous
Infamous intruder
+
Not inclined to abstract
Legendary intruder
+
Not inclined to create art
guild
+
Avoids excitement
Famous her
+
Fact-oriented
Legendary hero
+
Unassertive
Certainly considered a brawler
+
Leisurely
Moted brawler
+
Distrustful
Legendary villain
+
Loner
Considered a brawler
+
Overcautious
Considered a bully
+
Sloppy
Certainly considered a bully
+
Not altruistic
Famous brawler
+
Not dutiful
Legendary brawler
+
Emotionally distant
Legendary bully
+
Unswayed by emotions
Feared as a brigand
+
Acquiescing
Noted bully
+
Intolerant
Infamous bully
+
Values stoicism
Infamous brigand
+
Values introspection
Legendary brigand
+
Values cooperation
Certainly feared as a brigand
+
Values independence
Noted brigand
+
Values tradition
Feared as a killer
+
Values artwork
Greatly feared as a killer
+
Values fairness
Infamous murderer
+
Values decorum
Legendary murderer
+
Values cunning
Legendary killer
+
Values eloquence
Respected as a hunter
+
Values power
Noted killer
+
Values truth
Infamous killer
+
Values family
Great hunter
+
Values friendship
Legendary hunter
+
Values law
Skilled hunter
+
Values loyalty
Talented hunter
+
Values nature
Noted villain
+
Values peace
Infamous villain
+
Values commerce
Feared as a villain
+
Values romance
Greatly feared as a villain
+
Values perseverance
Legendary loyal soldier
+
Values leisure time
Respected for fighter
+
Values sacrifice
Noted loyal soldier
+
Values competition
Famous loyal soldier
+
Values skill
Famous fighter
+
Values hard work
Legendary fighter
+
Values craftwork
Greatly respected for fighter
+
Values martial prowess
Noted fighter
+
Values harmony
Noted enemy fighter
+
Values merriment
Infamous enemy fighter
+
Values self-control
Feared for violent opposition
+
Values tranquility
Greatly feared for violent oppositoin
+
Disdains independence
Greatly feared as a murderer
+
Disdains stoicism
Noted murderer
+
Disdains artwork
Legendary enemy fighter
+
Disdains cooperation
Feared as a murderer
+
Disdains decorum
Famous treasure hunter
+
Disdains tradition
Legendary treasure hunter
+
Disdains eloquence
Greatly respected for hunting treasure
+
Disdains fairness
Noted treasure hunter
+
Disdains truth
Noted preserver of the knowledge
+
Disdains cunning
Famous preserver of the knowledge
+
Disdains friendship
Respected for preserving the knowledge
+
Disdains power
Greatly respected for preserving the knowledge
+
Disdains loyalty
Greatly respected for protecting the weak
+
Disdains family
Noted protector of the weak
+
Values knowledge
Legendary preserver of the knowledge
+
Disdains law
Respected for protecting the weak
+
Disdains romance
Respected for loyalty
+
Disdains nature
Greatly respected for loyalty
+
Disdains leisure time
Famous protector of the weak
+
Disdains commerce
Legendary protector of the weak
+
Disdains competition
Former member
+
Disdains perseverance
Prisoner
+
Disdains hard work
Former slave
+
Disdains sacrifice
Criminal
+
Disdains martial prowess
Member
+
Disdains skill
Citizen
+
Disdains merriment
Considered a thief
+
Disdains craftwork
Certainly considered a thief
+
Disdains tranquility
Former mercenary
+
Disdains harmony
Former
+
Disdains introspection
Legendary thief
+
Disdains self-control
Respected for hunting treasure
+
Slumberous
Noted thief
+
Unconscious
Infamous thief
+
Thirsty!
Preferences
+
Very thirsty
Slated for removal
+
Drowsy
*** Forbidden ***
+
Very hungry
Memories
+
Thirsty
Recent thoughts
+
Very drowsy
Values
+
Hungry
Traits
+
Dehydrated
Uniform
+
Stressed
No orders
+
Starving
No squad assigned
+
Harrowed
Worker
+
Haggard
Former prisoner
+
Disdains peace
Former worker
+
Disdains knowledge
Remove building
+
Pale
Cancel construction
+
Faint
been claimed by
+
Pain
This building has
+
Numb
Construction inactive.
+
Nauseous
Construction suspended.
+
Extreme pain
Suspend construction
+
Drowning
Resume construction
+
Winded
Construction initiated.
+
Over-exerted
Waiting for construction...
+
Tired
Construction nearly done.
+
Dizzy
Partially constructed.
+
Exhausted
Removal inactive.
+
Sluggish
Removal suspended.
+
Stunned
Trap Occupied:
+
Paralyzed
Cancel removal
+
Partially paralyzed
"I must have
+
(Rusty)
needs
+
Focused!
mutters
+
None
things...  certain things
+
(V Rusty)
Leave me.  I need... "
+
Haul:
screams
+
Squad:
works with menacing fury!
+
Needs
works, darkly brooding...
+
No official position
"Yes.  I need
+
Injured
broods
+
Healthy
keeps muttering
+
Partially webbed
works furiously!
+
Seriously injured
works secretly...
+
Bleeding
cloth... thread
+
Webbed
leather... skin
+
Fever
sketches
+
Heavy bleeding
bars... metal
+
Be with friends
stone... rock
+
Hear eloquence
blocks... bricks...
+
Learn something
gems... shining
+
Be with family
raw... clear
+
Admire art
raw... green
+
Excitement
rough... color
+
Stay occupied
raw... crystal
+
Be creative
a shell
+
Pray
bones...  yes
+
Meditate
tree... life
+
Unmet need:
a corpse
+
Drink alcohol
square blocks
+
Distracted
cut gems
+
No unmet needs
stacked cloth
+
Focused
stacked leather
+
Distracted!
a quarry
+
Argue
rough gems
+
Be extravagant
of metal
+
Fight
shining bars
+
Cause trouble
a forest
+
Acquire object
rough gems and glass
+
Eat good meal
glass and burning wood
+
See animal
skeletons
+
See great beast
pictures of
+
Take it easy
shells
+
Make romance
will do available tasks anywhere
+
Martial training
will only do assigned tasks
+
Practice skill
A manager is required to add work orders to the shop.
+
Make merry
Work orders cannot be assigned to this building.
+
Craft object
Workers cannot be assigned to this building.
+
Uphold tradition
Add new task
+
Self-examination
Only one master may be assigned to each workshop.
+
Natural history
This workshop is free for anybody to use.
+
Chemistry
Link lever
+
Mathematics
Need accessible mechanisms.
+
Astronomy
Link plate
+
Other skills
Pull lever
+
Philosophy
Workers
+
Description
Work orders
+
Social
Hanging
+
Treatment
Stable Foundation
+
History
Start Pump Manually
+
Status
Stop Pumping Manually
+
Wounds
Inactive
+
Think abstractly
Active
+
Assume Control
Total Power Needed:
+
Wander
Total Power:
+
Help somebody
The well is dry.
+
Letter
The well is operational.
+
Essay
Frozen Elsewhere
+
Autobiography
Frozen Here
+
Poem
General work orders allowed:
+
Novel
Work orders can be added specifically for this shop.
+
Biography
The bucket is full.
+
Chronicle
There is no bucket.
+
Short story
  * Destroys colony
+
Manual
Gather any products
+
Guide
Do not gather products
+
Musical form
  * Requires a jug
+
Dance form
  * Requires wild colony or
+
Engineering
Install colony when ready
+
Poetic form
Do not install colony
+
Geography
  * Existing hive
+
Medicine
On display
+
Atlas
This is a memorial to
+
No assigned rooms
Assign new display items
+
Star chart
Assigned
+
Star catalogue
Pumps from the east
+
Treatise on technological evolution
Pumps from the north
+
Dictionary
Pumps from the west
+
Cultural comparison
Pumps from the south
+
Alternate history
before this restraint will
+
Encyclopedia
You must designate a dungeon
+
Cultural history
This furniture is a part of multiple rooms.
+
Biographical dictionary
be used for imprisonment.
+
Genealogy
Unassigned occupant
+
Choreography
Occupant
+
Comparative biography
Aquarium
+
Dialog
Terrarium
+
Musical composition
Too many hives
+
Mercenary
Not ready to be split
+
Monster slayer
* Output restricted
+
Scholar
* No output
+
Scribe
Outdoor access
+
Tavern keeper
  * Saves colony for split
+
Performer
Ready to be split
+
No dedicated workshop assignments
No outdoor access
+
No location assignments
Unnamed animal training area
+
Cannot assign work details
Unnamed clay collection area
+
No work details
Unnamed bedroom
+
Will only do assigned tasks
Unnamed plant gathering area
+
Will do available tasks anywhere
Unnamed museum
+
Locations
Unnamed zoo
+
Work animals
Unnamed pen/pasture
+
Work details
Unnamed meeting hall
+
Workshops
Unnamed pit/pond
+
Bonded
Unnamed fishing area
+
Childhood friend
Unnamed sculpture garden
+
Lover
Unnamed memorial hall
+
Child
Unnamed water source
+
Mother
This furniture is a part of
+
Father
Unnamed sand collection area
+
Pet owner
Unnamed dump
+
Spouse
Orientation
+
No relationships
Not in Use
+
Pet
Forbidden
+
Cannot assign work animals
Operated by Mechanisms
+
No assigned or assignable work animals
Chained
+
Surgeon
Assigned and chained
+
Bone doctor
Prepare to Fire
+
Doctor
Fire at Will
+
Diagnostician
Unnamed dining hall
+
Supernatural vengeance
Unnamed dormitory
+
Pure hate
Unnamed zone
+
Grudge
Unnamed tomb
+
Jealous grudge
Unnamed archery range
+
Persecutor
Unnamed office
+
Religious persecutor
Unnamed dungeon
+
Athletic rival
Unnamed barracks
+
Business rival
Nest box claimed by
+
Close friend
Deceased
+
Friend
Move goods to/from depot
+
Fellow athlete
Nest box unclaimed
+
Kindred spirit
before this coffin will
+
Fellow scholar
You must designate a tomb
+
Fellow artist
This is the resting place of
+
War buddy
be used for burial.
+
Obsession
HATCH TAKEN BY INVADERS
+
Considers bard
HATCH USED BY INTRUDER
+
Considers dancer
Retake hatch to forbid it.
+
Considers storyteller
DOOR TAKEN BY INVADERS
+
Considers poet
Passable
+
Considers bully
DOOR USED BY INTRUDER
+
Considers preacher
Retake door to forbid it.
+
Considers monster
Nothing
+
Considers brigand
Large gem
+
Hero
Broker cannot access depot
+
Intruder
Broker can access depot
+
Long-term acquaintance
Desired bait:
+
Passing acquaintance
You do not have a broker.
+
Deity
Anyone requested at depot
+
Object of worship
Broker requested at depot
+
Hated
Broker:
+
Disliked
No trader needed at depot
+
Companion
items
+
Former master
Awaiting
+
Master
There are no merchants trading right now.
+
Apprentice
Disengaged
+
Friendly fighter
is best)
+
Loyal soldier
Show items
+
Member of hated group
Show linked buildings
+
Enemy fighter
Poor soil
+
Comrade
every season
+
Member of respected group
(Cavern soil
+
Considers killer
Set to fertilize
+
Considers murderer
Not set to fertilize
+
Good for business
Fertilize
+
Friendly terms
Current amount:
+
Considers violent
Trap Baited:
+
Considers psychotic
No seeds
+
Performance troupe
Leave fallow
+
Merchant company
asking questions
+
Nomadic group
heard this was a good place to search for monsters.
+
Military organization
seeking work as a scholar
+
Vessel crew
seeking work as a mercenary
+
Migrating group
seeking sanctuary
+
No groups
for diplomacy
+
Site government
to perform
+
Treasure hunter
to relax
+
Thief
seeking work as a performer
+
Protector of the weak
to slay beasts
+
Preserver of knowledge
This visitor has come
+
Considers flatterer
This visitor is ready to leave.
+
Hunter
to study
+
Former apprentice
to pray
+
Considers quarreler
was the place to look for long-term work.
+
Certainly feared as a monster
would make a good base for a mercenary.
+
Feared as a monster
would be a safe place to stay.
+
Infamous monster
believes
+
Noted monster
was the place to entertain people.
+
Considered an intruder
was the place to enjoy oneself.
+
Legendary monster
was the place for long-term scholarship.
+
Noted intruder according
was the place to perform research.
+
Certainly considered an intruder
was curious about
+
Legendary intruder
went on this journey out of curiosity.
+
Infamous intruder
was the place to admire fine architecture.
+
Greatly respected for heroic acts
was the place for a good drink.
+
Respected for heroic acts
heard
+
Legendary hero
heard this was the place for those seeking danger.
+
Famous hero
was the place for prayer.
+
craft
[C:6:0:0]
+
guild
doesn't feel
+
Considered a brawler
[C:3:0:1]
+
Legendary villain
[C:2:0:1]
+
Moted brawler
was in
+
Certainly considered a brawler
feels
+
Legendary brawler
didn't feel
+
Famous brawler
is in
+
Certainly considered a bully
[C:7:0:1]
+
Considered a bully
about the location of
+
Infamous bully
is seeking information
+
Noted bully
[C:7:0:0]
+
Feared as a brigand
You can learn more about this visitor after they chat with a local.
+
Legendary bully
grim satisfaction
+
Noted brigand
horrified
+
Certainly feared as a brigand
grieves
+
Legendary brigand
grieved
+
Infamous brigand
suspicious
+
Legendary murderer
fondness
+
Infamous murderer
shocked
+
Greatly feared as a killer
alarmed
+
Feared as a killer
satisfied
+
Infamous killer
annoyed
+
Noted killer
grumpy
+
Respected as a hunter
grouchy
+
Legendary killer
[C:4:0:1]
+
Talented hunter
[C:5:0:1]
+
Skilled hunter
[C:1:0:1]
+
Legendary hunter
[C:6:0:1]
+
Great hunter
affection
+
Greatly feared as a villain
adoration
+
Feared as a villain
aggravated
+
Infamous villain
agitated
+
Noted villain
vengeful
+
Famous loyal soldier
admiration
+
Noted loyal soldier
accepting
+
Respected for fighter
gaiety
+
Legendary loyal soldier
blissful
+
Noted fighter
triumph
+
Greatly respected for fighter
excited
+
Legendary fighter
bitter
+
Famous fighter
caring
+
Greatly feared for violent oppositoin
aroused
+
Feared for violent opposition
apathetic
+
Infamous enemy fighter
aversion
+
Noted enemy fighter
astonished
+
Feared as a murderer
amused
+
Legendary enemy fighter
anxious
+
Noted murderer
anguish
+
Greatly feared as a murderer
alienated
+
Noted treasure hunter
ambivalent
+
Greatly respected for hunting treasure
amazed
+
Legendary treasure hunter
distressed
+
Famous treasure hunter
embarrassed
+
Greatly respected for preserving the knowledge
elated
+
Respected for preserving the knowledge
dislike
+
Famous preserver of the knowledge
disillusioned
+
Noted preserver of the knowledge
displeasure
+
Respected for protecting the weak
dismayed
+
Legendary preserver of the knowledge
despair
+
Noted protector of the weak
 +
Greatly respected for protecting the weak
 +
Legendary protector of the weak
 +
Famous protector of the weak
 +
Greatly respected for loyalty
 +
Respected for loyalty
 +
Former worker
 +
Squad
 +
Former prisoner
 +
Worker
 +
Slave
 +
Former slave
 +
Member
 +
Former member
 +
Former mercenary
 +
Citizen
 +
Certainly considered a thief
 +
Considered a thief
 +
Infamous thief
 +
Noted thief
 +
Respected for hunting treasure
 +
Legendary thief
 +
Cancel removal
 +
Trap Occupied:
 +
Removal suspended.
 +
Removal inactive.
 +
*** Forbidden ***
 +
Slated for removal
 +
Preferences
 +
Needs
 +
Traits
 +
Values
 +
Recent thoughts
 +
Memories
 +
No squad assigned
 +
No orders
 +
Uniform
 +
Kills
 +
works secretly...
 +
works, darkly brooding...
 +
works furiously!
 +
keeps muttering
 +
This building has
 +
been claimed by
 +
Cancel construction
 +
Remove building
 +
Resume construction
 +
Suspend construction
 +
Construction suspended.
 +
Construction inactive.
 +
Partially constructed.
 +
Construction nearly done.
 +
Waiting for construction...
 +
Construction initiated.
 +
tree... life
 +
raw... green
 +
a shell
 +
a corpse
 +
needs
 +
bones...  yes
 +
mutters
 +
screams
 +
"I must have
 +
things...  certain things
 +
"Yes.  I need
 +
"Leave me.  I need...
 +
works with menacing fury!
 +
broods
 +
a forest
 +
glass
 +
skeletons
 +
shells
 +
sketches
 +
pictures of
 +
cloth... thread
 +
..."
 +
blocks... bricks...
 +
leather... skin
 +
bars... metal
 +
gems... shining
 +
rough... color
 +
stone... rock
 +
raw... clear
 +
raw... crystal
 +
Need accessible mechanisms.
 +
Link lever
 +
Work orders
 +
Back
 +
Tasks
 +
Workers
 +
stacked leather
 +
stacked cloth
 +
cut gems
 +
square blocks
 +
shining bars
 +
of metal
 +
rough gems
 +
a quarry
 +
glass and burning wood
 +
rough gems and glass
 +
The well is operational.
 +
The well is dry.
 +
There is no bucket.
 +
The bucket is full.
 +
Work orders can be added specifically for this shop.
 +
General work orders allowed:
 +
Work orders cannot be assigned to this building.
 +
A manager is required to add work orders to the shop.
 +
will only do assigned tasks
 +
will do available tasks anywhere
 +
This workshop is free for anybody to use.
 +
Only one master may be assigned to each workshop.
 +
Add new task
 +
Workers cannot be assigned to this building.
 +
Pull lever
 +
Link plate
 +
This is a memorial to
 +
On display
 +
Pumps from the south
 +
Pumps from the west
 +
Pumps from the north
 +
Pumps from the east
 +
Stop Pumping Manually
 +
Start Pump Manually
 +
Stable Foundation
 +
Hanging
 +
Total Power:
 +
Total Power Needed:
 +
Active
 +
Inactive
 +
Frozen Here
 +
Frozen Elsewhere
 +
Not ready to be split
 +
Too many hives
 +
No outdoor access
 +
Ready to be split
 +
  * Saves colony for split
 +
Outdoor access
 +
  * Requires a jug
 +
Do not gather products
 +
Gather any products
 +
  * Destroys colony
 +
  * Existing hive
 +
Do not install colony
 +
Install colony when ready
 +
  * Requires wild colony or
 +
Assigned
 +
Assign new display items
 +
Unnamed fishing area
 +
Unnamed pit/pond
 +
Unnamed dump
 +
Unnamed sand collection area
 +
This furniture is a part of
 +
Unnamed water source
 +
be used for imprisonment.
 +
This furniture is a part of multiple rooms.
 +
You must designate a dungeon
 +
before this restraint will
 +
Terrarium
 +
Aquarium
 +
Occupant
 +
Unassigned occupant
 +
* No output
 +
* Output restricted
 +
Unnamed dormitory
 +
Unnamed dining hall
 +
Unnamed barracks
 +
Unnamed dungeon
 +
Unnamed office
 +
Unnamed archery range
 +
Unnamed plant gathering area
 +
Unnamed bedroom
 +
Unnamed clay collection area
 +
Unnamed animal training area
 +
Unnamed meeting hall
 +
Unnamed pen/pasture
 +
Unnamed zoo
 +
Unnamed museum
 +
Unnamed memorial hall
 +
Unnamed sculpture garden
 +
Open
 +
HATCH TAKEN BY INVADERS
 +
Retake door to forbid it.
 +
DOOR USED BY INTRUDER
 +
Passable
 +
DOOR TAKEN BY INVADERS
 +
Operated by Mechanisms
 +
Forbidden
 +
Not in Use
 +
Orientation
 +
Fire at Will
 +
Prepare to Fire
 +
Assigned and chained
 +
Chained
 +
Unnamed tomb
 +
Unnamed zone
 +
Anyone requested at depot
 +
No trader needed at depot
 +
There are no merchants trading right now.
 +
Broker requested at depot
 +
Awaiting
 +
items
 +
Nest box unclaimed
 +
Move goods to/from depot
 +
Deceased
 +
Nest box claimed by
 +
be used for burial.
 +
This is the resting place of
 +
You must designate a tomb
 +
before this coffin will
 +
Retake hatch to forbid it.
 +
HATCH USED BY INTRUDER
 +
Set to fertilize
 +
Current amount:
 +
No seeds
 +
Not set to fertilize
 +
(now)
 +
Leave fallow
 +
Large gem
 +
Trap Baited:
 +
Meat
 +
 
 
Expert
 
Expert
Select a work partner for
+
Knowledgeable
 
General familiarity
 
General familiarity
Knowledgeable
+
A few facts
Ready for slaughter
+
Overall training
Available as pet
+
Insufficient resources were available to use additional parallelism.
Being traded
+
Merchants from
 +
Potash
 +
Coal
 +
Rotten raw hide
 +
Fresh raw hide
 +
Masterwork
 +
Exceptional
 +
Superior quality
 +
Finely-crafted
 +
Wax
 +
Plant Cloth
 +
Crystal Glass
 +
Clear Glass
 +
Green Glass
 +
Soap
 +
Pearlash
 +
Ash
 +
Side
 +
Living
 +
Slaughterability
 +
Overall Training
 +
Pets/Livestock
 +
Citizens
 +
Arena side
 
Trainer: Any unassigned
 
Trainer: Any unassigned
 +
Stone
 +
Refuse
 +
Corpses
 +
Furniture/siege ammo
 +
Food
 +
Animals
 +
All tasks
 +
Dead/Missing
 +
Owned
 
Adopted somebody
 
Adopted somebody
 +
Job
 +
Hunting assignment
 +
Any unassigned trainer
 +
Any trainer
 +
Select a trainer for
 +
Trainer
 +
Trainer: Any
 
Trainer:  
 
Trainer:  
Trainer: Any
 
active.
 
Creatures
 
All work orders must be validated
 
by the manager before they become
 
A manager is required to coordinate
 
work orders.
 
Can use any shop
 
There are no active work orders.
 
Others
 
A few facts
 
Citizens
 
Pets/Livestock
 
Dead/Missing
 
Places
 
Objects
 
Meeting area
 
Animal training
 
Pit/pond
 
Garbage dump
 
Pen/pasture
 
Fishing
 
Gather fruit
 
Dungeon
 
Barracks
 
Dormitory
 
Office
 
Archery range
 
Bedroom
 
Dining hall
 
You do not have any zones.
 
Zones can be added using the zone menu at the bottom of the screen.
 
Overall Training
 
Farm plots
 
Tame at the vermin catcher's shop
 
 
Train (to make a pet) or slaughter
 
Train (to make a pet) or slaughter
 +
Uninterested in an owner
 
Unavailable as pet
 
Unavailable as pet
Uninterested in an owner
+
Available as pet
You do not have any farm plots.
+
Ready for slaughter
Water source
+
Being traded
You do not have any workshops.
+
Cheese (animal)
Workshops are placed using the building menu at the bottom of the screen.
+
Cheese (plant)
You do not have any stockpiles
+
Drink (animal)
Stockpiles can be placed using the stockpile menu at the bottom of the screen.
+
Drink (plant)
You do not have any locations.
+
Plants
Locations can be created from zones.
+
Egg
Your workers will rarely make them on their own.
+
Unprepared fish
You may also send a squad to obtain one.
+
Unusable armor
Written content
+
Extract (plant)
There aren't any crafted artifacts here.
+
Pressed material
Symbols
+
Paste
Named objects
+
Fat
planted
+
Bone meal
to harvest
+
Milled plant
Writing materials include paper and parchment sheets.
+
Fruit/leaves
Use these to make scrolls and quires.
+
Seeds
There is no written content here.
+
Armor
Prepare writing material and assign scholars to a library.
+
Weapons/trap comps
There are no named objects here.
+
Cloth
Citizens, especially soldiers, will rarely name items.
+
Finished goods
You haven't named any position symbols yet.
+
Gems
You can do this from the Nobles and Administrators menu.
+
Bars/blocks
Tavern
+
Coins
Library
+
Ammo
imprisoned
+
Usable armor
available
+
Unusable weapons
assigned
+
Usable weapons
present
+
Prepared meals
Unnamed location
+
Empty animal traps
squads assigned
+
Empty cages
Unknown location
+
Additional options
% occupied
+
Sheet
Hospital
+
Rough glass
patient
+
Clay
Temple
+
Other stone
guildhall
+
Economic
Remove assignment
+
Metal ores
Deceased:
+
Blocks: stone/clay
Civilians:
+
Blocks: metal
Soldiers:
+
Blocks: other materials
Click somebody to assign them to position
+
Thread (yarn)
Possible targets in this area:
+
Thread (plant)
Click a creature to assign it.
+
Thread (silk)
Click somebody to assign them.
+
Gem
Targeted by
+
Cut stone
squad
+
Cut gem
Archer
+
Rough gem
skilled
+
Cut glass
No relevant skills
+
Teeth
Fighter
+
Shells
, commander
+
Bones
family treasure
+
Skulls
Click the map to add points.
+
Body parts
Sacred to
+
Item types
family heirloom
+
Misc. liquid
Heirloom of
+
Extract (animal)
Treasure of
+
Bars: metal
Libraries are a location that can be created at a zone.
+
Bars: other materials
Symbol of
+
Metal
Select how squads will use this space.
+
Stone/clay
Select the squads to train here.
+
Other materials
Select which burrows to defend.
+
Type
Burrow
+
Hair/wool
Select or create a route.
+
Horns/hooves
Create new route
+
We'll be ready soon!
Point
+
My apologies, but we're still unloading.
Confirm
+
Select a merchant group to trade with:
Only members can visit (if guild established)
+
Dist:
Only members can visit
+
Amount needed:
You need to assign a
+
Select materials for the
to utilize a hospital.
+
Total quality
, no workers
+
craftsman
You need a
+
Greetings.  The
No established guild
+
your more ethical works.  We've come to trade.
worker
+
Greetings.  We are enchanted by
Dance floor in common area:
+
Your efforts are legend there.  Let us trade!
Rented rooms (Total):
+
Greetings from the Mountainhomes. 
Goblets (Desired):
+
Greetings from the outer lands. 
Stored Instruments (Desired):
+
There are no merchants present with which to trade.
Citizens only
+
Weapons
Chests in common area:
+
Parchment
All visitors welcome
+
Paper
Citizens and long-term residents only
+
Cloth (metal)
workshop to
+
Cloth (yarn)
take from
+
Cloth (plant)
Max wheelbarrows
+
Cloth (silk)
Select a stockpile or
+
Thread (metal)
Max barrels
+
Core quality
burrow assignments
+
Shield
Storage and tools
+
Legs
member
+
Hands
, no members
+
Feet
Dedicated to
+
Head
Guildhall
+
Body
exchange with
+
Trap components
No particular deity
+
I am a merchant, yes.  You see, I wish to trade.  Which of my goods do you desire?
give to
+
going there.  Obviously, your copious wit is matched only by your industry!
Select a stockpile to
+
[Laughs uproariously]  You had me
Only organized religions can have recognized priesthoods.
+
[Chuckles]  How droll.
Meeting place,
+
This would please us greatly.  What do you offer?
Agreed to build temple
+
You wish to make an offering to our leader? 
Agreed to build temple complex
+
You wish to make an offering?  We love gifts.
You can recognize a priesthood once this is a temple.
+
Take what you wish.  I can't stop you.
You can recognize a high priest when this is a temple complex.
+
wish to trade or to make an offering to our leader?
Recognize priesthood
+
My stones, are you giving me those?  Do you
Recognize high priest
+
For me?  At no price?  I can accept your offer, or perhaps you wish to trade.
Traction benches in common area:
+
what do offer for them?
Thread (Desired):
+
These _are_ fine items, aren't they?  Now,
Beds in common area:
+
Ah, but my goods are not free!  What do you offer in trade?
Tables in common area:
+
what interests you and what you're prepared to offer in exchange.
Agreed to build guildhall
+
Yes, and trade we will!  Simply tell me
Agreed to build grand guildhall
+
Please understand the journey must be profitable.  Perhaps you'd consider tossing in a little extra?
Guildhall,
+
I must make a profit.  There is simply not enough value here.
Grand Guildhall,
+
Do not tempt me!  My beasts of burden cannot possibly haul such a load.
Shrine,
+
These goods are too heavy and cheap for me to consider.
(next at
+
What do you want?
Total number of each to scribe:
+
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.
Writing Material (Desired):
+
is unparalleled.  Let's make a deal!
Chairs:
+
ship of the
Written objects (incl. copies):
+
I will see that our leader gets this offering.
Bookcases:
+
You are too kind.
Tables:
+
fathom you ending up with the items you desire.
worshipper
+
Even with your combined trade goods, such as they are, I can't
needed
+
All I see here is not enough.
Priest:
+
You'll need more goods to make this arrangement. 
High priest:
+
Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.
worshippers
+
Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.
worshipper
+
Inaccessible
Temple,
+
Offer as gift
Temple Complex,
+
Accept Counteroffer
Remove current location assignment
+
Seize
New inn/tavern
+
Excess Weight:
outside the fortress.
+
Allowed Weight:
Add or choose a location.
+
Trader Loss:
bedrooms.  These larger associations
+
Trader Profit:
of rooms can attract visitors from
+
exactly
and libraries can be created from
+
less than
meeting area zones, dining rooms and
+
greater than
Constructions
+
at most
Machines/fluids
+
at least
Furniture
+
available is
Doors/hatches
+
Amount of
New guildhall
+
Distance:
New hospital
+
ecstatic with the trading
New temple
+
seems
New library
+
That poor, gentle creature...
Tavern Keeper
+
I see your low race still revels in death. 
Monster Slayer
+
It is a rude bauble, fit only for your kind.
Buckets (Desired):
+
Once a beautiful tree, and now? 
Soap (Desired):
+
I am beside myself with grief.  Perhaps we will show you how they suffered.
Crutches (Desired):
+
You truly despise life, don't you? 
Powder for casts (Desired):
+
were added for the counteroffer:
Cloth (Desired):
+
The following fortress goods
Splints (Desired):
+
unwilling to trade
No worshippers
+
not going to take much more of this
Locations such as taverns, temples
+
to be rapidly losing patience
No members
+
willing to trade
(No Specific Deity)
+
pleased with the trading
No workers
+
very happy about the trading
Guild:
+
A manager is required to coordinate
Bone Doctor
+
There are no active work orders.
Wood furnace
+
Can use any shop
Magma smelter
+
0 = Can use any shop
Smelter
+
max
Magma glass furnace
+
shop
Magma kiln
+
shop(s)
Glass furnace
+
Suggested conditions
Fishery
+
Farm plots
Kitchen
+
Objects
Butcher
+
Places
Tanner
+
Creatures
Farm plot
+
active.
Clothes
+
by the manager before they become
Ashery
+
All work orders must be validated
Bowyer
+
work orders.
Farming
+
Restarts if completed, checked daily
Furnaces
+
One-time order
Trade depot
+
Restarts if completed, conditions checked yearly
Clothing and leather
+
Restarts if completed, conditions checked seasonally
Cages/restraints
+
Restarts if completed, conditions checked monthly
Stoneworker
+
Restarts if completed, conditions checked daily
Mechanic
+
One-time order, conditions checked daily
Metalsmith
+
not
Jeweler
+
must first be completed
Magma forge
+
must first be activated
Carpenter
+
Not satisfied for next check
Crafts
+
Satisfied for next check
Stairs
+
No material
Offering place
+
Restarts if completed, checked yearly
Instrument
+
Restarts if completed, checked seasonally
Vertical bars
+
Restarts if completed, checked monthly
Floor bars
+
Dormitory
Wall grate
+
Barracks
Floor grate
+
Archery range
Dirt road
+
Office
Fortification
+
Dining hall
Bridge
+
Bedroom
Paved road
+
Animal training
Vermin Catcher's Shop
+
Meeting area
Nest box
+
available
Farmer
+
imprisoned
Bookcase
+
present
Display
+
assigned
Statue
+
squads assigned
Traction bench
+
Unnamed location
Burial
+
Tomb
Cabinet
+
Dungeon
Upright weapon/spike
+
Workshops are placed using the building menu at the bottom of the screen.
Archery target
+
You do not have any workshops.
Stone-fall
+
Stockpiles can be placed using the stockpile menu at the bottom of the screen.
Weapon
+
You do not have any stockpiles
Animal trap
+
Locations can be created from zones.
Pressure plate
+
You do not have any locations.
Rope/chain
+
Zones can be added using the zone menu at the bottom of the screen.
Needs walkable perimeter
+
You do not have any zones.
Hidden, cannot build at this location
+
Sand
Disconnected
+
Pit/pond
Need trigger type
+
Pen/pasture
Ballista
+
Garbage dump
Catapult
+
Gather fruit
Weapon rack
+
Fishing
Armor stand
+
Water source
Floodgate
+
You do not have any farm plots.
Track stop
+
Prepare writing material and assign scholars to a library.
Support
+
There is no written content here.
Glass window
+
Citizens, especially soldiers, will rarely name items.
Gem window
+
There are no named objects here.
Millstone
+
You can do this from the Nobles and Administrators menu.
Rollers
+
You haven't named any position symbols yet.
Horizontal axle
+
You may also send a squad to obtain one.
Vertical axle
+
Your workers will rarely make them on their own.
Windmill
+
family heirloom
Gear assembly
+
Sacred to
Screw pump
+
Treasure of
Water wheel
+
Heirloom of
Mud is left by water
+
Symbol of
Disconnected Build Overflow
+
Libraries are a location that can be created at a zone.
Needs ground or near machine
+
Use these to make scrolls and quires.
No mud/soil for farm
+
Writing materials include paper and parchment sheets.
Water at this location
+
% occupied
Lava/Magma at this location
+
Unknown location
Needs open space
+
patient
Off map
+
Hospital
Surrounded by empty space
+
guildhall
Needs adjacent wall
 
Needs to be anchored on edge
 
Blocked at this location
 
Need soil or mud at location
 
Need soil at location
 
Must be outside
 
Cannot build at highest level
 
Must be inside
 
Too close to edge
 
Building present
 
Must remove construction
 
Adding water
 
Adding magma
 
Right click when done
 
Placing trees
 
Placing creatures
 
Regular mining blueprint
 
Automated vein and gem mining
 
Vein and gem mining blueprint
 
Gem mining blueprint
 
 
 
 
Stone use
 
Stone use
Standing orders
+
Reset to default
 +
high precision
 +
medium precision
 +
Your bookkeeper needs to work in an office to improve precision
 +
highest precision
 +
% updated toward the next precision level.
 +
The stockpile records are
 +
Administrators handle various aspects of your fortress and can be reassigned. Many administrators also require rooms.
 +
Members of the nobility have required rooms and can make demands. They cannot be reassigned.
 +
Automate smelter
 +
Do not automate kiln
 +
Automate other shops
 +
Do not automate smelter
 +
Workers gather animals
 +
Do not automate other shops
 +
Workers gather food
 +
Workers ignore animals
 +
No automatic fish cleaning
 +
Automatically clean fish
 +
Do not automate kitchen
 +
Automate kitchen
 +
Automate tannery
 +
---
 +
Automate kiln
 +
Do not automate tannery
 +
Use any cloth
 +
Use only dyed cloth
 +
No automatic web collection
 +
Automatically collect webs
 +
No automatic slaughter
 +
Slaughter any marked animal
 +
No automatic butchery
 +
Automatically butcher carcasses
 +
Automated workshops
 
You have no appropriate ingredients.
 
You have no appropriate ingredients.
Permissions
+
Sieges and forbidding
Number
+
Hauling
Ingredient type
+
Automatically weave all thread
Meat, fish, and others
+
Chores
Drinks
+
No automatic weaving
member to give orders,
+
Automatically weave dyed thread
Select a squad or squad
+
Workers dump hair and wool
Schedule
+
Workers save skins
Move: click on the map.
+
Workers dump other objects
No target
+
Workers save hair and wool
target
+
Forbid used ammunition
Routine:
+
Workers save other objects
No uniform
+
Claim used ammunition
seleced squads.
+
Forbid used ammunition during sieges
seleced positions.
+
Workers dump skulls
 +
Workers save corpses
 +
Workers dump bones
 +
Workers save skulls
 +
Workers dump shells
 +
Workers save bones
 +
Workers dump skins
 +
Workers save shells
 +
Workers gather refuse
 +
Workers ignore wood
 +
Workers gather outdoor refuse
 +
Workers ignore refuse
 +
Workers gather outdoor vermin remains
 +
Workers ignore outdoor refuse
 +
Workers dump corpses
 +
Workers ignore outdoor vermin remains
 +
Workers gather furniture
 +
Workers ignore food
 +
Workers gather bodies
 +
Workers ignore furniture
 +
Workers gather minerals
 +
Workers ignore bodies
 +
Workers gather wood
 +
Workers ignore minerals
 +
Forbid toppled building items during sieges
 +
Forbid toppled building items
 +
Forbidding of death objects occurs at time of death.
 +
Claim toppled building items
 +
Children don't do chores
 +
Children do chores
 +
to do your chores.
 +
There are no children
 +
Allow trap cleaning
 +
Forbid trap cleaning during sieges
 +
Forbid trap rearming during sieges
 +
Forbid trap rearming
 +
Forbid cages from sprung traps
 +
Allow trap rearming
 +
Claim cages from sprung traps
 +
Forbid cages from sprung traps during sieges
 +
Forbid other death items
 +
Claim other dead
 +
Claim other death items
 +
Forbid other death items during sieges
 +
Forbid floor/wall cleaning during sieges
 +
Forbid floor/wall cleaning
 +
Forbid trap cleaning
 +
Allow floor/wall cleaning
 +
Forbid your dead during sieges
 +
Forbid your dead
 +
Forbid your death items
 +
Claim your dead
 +
Claim your death items
 +
Forbid your death items during sieges
 +
Forbid other non-hunted dead during sieges
 +
Forbid other non-hunted dead
 +
(unnamed orders)
 +
Done editing
 +
Equip/always
 +
Editing routine
 +
Sleep/room at will
 +
Equip/orders only
 +
Sleep/barracks at need
 +
Sleep/barracks at will
 +
You know of no appropriate stones.
 +
Select to use in non-economic jobs.
 +
Choose a symbol for the detail.
 +
Choose a symbol for the burrow.
 +
Symbol
 +
Choose a symbol for the squad.
 +
Foreground
 +
Background
 +
Prefer zones for water drinking
 +
Drink water only from designed zones
 +
Prefer zones for fishing
 +
Fish only in designated zones
 +
Stone type
 +
Economic stone
 +
Economic uses
 +
Magma-safe
 +
Announce most job cancellations
 +
Announce all job cancellations
 +
Announce no job cancellations
 +
Announce some job cancellations
 +
Only farmers harvest
 +
Everybody harvests
 +
Do not mix similar food in barrels
 +
Mix similar foods in barrels
 +
member to give orders,
 +
Select a squad or squad
 +
assign schedules.
 +
change equipment, and
 
squad.
 
squad.
 
Choose a uniform for the
 
Choose a uniform for the
assign schedules.
+
seleced squads.
change equipment, and
+
seleced positions.
 +
No special orders
 +
Multiple orders
 +
target
 +
Routine:
 +
Move: click on the map.
 +
No target
 +
Schedule
 +
Equip
 
until commander
 
until commander
 
Cannot appoint
 
Cannot appoint
Assign position
+
You must appoint
Assign leader
+
is selected
Back to squads
+
You must appoint a
Vacant position
+
somebody first
At least
 
new order
 
No special orders
 
Multiple orders
 
 
Create new squad
 
Create new squad
 
to create a squad.
 
to create a squad.
You must appoint a
+
soldiers to follow
somebody first
+
Minimum number of
You must appoint
+
At least
is selected
+
new order
 +
Back to squads
 +
Vacant position
 +
Assign position
 +
Assign leader
 
specific weapon
 
specific weapon
 
specific shield
 
specific shield
 +
, weapon
 +
individual choice
 +
indiv choice, ranged
 +
indiv choice, melee
 +
plant fiber
 +
(foreign)
 +
View monthly schedule
 +
Add/edit routines (columns)
 +
specific armor
 +
Monthly orders
 +
specific pants
 +
specific helm
 
specific shoes
 
specific shoes
 
specific gloves
 
specific gloves
specific pants
 
specific helm
 
specific armor
 
Monthly orders
 
BROKEN
 
plant fiber
 
(foreign)
 
indiv choice, ranged
 
indiv choice, melee
 
, weapon
 
individual choice
 
 
appointed by  
 
appointed by  
 
's squad
 
's squad
Create which squad?
+
Routine #
Constant training
+
Military routines
 +
Really delete this routine?
 +
Add new routine
 +
Current month
 +
No uniform
 
Staggered training
 
Staggered training
 
Off duty
 
Off duty
View monthly schedule
+
Ready
Add/edit routines (columns)
+
Constant training
Current month
+
Create which squad?
Really delete this routine?
 
Add new routine
 
Routine #
 
Military routines
 
 
Not yet assigned
 
Not yet assigned
 
  assigned items
 
  assigned items
 +
Mat
 +
No assigned items
 +
Assign uniform
 +
Color
 +
Update equipment
 +
Add uniform
 +
Uniform replaces clothing
 +
New weapon
 +
Exact matches only
 +
Uniform worn over clothing
 +
individual choice
 +
Partial matches okay
 
  indiv choice, ranged
 
  indiv choice, ranged
 
  indiv choice, melee
 
  indiv choice, melee
individual choice
 
Partial matches okay
 
Exact matches only
 
Uniform worn over clothing
 
Details
 
Custom uniform
 
Update equipment
 
Add uniform
 
Assign uniform
 
No assigned items
 
 
Confirm and save uniform
 
Confirm and save uniform
 
(enter name here)
 
(enter name here)
 +
New headwear
 +
New bodywear
 +
New handwear
 +
New legwear
 +
New shield
 +
New footwear
 +
BROKEN
 +
metal
 +
any color
 +
any material
 +
missing item
 +
(Dye)
 
Adding uniform
 
Adding uniform
 
Position  
 
Position  
missing item
+
Custom uniform
(Dye)
+
 
any color
+
 
any material
+
Officer:
Uniform replaces clothing
+
none assigned
New weapon
+
in prison.
New shield
+
Padding
New footwear
+
Interrogate
New handwear
+
Convict
New legwear
+
Interview Scheduled
New headwear
+
Already interviewed
New bodywear
+
No witnesses
against
+
Sort units by how involved they are in the crime.
Treason
 
Blood-drinking
 
Attempted theft
 
Attempted murder
 
Kidnapping
 
Attempted kidnapping
 
 
1 witness
 
1 witness
Disorderly conduct
+
witnesses
Building destruction
+
Beating.
Bribery
+
day
Embezzlement
+
No sentence pending.
Vandalism
+
hammerstrike
Robbery
+
Kidnapping
Espionage
+
Attempted kidnapping
There are no closed cases.
+
Attempted theft
There are no cold cases.
+
Attempted murder
Open cases become cold after one year.
+
Unknown convict.
 +
Unsolved.
 +
Injured party:
 +
Convicted:
 
Violation of production order
 
Violation of production order
 
Violation of export prohibition
 
Violation of export prohibition
 +
Disorderly conduct
 +
Building destruction
 
Violation of job order
 
Violation of job order
 
Conspiracy to alow labor
 
Conspiracy to alow labor
Murder
+
Interrogations
Open cases
+
Prepared by
Closed cases
+
There is no intelligence information yet.
 +
If a crime involves a conspiracy, an interrogation may reveal the plot.
 +
[C:6:0:0]In traction
 +
[C:4:0:1]Heavy bleeding
 +
No interrogation reports.
 +
Selected actor:
 +
Cage/Chain Reqs
 +
Desired metal cages and chains in dungeons:
 
Cold cases
 
Cold cases
 
Fortress guard
 
Fortress guard
 +
Convict list
 +
Intelligence
 +
Guards List
 
Convicts
 
Convicts
Intelligence
 
There are no open cases.
 
You have not yet appointed any guards.
 
assigned.
 
No cases assigned.
 
Unavailable.
 
Missing.
 
Deceased.
 
Caged.
 
Found the body.
 
Saw that the object was missing.
 
Saw that the object was disturbed.
 
 
  admire the object.
 
  admire the object.
Date:
 
 
Reported:  
 
Reported:  
Desired metal cages and chains in dungeons:
+
Saw that the object was disturbed.
Unsolved.
+
Saw
Interrogate
+
Cases
 +
Closed cases
 +
No witnesses.
 +
Open cases
 
Witness:  
 
Witness:  
 
unknown
 
unknown
Confessed.
+
Interrogate suspects for wrongdoing.
 +
Convict a suspect for this crime.
 +
Found the body.
 +
Saw that the object was missing.
 
Implicates:  
 
Implicates:  
 
Accuses:  
 
Accuses:  
somebody
+
[C:1:0:1]Drowsy
witnesses
+
[C:5:0:1]Dehydrated
No witnesses
+
[C:2:0:1]Nauseous
Interview scheduled
+
[C:4:0:1]Very drowsy
Already interviewed
+
[C:6:0:0]Hungry
Convict
+
[C:4:0:1]Slumberous
Injured party:  
+
[C:1:0:1]Thirsty
Convicted:  
+
[C:4:0:1]Starving
Unknown convict.
+
[C:6:0:1]Over-exerted
Robbery.
+
[C:6:0:1]Tired
Espionage.
+
[C:6:0:1]Slight pain
Treason.
+
[C:6:0:1]Exhausted
Blood-drinking.
+
[C:1:0:1]Drowning
Attempted theft.
+
[C:7:0:0]Winded
Attempted murder.
+
[C:3:0:1]Stunned
Kidnapping.
+
[C:3:0:1]Dizzy
Attempted kidnapping.
 
Conspiracy to slow labor.
 
Murder.
 
Disorderly conduct.
 
Building destruction.
 
Bribery.
 
Embezzlement.
 
Vandalism.
 
Theft.
 
Beating.
 
in prison.
 
Officer:  
 
none assigned
 
Violation of production order.
 
Violation of export prohibition.
 
Violation of job order.
 
Chained.
 
No working grasps.
 
In combat.
 
Exhausted.
 
Injured.
 
Nobody has been convicted so far.
 
No sentence pending.
 
hammerstrike
 
 
[C:3:0:1]Slightly numb
 
[C:3:0:1]Slightly numb
 
[C:4:0:1]Serious fever
 
[C:4:0:1]Serious fever
 +
[C:3:0:1]Completely numb
 +
[C:3:0:1]Partially numb
 +
[C:6:0:1]Extreme pain
 +
[C:6:0:1]Moderate pain
 
[C:4:0:1]Moderate fever
 
[C:4:0:1]Moderate fever
 
[C:4:0:1]Slight fever
 
[C:4:0:1]Slight fever
[C:6:0:1]Extreme pain
 
[C:6:0:1]Moderate pain
 
[C:6:0:1]Slight pain
 
[C:6:0:1]Exhausted
 
 
[C:5:0:1]Severe blood loss
 
[C:5:0:1]Severe blood loss
 
[C:5:0:1]Faint
 
[C:5:0:1]Faint
 +
[C:4:0:1]Bleeding
 +
[C:5:0:1]Pale
 +
[C:3:0:1]Partially paralyzed
 +
[C:3:0:1]Sluggish
 
[C:5:0:1]Moderate blood loss
 
[C:5:0:1]Moderate blood loss
 
[C:3:0:1]Paralyzed
 
[C:3:0:1]Paralyzed
[C:3:0:1]Partially paralyzed
+
[C:4:0:1].Major artery torn
[C:3:0:1]Sluggish
+
[C:4:0:1].Artery torn
[C:3:0:1]Completely numb
+
[C:2:0:1].Spilled
[C:3:0:1]Partially numb
+
[C:5:0:1].Butchered
Selected actor:  
+
[C:7:0:1].Motor nerve severed
One member
+
[C:7:0:1].Sensory nerve severed
members
+
[C:4:0:1].Heavy bleeding
[C:6:0:0]In traction
+
[C:4:0:1].Bleeding
[C:4:0:1]Heavy bleeding
+
[C:6:0:1]Ability to fly somewhat impaired
[C:4:0:1]Bleeding
+
[C:7:0:1]Motor nerve damage
[C:5:0:1]Pale
+
[C:6:0:1]Ability to grasp somewhat impaired
There is no intelligence information yet.
+
[C:6:0:1]Ability to fly lost
If a crime involves a conspiracy, an interrogation may reveal the plot.
+
[C:7:0:0]---
Interrogations
+
[C:5:0:1].Gelded
Actors
+
[C:7:0:1]Sensory nerve damage
Organizations
+
[C:7:0:0]No health problems
Prepared by
 
No interrogation reports.
 
 
[C:4:0:1]Vision lost
 
[C:4:0:1]Vision lost
 
[C:6:0:1]Vision impaired
 
[C:6:0:1]Vision impaired
 +
[C:4:0:1]Cannot breathe
 +
[C:7:0:0]Trouble breathing
 +
[C:6:0:1]Ability to stand somewhat impaired
 +
[C:6:0:1]Ability to grasp lost
 
[C:7:0:0]Vision somewhat impaired
 
[C:7:0:0]Vision somewhat impaired
 
[C:6:0:1]Ability to stand lost
 
[C:6:0:1]Ability to stand lost
[C:6:0:1]Ability to stand somewhat impaired
 
[C:6:0:1]Ability to grasp lost
 
[C:6:0:1]Ability to grasp somewhat impaired
 
[C:6:0:1]Ability to fly lost
 
 
[C:4:0:1]Thirsty!
 
[C:4:0:1]Thirsty!
 
[C:4:0:0]Thirsty
 
[C:4:0:0]Thirsty
 +
[C:6:0:1]Drowsy
 +
[C:1:0:0]Drowsy
 +
[C:4:0:1]Very hungry
 +
[C:6:0:1]Hungry
 
[C:5:0:1]Thirsty
 
[C:5:0:1]Thirsty
 
[C:6:0:1]Thirsty
 
[C:6:0:1]Thirsty
[C:4:0:1]Very hungry
+
[C:6:0:0].Moderate frost-bite
[C:6:0:1]Hungry
+
[C:6:0:0].Minor frost-bite
[C:4:0:1]Cannot breathe
+
[C:6:0:0].Minor burn
[C:7:0:0]Trouble breathing
+
[C:6:0:0].Serious frost-bite
[C:1:0:1]Drowsy
+
[C:6:0:0].Minor melting
[C:5:0:1]Dehydrated
+
[C:6:0:0].Serious boiling
[C:1:0:1]Thirsty
+
[C:6:0:0].Serious melting
[C:4:0:1]Starving
+
[C:6:0:0].Moderate melting
[C:6:0:0]Hungry
+
[C:6:0:0].Dented
[C:4:0:1]Slumberous
+
[C:6:0:0].Heavy bruising
[C:6:0:1]Drowsy
+
[C:4:0:1].Broken open
[C:1:0:0]Drowsy
+
[C:4:0:1].Torn open
[C:6:0:1]Over-exerted
+
[C:6:0:0].Serious burn
[C:6:0:1]Tired
+
[C:6:0:0].Moderate burn
[C:3:0:1]Stunned
+
[C:6:0:0].Moderate bruising
[C:3:0:1]Dizzy
+
[C:6:0:0].Light bruising
[C:1:0:1]Drowning
 
[C:7:0:0]Winded
 
[C:2:0:1]Nauseous
 
[C:4:0:1]Very drowsy
 
 
[C:4:0:1].Cut apart
 
[C:4:0:1].Cut apart
 
[C:4:0:1].Smashed apart
 
[C:4:0:1].Smashed apart
 +
[C:4:0:1].Overlapping fracture
 +
[C:6:0:1].Needs setting
 +
[C:4:0:1].Cut open
 +
[C:4:0:1].Smashed open
 
[C:4:0:1].Broken apart
 
[C:4:0:1].Broken apart
 
[C:4:0:1].Torn apart
 
[C:4:0:1].Torn apart
[C:4:0:1].Cut open
 
[C:4:0:1].Smashed open
 
[C:4:0:1].Broken open
 
[C:4:0:1].Torn open
 
 
[C:6:0:1].Bruised tendon
 
[C:6:0:1].Bruised tendon
 
[C:6:0:1].Torn ligament
 
[C:6:0:1].Torn ligament
 +
[C:6:0:1].Torn tendon
 +
[C:6:0:1].Strained tendon
 +
[C:4:0:1].Compound fracture
 +
[C:6:0:0].Overlapping fracture (in traction)
 
[C:6:0:1].Sprained ligament
 
[C:6:0:1].Sprained ligament
 
[C:6:0:1].Bruised ligament
 
[C:6:0:1].Bruised ligament
[C:4:0:1].Compound fracture
+
[C:6:0:1].Moderate swelling
[C:6:0:0].Overlapping fracture (in traction)
+
[C:6:0:1].Minor swelling
[C:4:0:1].Overlapping fracture
+
[C:3:0:1].Slight numbness
[C:6:0:1].Needs setting
+
[C:6:0:1].Extreme swelling
[C:4:0:1].Major artery torn
+
[C:7:0:1].Slightly impaired function
[C:4:0:1].Artery torn
+
[C:7:0:1]Has been sutured
[C:4:0:1].Heavy bleeding
+
[C:7:0:1].Function totally impaired
[C:4:0:1].Bleeding
+
[C:7:0:1].Partially impaired function
[C:7:0:1].Motor nerve severed
+
[C:3:0:1].Dizziness
[C:7:0:1].Sensory nerve severed
+
[C:3:0:1].Paralysis
[C:6:0:1].Torn tendon
+
[C:7:0:1].Minor pain
[C:6:0:1].Strained tendon
+
[C:2:0:1].Nausea
[C:6:0:1]Ability to fly somewhat impaired
+
[C:3:0:1].Complete numbness
[C:7:0:1]Motor nerve damage
+
[C:3:0:1].Partial numbness
[C:7:0:1]Sensory nerve damage
+
[C:3:0:1].Partial paralysis
[C:7:0:0]No health problems
+
[C:3:0:1].Some sluggishness
[C:7:0:0]---
 
[C:5:0:1].Gelded
 
[C:2:0:1].Spilled
 
[C:5:0:1].Butchered
 
 
[C:5:0:1].Minor rot
 
[C:5:0:1].Minor rot
 
[C:6:0:0].Serious blistering
 
[C:6:0:0].Serious blistering
 +
[C:5:0:1].Advanced rot
 +
[C:5:0:1].Moderate rot
 +
[C:7:0:1].Extreme pain
 +
[C:7:0:1].Moderate pain
 
[C:6:0:0].Moderate blistering
 
[C:6:0:0].Moderate blistering
 
[C:6:0:0].Minor blistering
 
[C:6:0:0].Minor blistering
[C:7:0:1].Extreme pain
 
[C:7:0:1].Moderate pain
 
[C:7:0:1].Minor pain
 
[C:2:0:1].Nausea
 
 
[C:6:0:0].Serious freezing
 
[C:6:0:0].Serious freezing
 
[C:6:0:0].Moderate freezing
 
[C:6:0:0].Moderate freezing
[C:6:0:0].Minor freezing
+
[C:6:0:0].Moderate boiling
[C:6:0:0].Serious condensation
+
[C:6:0:0].Minor boiling
 
[C:6:0:0].Moderate condensation
 
[C:6:0:0].Moderate condensation
 
[C:6:0:0].Minor condensation
 
[C:6:0:0].Minor condensation
[C:5:0:1].Advanced rot
+
[C:6:0:0].Minor freezing
[C:5:0:1].Moderate rot
+
[C:6:0:0].Serious condensation
[C:6:0:0].Moderate frost-bite
+
repaired
[C:6:0:0].Minor frost-bite
+
amputated
[C:6:0:0].Serious melting
+
[C:4:0:1]Bleeding stopped
[C:6:0:0].Moderate melting
+
[C:4:0:1]Compound fracture of
[C:6:0:0].Minor melting
+
set
[C:6:0:0].Serious boiling
+
[C:6:0:1]Placed in traction
[C:6:0:0].Moderate boiling
+
Rotten tissue excised from
[C:6:0:0].Minor boiling
+
[C:6:0:1]Had
[C:6:0:0].Dented
+
cast
[C:6:0:0].Heavy bruising
+
[C:6:0:1]Received
[C:6:0:0].Moderate bruising
+
[C:7:0:1]Received
[C:6:0:0].Light bruising
+
[C:7:0:1:]Received
[C:6:0:0].Serious burn
+
[C:4:0:1]Received
[C:6:0:0].Moderate burn
+
sutures on
[C:6:0:0].Minor burn
+
splint on
[C:6:0:0].Serious frost-bite
+
dressing on
 +
.[C:7:0:0]Needs dressing
 
.[C:6:0:1]Needs traction
 
.[C:6:0:1]Needs traction
 +
.[C:2:0:1]Needs sutures
 +
.[C:6:0:1]Needs setting
 +
[C:7:0:0:]Diagnosed with
 +
[R]
 
.[C:6:0:1]Needs immobilization
 
.[C:6:0:1]Needs immobilization
 
[C:7:0:0]No treatment scheduled
 
[C:7:0:0]No treatment scheduled
[C:7:0:0:]Diagnosed with
+
[C:7:0:0]No wounds
[C:7:0:1]Received
 
[C:7:0:1:]Received
 
 
[C:7:0:1]Diagnosis required
 
[C:7:0:1]Diagnosis required
 +
[C:5:0:1]Infection
 +
[C:7:0:0]No evaluated wounds
 +
.[C:3:0:1]Needs cleaning
 +
.[C:4:0:1]Needs surgery
 
[C:7:0:1]Crutch required
 
[C:7:0:1]Crutch required
 
.[C:5:0:1]Rotten -- inoperable
 
.[C:5:0:1]Rotten -- inoperable
.[C:3:0:1]Needs cleaning
+
unknown meat
.[C:4:0:1]Needs surgery
+
unknown fish
.[C:2:0:1]Needs sutures
+
When possible,
.[C:6:0:1]Needs setting
+
prefers to consume
.[C:7:0:0]Needs dressing
+
unknown liquid
[C:6:0:1].Moderate swelling
+
unknown seeds
[C:6:0:1].Minor swelling
+
unknown plants
[C:7:0:1].Function totally impaired
+
unknown drink
[C:7:0:1].Partially impaired function
+
fabric
[C:7:0:1].Slightly impaired function
+
for their
[C:7:0:1]Has been sutured
+
likes
[C:5:0:1]Infection
+
wood
[C:7:0:0]No evaluated wounds
+
the sound of
[C:3:0:1].Dizziness
+
the sight of
[C:3:0:1].Paralysis
+
the color
[C:3:0:1].Partial paralysis
+
the words of
[C:3:0:1].Some sluggishness
+
and is starting to work slowly due to its scarcity
[C:3:0:1].Complete numbness
 
[C:3:0:1].Partial numbness
 
[C:3:0:1].Slight numbness
 
[C:6:0:1].Extreme swelling
 
 
  does not mind being outdoors, at least for a time.   
 
  does not mind being outdoors, at least for a time.   
 +
and has gone without a drink for far, far too long
 +
and really wants a drink
 +
is a hardened individual. 
 +
is getting used to tragedy. 
 
  likes working outdoors and grumbles only mildly at inclement weather.   
 
  likes working outdoors and grumbles only mildly at inclement weather.   
 
  doesn't really care about anything anymore.   
 
  doesn't really care about anything anymore.   
is a hardened individual. 
+
[C:3:0:1]Cleaned
is getting used to tragedy. 
 
likes
 
fabric
 
 
[C:0:0:1]-                       
 
[C:0:0:1]-                       
 +
[C:7:0:1]Evaluated
 +
[C:7:0:1]Brought to rest
 +
and can't even remember the last time
 +
had some
 
[C:7:0:0]No medical history
 
[C:7:0:0]No medical history
 
  needs alcohol to get through the working day
 
  needs alcohol to get through the working day
and can't even remember the last time
+
after meditation
had some
+
after being unable to pray
and has gone without a drink for far, far too long
+
after being kept from alcohol
and really wants a drink
+
after communing with
and is starting to work slowly due to its scarcity
+
after admiring art
amputated
+
after being unable to admire art
Rotten tissue excised from
+
after staying occupied
[C:6:0:1]Had
+
after being unoccupied
[C:6:0:1]Placed in traction
+
unfocused
[C:7:0:1]Evaluated
+
distracted
[C:7:0:1]Brought to rest
+
untroubled
[C:3:0:1]Cleaned
+
not distracted
[C:6:0:1]Received
+
after being away from people
splint on
+
after drinking
dressing on
+
badly distracted
[C:4:0:1]Received
+
after spending time with people
sutures on
+
badly distracted by unmet needs
[C:4:0:1]Bleeding stopped
 
[C:4:0:1]Compound fracture of
 
repaired
 
 
distracted by unmet needs
 
distracted by unmet needs
 +
quite focused with satisfied needs
 +
somewhat focused with satisfied needs
 +
unfettered
 +
level-headed
 
unfocused by unmet needs
 
unfocused by unmet needs
 
untroubled by unmet needs
 
untroubled by unmet needs
unfettered
+
unknown cheese
level-headed
 
untroubled
 
not distracted
 
unfocused
 
 
unknown item
 
unknown item
 +
unknown leaves
 +
unknown powder
 +
Overall,
 +
very focused with satisfied needs
 
  absolutely detests  
 
  absolutely detests  
 
[C:2:0:0]
 
[C:2:0:0]
Overall,
+
after making romance
very focused with satisfied needs
+
after being unable to make romance
quite focused with satisfied needs
+
after taking it easy
somewhat focused with satisfied needs
+
after being unable to take it easy
badly distracted by unmet needs
+
after seeing a great beast
unknown fish
+
after being away from great beasts
unknown plants
+
after seeing animals
unknown drink
+
after being away from animals
unknown liquid
+
after practicing a craft
unknown seeds
+
after being unable to practice a craft
unknown leaves
+
after making merry
unknown powder
+
after being unable to make merry
unknown cheese
+
after practicing a skill
for their
+
after being unable to practice a skill
the color
+
after practicing a martial art
the words of
+
after being unable to practice a martial art
the sound of
+
after hearing eloquent speech
the sight of
 
When possible,
 
prefers to consume
 
unknown meat
 
 
after being unable to hear eloquent speech
 
after being unable to hear eloquent speech
 +
after being with friends
 +
after being away from friends
 +
after self-examination
 +
after a lack of introspection
 
after upholding tradition
 
after upholding tradition
 
after being away from traditions
 
after being away from traditions
after self-examination
+
after doing something exciting
after a lack of introspection
 
after making merry
 
after being unable to make merry
 
after practicing a craft
 
 
after leading an unexciting life
 
after leading an unexciting life
 +
after doing something creative
 +
after doing nothing creative
 +
after being with family
 +
after being away from family
 
after learning something
 
after learning something
 
after not learning anything
 
after not learning anything
after being with family
+
slower to love
after being away from family
+
more hateful
after being with friends
+
Became
after being away from friends
+
quicker to love
after hearing eloquent speech
+
less envious
after being unable to pray
+
more cheerful
after staying occupied
+
slower to hate
after being unoccupied
+
more envious
after admiring art
+
[C:7:0:1]Time before time
after being unable to admire art
+
[C:2:0:1]Spring
after doing something creative
+
after thinking abstractly
after doing nothing creative
+
after a lack of abstract thinking
after doing something exciting
+
[C:3:0:1]Winter
distracted
+
  [C:5:0:1]
badly distracted
+
[C:6:0:1]Summer
after spending time with people
+
[C:4:0:1]Autumn
after being away from people
+
after being extravagant
after drinking
 
after being kept from alcohol
 
after communing with
 
after meditation
 
 
after being unable to be extravagant
 
after being unable to be extravagant
 +
after arguing
 +
after being unable to argue
 +
after helping somebody
 +
after being unable to help anybody
 
after wandering
 
after wandering
 
after being unable to wander
 
after being unable to wander
after helping somebody
+
after eating a good meal
after being unable to help anybody
 
after thinking abstractly
 
after a lack of abstract thinking
 
[C:7:0:1]Time before time
 
 
after a lack of decent meals
 
after a lack of decent meals
 +
after acquiring something
 +
after being unable to acquire something
 +
after causing trouble
 +
after a lack of trouble-making
 
after fighting
 
after fighting
 
after being unable to fight
 
after being unable to fight
after causing trouble
+
more rude
after a lack of trouble-making
+
less reliant on advice
after arguing
+
more quarrelsome
after being unable to argue
+
more polite
after being extravagant
+
more fearful
after being unable to make romance
+
more confident
after seeing animals
+
less disdainful of advice
after being away from animals
+
more fearless
after seeing a great beast
+
less stubborn
after being away from great beasts
+
more industrious
after acquiring something
+
less likely to fight
after being unable to acquire something
+
more stubborn
after eating a good meal
+
less prone to discord
after being unable to practice a craft
+
less quarrelsome
after practicing a martial art
+
less wasteful
after being unable to practice a martial art
+
more prone to discord
after practicing a skill
+
more resilient
after being unable to practice a skill
 
after taking it easy
 
after being unable to take it easy
 
after making romance
 
 
greedier
 
greedier
 +
less lustful
 +
more prone to stress
 +
more temperate
 +
more likely to brawl
 
less greedy
 
less greedy
 
less temperate
 
less temperate
more temperate
+
less depressed
more likely to brawl
 
less likely to fight
 
more stubborn
 
less stubborn
 
 
more angry
 
more angry
 +
less cheerful
 +
more depressed
 +
less anxious
 +
more lustful
 
less angry
 
less angry
 
more anxious
 
more anxious
less anxious
+
less private
more lustful
+
more of a perfectionist
less lustful
+
more shameless
more prone to stress
+
more private
more resilient
+
more acquiescing
more hateful
+
more tolerant
slower to hate
+
less attentive to details
more envious
+
more obstinate
less envious
+
more scatterbrained
more cheerful
+
more hopeful
less cheerful
 
more depressed
 
less depressed
 
[C:2:0:1]Spring
 
[C:6:0:1]Summer
 
[C:4:0:1]Autumn
 
[C:3:0:1]Winter
 
  [C:5:0:1]
 
Became
 
quicker to love
 
slower to love
 
more vengeful
 
less vengeful
 
more proud
 
less proud
 
more cruel
 
 
more merciful
 
more merciful
 
more single-minded
 
more single-minded
more scatterbrained
+
less curious
more ambitious
+
more bashful
less ambitious
+
less hopeful
more gracious
+
more curious
less gracious
+
more humorless
more extravagant
+
more vengeful
 
more austere
 
more austere
 
more zany
 
more zany
more humorless
+
less proud
less reliant on advice
+
more cruel
less disdainful of advice
+
less vengeful
more fearless
+
more proud
more fearful
+
less vain
more confident
+
more ambitious
 
less confident
 
less confident
 
more vain
 
more vain
less vain
+
less gracious
more industrious
+
more extravagant
less wasteful
+
less ambitious
more prone to discord
+
more gracious
less prone to discord
+
less inclined to the abstract
less quarrelsome
+
more artistically inclined
more quarrelsome
+
more fact-oriented
more polite
+
more inclined to the abstract
more rude
+
value
 +
disdain
 +
less artistically inclined
 +
and learned to  
 +
less assertive
 +
more frenetic
 +
more of a loner
 +
more overbearing
 +
inclined to avoid excitement
 +
more prone to flights of fancy
 +
more leisurely
 +
more of a thrill-seeker
 +
more cautious
 
more orderly
 
more orderly
 +
less dutiful
 +
less cautious
 +
less trusting
 +
more gregarious
 
less orderly
 
less orderly
 
more trusting
 
more trusting
less trusting
+
more emotionally distant
more gregarious
 
more of a loner
 
more overbearing
 
less assertive
 
 
more swayed by others' emotions
 
more swayed by others' emotions
 +
less tolerant
 +
more emotionally obsessive
 +
less altruistic
 +
more dutiful
 
less swayed by others' emotions
 
less swayed by others' emotions
 
more altruistic
 
more altruistic
less altruistic
+
competition
more dutiful
+
perseverance
less dutiful
+
hard work
less cautious
+
sacrifice
more cautious
+
romance
more of a perfectionist
+
nature
less attentive to details
+
leisure time
more obstinate
+
commerce
more acquiescing
+
tranquility
more tolerant
+
harmony
less tolerant
+
introspection
more emotionally obsessive
+
self-control
more emotionally distant
+
martial prowess
more hopeful
+
skill
less hopeful
+
merriment
more curious
+
craftsmanship
less curious
+
decorum
more bashful
 
more shameless
 
more private
 
less private
 
 
tradition
 
tradition
 +
eloquence
 +
fairness
 +
independence
 +
stoicism
 
artwork
 
artwork
 
cooperation
 
cooperation
independence
+
loyalty
stoicism
 
introspection
 
self-control
 
tranquility
 
 
family
 
family
 +
Learned to
 +
law
 +
truth
 +
cunning
 
friendship
 
friendship
cunning
+
power
eloquence
 
fairness
 
decorum
 
more artistically inclined
 
less artistically inclined
 
and learned to
 
value
 
disdain
 
Learned to
 
loyalty
 
more frenetic
 
more leisurely
 
more of a thrill-seeker
 
inclined to avoid excitement
 
more prone to flights of fancy
 
more fact-oriented
 
more inclined to the abstract
 
less inclined to the abstract
 
perseverance
 
leisure time
 
commerce
 
romance
 
nature
 
 
knowledge
 
knowledge
harmony
+
  The task is accomplished.
merriment
+
I am your loyal
craftsmanship
+
What happened?
martial prowess
+
I don't remember clearly.
hard work
+
  The need for my task seems to have passed.
sacrifice
+
have been driven from
competition
+
will be slain.
 +
is dead!
 +
Welcome to
 +
.  Can I perform with you?
 +
I would love to join
 +
I'll need to see something impressive before I consider it.
 +
Yes!  It'll be great to perform with you.
 +
?  The troupe could use your talent.
 +
Would you like to join
 +
You just aren't good enough yet, but you should keep performing.
 +
I ask that
 +
.  Will you have me?
 +
scribe
 +
monster slayer
 +
here.  Make us proud!
 +
Yes, you'd make a fantastic
 +
.  Will you have us?
 +
be made
 
scholar
 
scholar
 
performer
 
performer
 +
tavern keeper
 +
I wish to become a
 +
bone doctor
 +
surgeon
 
diagnostician
 
diagnostician
 
doctor
 
doctor
bone doctor
 
surgeon
 
monster slayer
 
mercenary
 
 
   I am sort of confused.
 
   I am sort of confused.
 
   I am a little confused.
 
   I am a little confused.
 +
  There will be no rest for the enemy.
 +
  The enemy will be driven off.
 +
.  What do you command?
 +
Commendable!  Your loyalty and bravery cannot be denied.
 
I am very confused.
 
I am very confused.
 
I am confused.
 
I am confused.
What do you command?
+
a divine being
Commendable!  Your loyalty and bravery cannot be denied.
+
Behold, mortalI am
tavern keeper
+
Don't talk to me.
I wish to become a
+
Get away from me!
   The task is accomplished.
+
deaths
I am your loyal
+
   we've got
will be slain.
+
Well, let's see...
is dead!
+
I know why you have come.
  The need for my task seems to have passed.
+
Murderer!
have been driven from
+
The enemy!
  There will be no rest for the enemy.
+
Vile creature!
  The enemy will be driven off.
+
Intruder!
What happened?
+
The dead!
I don't remember clearly.
+
Ahhh...
 +
Gwargh!
 +
I must obey the master!
 +
. Will you have me as
 
I would be honored if you would become a  
 
I would be honored if you would become a  
 
You can no longer be a  
 
You can no longer be a  
I would be honored to serve as a
+
I am sorryThere is no room for you here.
Will you have me as
+
I hate you.
 
Please help me!
 
Please help me!
 
Come with me and I'll bring you to safety.
 
Come with me and I'll bring you to safety.
Intruder!
+
I would be honored to serve as a
I hate you.
+
I cannot accept this honor.  I am sorry.
 
I'm leaving  
 
I'm leaving  
 
I'm kicking you out of  
 
I'm kicking you out of  
Gladly. I will be your
+
I'm sorry, but I can't join the troupe.
I cannot accept this honorI am sorry.
+
GladlyYou are now one of my
 
You are not worthy of such an honor yet.  I am sorry.
 
You are not worthy of such an honor yet.  I am sorry.
 
I am sorry.  I do not think there is room for me.
 
I am sorry.  I do not think there is room for me.
I am sorryThere is no room for you here.
+
GladlyI will be your
Gladly.  You are now one of my
+
What do you think of me?
.  Can I perform with you?
+
I give to you this fine beast,
I would love to join
+
I deign to favor you with my little pretty,
You just aren't good enough yet, but you should keep performing.
+
Thank you.  I will take excellent care of this majestic creature.
Welcome to
+
Can you tell me where I can find you?
? The troupe could use your talent.
+
Can you tell me where I can find myself?
Would you like to join
+
What can you tell me about
I'm sorry, but I can't join the troupe.
+
What can you tell me about yourself?
Yes!  It'll be great to perform with you.
+
I've forgotten what trouble it was...
.  Will you have me?
+
the missing treasure
scribe
+
brewing trouble with our neighbors
be made
+
open war
I ask that
+
What have you done?  This is horrifying!
Yes, you'd make a fantastic
+
Can you tell me the way to
.  Will you have us?
+
Let's continue onward together.
I'll need to see something impressive before I consider it.
+
Wait here until I return.
here. Make us proud!
+
criminals
 
the beast
 
the beast
 
beasts
 
beasts
bandits
+
the occupation
criminals
+
ruffians
 
bone-chilling horror
 
bone-chilling horror
 
skulking vermin
 
skulking vermin
open war
+
bandits
ruffians
+
armies on the march
 
the fighting
 
the fighting
 
law-breaking
 
law-breaking
the army on the march
+
the death
armies on the march
+
occupations
 
the abduction
 
the abduction
 
abductions
 
abductions
the occupation
+
the army on the march
occupations
+
Soon the world will be set right.
Behold, mortal.  I am
+
Where should I take you?
Don't talk to me.
+
How are you enjoying the adventure?
I know why you have come.
+
You are bound to obey me.
a divine being
+
I've forgotten what I was going to say...
  we've got
+
Are you looking forward to the performance?
Well, let's see...
+
home safely.
the death
+
We shall bring
deaths
+
I am afraid of them.
The enemy!
+
I hate them.
Vile creature!
+
I don't care one way or another.
I must obey the master!
+
It's for the best.
Murderer!
+
Are we close?
Ahhh...
+
Now we will have to build our own future.
Gwargh!
+
They are outlaws.
Get away from me!
+
They are terrific.
The dead!
+
It's not my problem.
 
They must be stopped by any means at our disposal.
 
They must be stopped by any means at our disposal.
 
Now we will live under  
 
Now we will live under  
It was inevitable.
+
  I hope you find what you are seeking here.
It's not my problem.
+
We are in the right in all matters.
 
I don't know anything else about them.
 
I don't know anything else about them.
 
This is the life for me.
 
This is the life for me.
It's for the best.
+
It was inevitable.
We are in the right in all matters.
+
Please guide me to you.
 
Please guide me to myself.
 
Please guide me to myself.
 
Please guide me to  
 
Please guide me to  
We can no longer travel together.
+
Can you tell me where I can find
Please guide me to you.
+
  I'm returning on my own.
 
   We were going to entertain the world!  It's a shame, but I'll have to make my own way now.
 
   We were going to entertain the world!  It's a shame, but I'll have to make my own way now.
 
   I'm giving up on this hopeless venture.
 
   I'm giving up on this hopeless venture.
  I hope you find what you are seeking here.
+
We can no longer travel together.
  I'm returning on my own.
+
terror from the evil depths
I give to you this fine beast,
+
evil being
I deign to favor you with my little pretty,
+
night creature
What can you tell me about yourself?
+
horrible beast
What do you think of me?
+
terrifying wilderness monster
Can you tell me where I can find myself?
+
creeping thing
What can you tell me about
+
beast from underground
Can you tell me where I can find
+
vile monster from the bowels of the earth
Can you tell me where I can find you?
+
  This
the missing treasure
+
You must kill
brewing trouble with our neighbors
+
It has been the same as ever.
Wait here until I return.
+
How may I serve you?
I've forgotten what trouble it was...
+
fearsome beast
Can you tell me the way to
+
cursed demon
Let's continue onward together.
+
ancient force of nature
Thank you.  I will take excellent care of this majestic creature.
+
great beast
What have you done?  This is horrifying!
+
the brewing trouble
 
the open war
 
the open war
 
the ruffians
 
the ruffians
 +
the bone-chilling horror
 +
How may I serve
 +
I am on a mission from
 +
How's life here?
 
How have things been?
 
How have things been?
the brewing trouble
+
the abductions
It has been the same as ever.
 
How's life here?
 
  This
 
You must kill
 
 
the law-breaking
 
the law-breaking
 
the deaths
 
the deaths
the beasts
+
Tell me about
the abductions
+
the skulking vermin
 
the bandits
 
the bandits
 
the criminals
 
the criminals
the bone-chilling horror
+
the beasts
the skulking vermin
+
  Their tribute is not enough.
Where should I take you?
+
  This war must end with our victory.
How are you enjoying the adventure?
+
  In any case, peace is no longer an option.
We shall bring
+
  The alliance has outlived its usefulness.
Soon the world will be set right.
+
  is our ally
Are you looking forward to the performance?
+
  I wish I could tell you where to begin your search. Until then, you are free to do as you please.
  home safely.
+
  I tire of this pointless skirmishing.
Tell me about
+
  We can no longer pay them homage.
I've forgotten what I was going to say...
+
These criminals have been allowed to thrive for too long.
I hate them.
+
These outlaws must be punished.
I don't care one way or another.
 
They are terrific.
 
I am afraid of them.
 
Now we will have to build our own future.
 
They are outlaws.
 
You are bound to obey me.
 
Are we close?
 
  came try to boss us around, but you'll teach that coward a lesson.
 
to try to boss us around, but you'll show them the true nature of power.
 
  out of
 
You must drive the skulking vermin
 
 
.  Their aggressive order must not be allowed to flourish.
 
.  Their aggressive order must not be allowed to flourish.
 
You must drive  
 
You must drive  
.  These criminals have been allowed to thrive for too long.
+
could afford to learn a lesson or two, though open conflict would be unwise.
.  These outlaws must be punished.
+
must be driven off or subjugated.
  Seek your foe in the
+
The group
  threatens our people with its very presence.
+
  from their home at
  Enjoy the hunt!
 
  Our hopes travel with you.
 
You must drive the ruffians of
 
 
  sent  
 
  sent  
 
.  They have been harassing the people for too long.
 
.  They have been harassing the people for too long.
beast from underground
+
our
vile monster from the bowels of the earth
+
You must drive the ruffians of  
terrifying wilderness monster
+
out of
creeping thing
+
You must drive the skulking vermin
 +
came try to boss us around, but you'll teach that coward a lesson.
 +
to try to boss us around, but you'll show them the true nature of power.
 +
beast from the wilds
 +
ferocious unnatural beast
 
ferocious wild animal
 
ferocious wild animal
 
savage beast
 
savage beast
beast from the wilds
+
  Enjoy the hunt!
ferocious unnatural beast
+
  Our hopes travel with you.
ancient force of nature
+
  Seek your foe in the
great beast
+
threatens our people with its very presence.
fearsome beast
+
a disagreement over prior treaties
cursed demon
+
an incident involving a lost diplomat
night creature
+
the adversary's abuse of the aggressor's fallen
horrible beast
+
the adversary's refusal to form treaties
terror from the evil depths
+
grazing rights
evil being
+
water rights
torture
+
territory
the treatment of plants
+
an incident involving a trade caravan
truthfulness
+
a desire to kill the living and any others in opposition
a formalized agreement
+
the adversary's inability to communicate and form treaties
 
the display of war and hunting trophies
 
the display of war and hunting trophies
 
the devouring of the bodies of sapient beings
 
the devouring of the bodies of sapient beings
a desire to kill the living and any others in opposition
+
a first contact that went horribly wrong
the adversary's inability to communicate and form treaties
+
prior aggression by the adversary
is unknown us.
+
a dispute over the ownership of
is skirmishing with us.
+
the disturbance of once-eternal rest
and there is no hard feeling between our peoples.
+
the treatment of animals
and there is friendship between our peoples.
+
a dispute over
 
The trouble started because of  
 
The trouble started because of  
 
but there is ill-will between our peoples.
 
but there is ill-will between our peoples.
the treatment of animals
+
truthfulness
a dispute over
+
a formalized agreement
  I tire of this pointless skirmishing.
+
torture
  We can no longer pay them homage.
+
the treatment of plants
  is our ally
+
  accepts our tribute
  I wish I could tell you where to begin your search. Until then, you are free to do as you please.
+
  is paying us tribute
 
  is at war with us.
 
  is at war with us.
 
  is not at war with us
 
  is not at war with us
accepts our tribute
+
and there is no hard feeling between our peoples.
  is paying us tribute
+
and there is friendship between our peoples.
The group
+
  is unknown us.
from their home at
+
is skirmishing with us.
could afford to learn a lesson or two, though open conflict would be unwise.
+
the natural issue of their worship of
must be driven off or subjugated.
+
the issue of their oneness with
  In any case, peace is no longer an option.
+
the issue of their worship of
  The alliance has outlived its usefulness.
+
the issue of their godlessness
  Their tribute is not enough.
+
It does not help matters that their leader
  This war must end with our victory.
+
is my
a special occasion
+
Be careful, for their leader
a previous insurrection
+
the natural issue of their oneness with  
a competition
+
a raid
a performance
+
a purge
 
a ceremony
 
a ceremony
 
a procession
 
a procession
a raid
+
a family matter
a purge
+
There is also
a previous battle
+
a coup
a previous war
+
persecution
a previous conquest
+
a journey
a previous duel
+
an attack by a beast
 
an act of theft
 
an act of theft
 
an abduction
 
an abduction
a journey
+
a competition
an attack by a beast
+
a performance
territory
+
a special occasion
an incident involving a trade caravan
+
a previous insurrection
grazing rights
+
general ill feelings over past historical events
water rights
+
livestock ownership
 
rights-of-way
 
rights-of-way
 
fishing rights
 
fishing rights
general ill feelings over past historical events
+
a previous conquest
livestock ownership
+
a previous duel
a dispute over the ownership of
+
a previous battle
the disturbance of once-eternal rest
+
a previous war
a first contact that went horribly wrong
+
a bone carver's shop
prior aggression by the adversary
+
a leather clothing shop
the adversary's abuse of the aggressor's fallen
+
a woven clothing shop
the adversary's refusal to form treaties
+
a leather shop
a disagreement over prior treaties
+
a blacksmith's shop
an incident involving a lost diplomat
+
a bowyer's shop
a cottage
+
a weaponsmith's shop
the mead hall
+
a gem cutter's shop
the great tower
+
an abandoned shop
the keep
+
a tree
 
a hillock
 
a hillock
 
a house
 
a house
an abandoned shop
+
a cloth shop
a tree
+
a general imports store
They consider you an infamous villain among those opposing them.
+
a clothing imports store
Their strength has been broken.
+
a food imports store
They consider you a key figure in the opposition.
+
There are guards in  
They consider you a leader of the opposition.
+
There are guards patrolling
 
You are considered part of the opposition.
 
You are considered part of the opposition.
 
You are considered an integral part of the opposition.
 
You are considered an integral part of the opposition.
There are guards in
+
the great tower
There are guards patrolling
+
the keep
Be careful, for their leader
+
a cottage
the natural issue of their oneness with
+
the mead hall
It does not help matters that their leader
+
Their strength has been challenged, and their hold has loosened.
is my
+
They still hold this area, but they do not feel certain.
 
They do not feel challenged at all.
 
They do not feel challenged at all.
 
I don't really know.
 
I don't really know.
Their strength has been challenged, and their hold has loosened.
+
They consider you a key figure in the opposition.
They still hold this area, but they do not feel certain.
+
They consider you a leader of the opposition.
a coup
+
They consider you an infamous villain among those opposing them.
persecution
+
Their strength has been broken.
a family matter
+
Nobody I remember.
There is also
+
fled before the attack.
the issue of their worship of
+
A few separate groups were organized. 
the issue of their godlessness
+
One group organized itself. 
the natural issue of their worship of
+
I am
the issue of their oneness with
+
rules
  shrine
+
has occupied
the processed goods market
+
You sound like a troublemaker.
There is a long-ranging patrol
+
  other groups vying for control.
the shrine to
+
There are no fewer than
 
   I'd watch out for them.   
 
   I'd watch out for them.   
 
I have no idea.
 
I have no idea.
  other groups vying for control.
+
  groups fled.
There are no fewer than  
+
No fewer than  
a metal furniture shop
+
I haven't heard anything like that.
a stone furniture shop
+
are vying for control.
the imported food market
+
the cheese market
the imported goods market
+
the fruit and vegetable market
 
the meat market
 
the meat market
 
the imported clothing market
 
the imported clothing market
the cheese market
+
There is a long-ranging patrol
the fruit and vegetable market
+
the shrine to
a weaponsmith's shop
+
shrine
a gem cutter's shop
+
the processed goods market
a blacksmith's shop
+
a carpenter's shop
a bowyer's shop
+
a leather goods shop
 
a metal craft shop
 
a metal craft shop
 
a armorsmith's shop
 
a armorsmith's shop
a carpenter's shop
+
the imported food market
a leather goods shop
+
the imported goods market
a clothing imports store
+
a metal furniture shop
a food imports store
+
a stone furniture shop
a cloth shop
+
this poor soul
a general imports store
+
Join me and we'll bring
a woven clothing shop
+
Come, join me on my adventures!
a leather shop
+
Let's entertain the world together!
a bone carver's shop
+
the weary shoulders of the people of
a leather clothing shop
+
the oppressors
Goodbye.
+
Join me and we can shake off the yoke of
I must take my leave.
+
  back home!
If you want to find a relative,
+
We weren't personally acquainted.
  lives in
 
If you want to offer your condolences,
 
 
  should travel to  
 
  should travel to  
 
  should talk to  
 
  should talk to  
abides here in magnificence
+
If you want to offer your condolences,
  Not that it matters, as
+
What should I do about it?
  is here, and
+
What will you do about it?
   Not that it matters, as the seat of  
+
My condolences.
 +
You may enjoy these times of peace, but remain vigilant.
 +
  is also located here
 +
   The seat of  
 
the law is absolute
 
the law is absolute
 
the blood-drinker allows no chattel to rise
 
the blood-drinker allows no chattel to rise
is also located here
+
If you want to find a relative,
  The seat of
+
  lives in
  has occupied
+
Goodbye.
You sound like a troublemaker.
+
I must take my leave.
rules
 
is a group of
 
 
  from this capital as well
 
  from this capital as well
 
   I rule  
 
   I rule  
I haven't heard anything like that.
+
is a group of
are vying for control.
+
My
  groups fled.
+
is here, and
No fewer than
+
  Not that it matters, as the seat of
A few separate groups were organized.
+
abides here in magnificence
One group organized itself.
+
  Not that it matters, as
Nobody I remember.
+
Thank you for preserving our legacy of wisdom.
fled before the attack.
+
You ought to be rewarded for returning our treasures.
I've decided. Let's call our troupe
+
Thank you for all you do.
 +
It is good to see you here.
 +
The poet! It's such an honor to have you here.
 +
What stories you tell!  It's such an honor to have you here.
 +
Loyalty should be rewarded.
 +
Long live the cause.
 +
I'd just as soon you went someplace else.
 +
What's available here?
 +
Let's trade.
 +
I've forgotten my bold pronouncement...
 +
My companion.
 +
My good friend.
 +
It's such a pleasure to serve you.
 +
You have been such a good trade partner.
 
Here's something you might be interested in...
 
Here's something you might be interested in...
 +
Ah, I'm sorry.  Permission is not mine to give.
 +
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.
 +
Of course.  My pleasure.
 +
now.  Make way for
 
I'm in charge of  
 
I'm in charge of  
 
I've forgotten what to say...
 
I've forgotten what to say...
I've forgotten my bold pronouncement...
+
I've decided.  Let's call our troupe
nowMake way for
 
What's available here?
 
Let's trade.
 
Nevermind.
 
 
Thank you!
 
Thank you!
 +
I'm with you on this.
 +
forever!
 +
this place
 +
Uh...  what was that?
 
Please let me shelter here for the night.
 
Please let me shelter here for the night.
 
I'd like to stay here another day if you don't mind.
 
I'd like to stay here another day if you don't mind.
Of course.  My pleasure.
+
Nevermind.
Uh..what was that?
+
You'll have the room for another day.  I'm glad you're enjoying your stay.
Ah, I'm sorry. Permission is not mine to give.
+
somewhere
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.
+
Your room is  
back home!
+
I'll be back with your drink in a moment.
this poor soul
+
this hall
the oppressors
+
this guildhall
Join me and we can shake off the yoke of
+
this hospital
this place
+
this counting house
the weary shoulders of the people of
+
One
I'm with you on this.
+
Tavern keeper!  
  forever!
+
This is not that kind of establishment.
You may enjoy these times of peace, but remain vigilant.
+
. Let me know and you can stay as long as you like.
We weren't personally acquainted.
+
I'd like my room for another night.
What will you do about it?
+
I'd like a room.
My condolences.
+
I'd like the
Let's entertain the world together!
+
Uhh...  nevermind.
What should I do about it?
 
Join me and we'll bring
 
Come, join me on my adventures!
 
 
a room
 
a room
 +
We rent out
 +
You have a room here, and you can stay longer if you like.
 +
  All drinks are free, of course!
 +
free rooms
 
a free room
 
a free room
 
  a night.
 
  a night.
.  Let me know and you can stay as long as you like.
+
rooms
free rooms
 
Tavern keeper! 
 
This is not that kind of establishment.
 
We have many drinks to choose from.  [You receive a list.]
 
 
There's no need for trouble here.
 
There's no need for trouble here.
 +
Your selfless dedication is appreciated here.
 +
What a dancer!  It's such an honor to have you here.
 +
My talented bard!  It's such an honor to have you here.
 +
for a mug.
 
   All drinks cost  
 
   All drinks cost  
 
We have  
 
We have  
  All drinks are free, of course!
+
We have many drinks to choose from. [You receive a list.]
  for a mug.
+
Does anybody else still have a stake in these lands?
We rent out
+
Where are their forces?  Are there patrols or guards?
You have a room here, and you can stay longer if you like.
+
Do they have a firm grip on these lands?
Long live the cause.
+
Why are you traveling?
Thank you for preserving our legacy of wisdom.
+
Look at the skyAre we in the Underworld?
What stories you tell!  It's such an honor to have you here.
+
Does this settlement engage in trade? Tell me about those places.
Loyalty should be rewarded.
+
Tell me about the local ruler.
My talented bardIt's such an honor to have you here.
+
Did anybody flee the attack?
The poet! It's such an honor to have you here.
+
I am sorry, but I am otherwise disposed.
Your selfless dedication is appreciated here.
+
I accept this honor.
What a dancer!  It's such an honor to have you here.
+
this poor nameless child
You have been such a good trade partner.
+
Would you please adopt
I'd just as soon you went someplace else.
+
I'm sorry, but I'm unable to help.
My good friend.
+
This must be the will of
It's such a pleasure to serve you.
+
It has always been my dream to start a family.
It is good to see you here.
+
I will accept the child into my home.
My companion.
 
You ought to be rewarded for returning our treasures.
 
Thank you for all you do.
 
Intruder!  Intruder!
 
 
This is my new home.
 
This is my new home.
 +
this spire
 +
these catacombs
 +
these sewers
 +
, taking over my duties and responsibilities?
 
someone
 
someone
 
Would you agree to become  
 
Would you agree to become  
Would you please adopt
+
Intruder!  Intruder!
, taking over my duties and responsibilities?
 
I accept this honor.
 
this poor nameless child
 
this tower
 
 
this establishment
 
this establishment
 +
this library
 +
this temple
 +
this keep
 +
this dungeon
 
this tomb
 
this tomb
 
this market
 
this market
these sewers
+
this tower
this dungeon
+
or suffer the consequences.
this spire
+
must pay homage to
these catacombs
+
Let there be peace between
this counting house
+
will no longer pay homage to
You'll have the room for another day.  I'm glad you're enjoying your stay.
+
Fortune has favored you, and
this guildhall
+
the object I can't remember
this hospital
+
Drop
this keep
+
Identify yourself!
this hall
+
Gladly.  May this new age of harmony last a thousand year.
this library
+
I have no reason to accept this.
this temple
+
I accept your offer.
Uhh... nevermind.
+
Let us stop this pointless fighting!
I'd like a room.
+
  offers to pay homage to
I'd like the
+
I will not bow before you.
I'll be back with your drink in a moment.
+
I agree to submit to your request.
I'd like my room for another night.
+
Never.
somewhere
 
Your room is
 
It is good to be indoors.
 
 
I would prefer to be outdoors.
 
I would prefer to be outdoors.
 +
How sinister the glow...
 +
I would prefer to be indoors.
 +
How I long for civilization...
 +
Tell me about this area.
 
Where am I?
 
Where am I?
 
It sure is dark down here.
 
It sure is dark down here.
Let us stop this pointless fighting!
+
It is good to be indoors.
Tell me about this area.
 
I have no reason to accept this.
 
I accept your offer.
 
What a strange place!
 
 
I have confidence in your abilities.
 
I have confidence in your abilities.
 +
Is it raining?
 +
At least it doesn't rain down here.
 +
What an odd glow!
 +
Indoors, outdoors.  It's all the same to me as long as the weather's fine.
 
It is good to be outdoors.
 
It is good to be outdoors.
 
It is invigorating to be out in the wilds!
 
It is invigorating to be out in the wilds!
How I long for civilization...
+
What a strange place!
Indoors, outdoors.  It's all the same to me as long as the weather's fine.
+
Sorry, I'm otherwise occupied.
How sinister the glow...
+
Yes, let's go.
I would prefer to be indoors.
+
Of course.
Did anybody flee the attack?
+
Tell me about your family.
Does anybody else still have a stake in these lands?
+
You are hereby charged to retrieve
Does this settlement engage in trade?  Tell me about those places.
+
and the chosen!   
Tell me about the local ruler.
+
Blessed be
What an odd glow!
+
You'll have to talk to somebody older.
Look at the skyAre we in the Underworld?
+
Calm yourself!
Is it raining?
+
You are amazing.
At least it doesn't rain down here.
+
the outfit.
I will accept the child into my home.
+
makes
I am sorry, but I am otherwise disposed.
+
saw the sun and vomited on the spot!
This must be the will of
+
  said, "Are you going to eat that?"
It has always been my dream to start a family.
+
... and the
Why are you traveling?
+
So, the
I'm sorry, but I'm unable to help.
 
Where are their forces? Are there patrols or guards?
 
Do they have a firm grip on these lands?
 
You look like a mighty warrior indeed.
 
 
What have you been scheming?
 
What have you been scheming?
 +
Reveal what you have been scheming or suffer the consequences.
 +
Who do you work for?
 +
Tell me who you work for, or else.
 +
make
 
  really  
 
  really  
 
How are you feeling right now?
 
How are you feeling right now?
You are amazing.
+
You look like a mighty warrior indeed.
the outfit.
 
 
You must yield!
 
You must yield!
 +
Where is
 +
Perhaps you'd be willing to trade
 +
is yours.  Please consider my offer.
 +
Whosoever would blight the world, preying on the helpless, fear me!  I call you a child of the night and will slay you where you stand.
 
You are bound to me!
 
You are bound to me!
 
The bond is broken!  Return to the Underworld and trouble us no more!
 
The bond is broken!  Return to the Underworld and trouble us no more!
Tell me who you work for, or else.
+
!   
Whosoever would blight the world, preying on the helpless, fear me!  I call you a child of the night and will slay you where you stand.
+
I visited
Reveal what you have been scheming or suffer the consequences.
+
I started my pilgrimage in
Who do you work for?
+
Probably on the move or deep underground, but I can't be sure.
Identify yourself!
+
I don't remember what I was going to say...
or suffer the consequences.
+
I'm not sure.
the object I can't remember
+
I'm traveling to  
is yours.  Please consider my offer.
+
I'm preparing to travel to  
Fortune has favored you, and
+
  to view
Where is
+
  However, the
Perhaps you'd be willing to trade
 
Never.
 
Gladly. May this new age of harmony last a thousand year.
 
I will not bow before you.
 
I agree to submit to your request.
 
will no longer pay homage to
 
offers to pay homage to  
 
  must pay homage to  
 
Let there be peace between
 
 
  is well-traveled and would probably have that information.
 
  is well-traveled and would probably have that information.
 
No such place exists.
 
No such place exists.
not be able to guide you personally.  It is the best I can do.
+
This is  
  However, the
+
Who?
 
  is dead.
 
  is dead.
 
I don't know myself, and I don't even know anybody that could tell you.
 
I don't know myself, and I don't even know anybody that could tell you.
I don't remember what I was going to say...
+
not be able to guide you personally.  It is the best I can do.
 +
We don't offer any specific services here.
 
Please be patient.  I'll have your order ready in a moment.
 
Please be patient.  I'll have your order ready in a moment.
 
Come see me in the market sometime.
 
Come see me in the market sometime.
Yes, I can serve you when we're both there.
+
Come see me at the trade depot sometime.
We don't offer any specific services here.
+
You should probably try a shopkeeper.
 
You haven't ordered anything.  Would you like something?
 
You haven't ordered anything.  Would you like something?
 
I don't work here.
 
I don't work here.
This is
+
Yes, I can serve you when we're both there.
You should probably try a shopkeeper.
 
You'll have to talk to somebody older.
 
Sorry, I'm otherwise occupied.
 
Fantastic!  Please come closer and ask again.
 
 
Really?  Please come closer.
 
Really?  Please come closer.
 +
in a way that suits you.
 +
I cannot lay a quest on you.  I merely ask that you serve
 +
You will best serve by finishing your quest.
 +
Come see me in my store sometime.
 
Of course.  Let's do business.
 
Of course.  Let's do business.
 
Really?  Alright.
 
Really?  Alright.
Come see me at the trade depot sometime.
+
Fantastic!  Please come closer and ask again.
Come see me in my store sometime.
+
I'm returning from my patrol.
So, the
+
I'm on an important mission.
Calm yourself!
+
I am escaping from danger which threatened my former home.
said, "Are you going to eat that?"
+
I will return it to  
... and the
+
I was out visiting the shrine.
Tell me about your family.
+
I was out visiting the temple.
saw the sun and vomited on the spot!
+
I was just out for some water.
Yes, let's go.
+
I'm just out for a stroll.
Of course.
+
, and this quest is taking me to
 
I seek to rescue  
 
I seek to rescue  
 
  and am returning to  
 
  and am returning to  
I have obtained
+
I have rescued
, and this quest is taking me to  
+
I am returning it to  
 
The treasure is sought by  
 
The treasure is sought by  
 
I am searching for  
 
I am searching for  
I will return it to
+
I have obtained
I am returning it to
+
in search of adventure
 
  in search of excitement
 
  in search of excitement
 
  in search of a thrilling adventure
 
  in search of a thrilling adventure
  in search of work
+
  to start a new life
  in search of adventure
+
  and maybe something to drink as well!
 
.  Perhaps I'll finally make my fortune!
 
.  Perhaps I'll finally make my fortune!
 
, and wealth and pleasures beyond measure!
 
, and wealth and pleasures beyond measure!
I have rescued
+
in search of work
  and maybe something to drink as well!
+
  to move into my new home with
 
  to take up my position
 
  to take up my position
 
I'm going to  
 
I'm going to  
to move into my new home with
+
I'm returning to my home in
 +
husband
 +
wife
 
spouse
 
spouse
to start a new life
+
my
husband
+
Where?
I started my pilgrimage in
+
There's nothing organized here.
Probably on the move or deep underground, but I can't be sure.
+
also utilize the market there.
  to view
+
  is the only other settlement to utilize the market there.
I visited
+
I'd rather not say.
I'm traveling to  
+
Ask me when I've returned to my home!
I'm preparing to travel to
+
Yes, master.  Ask and I shall obey.
I'm returning to my home in  
+
That's me.  I'm right here.
I'm not sure.
+
This place is insulated from the rest of the world, at least in terms of trade.
 
  utilize the market here.
 
  utilize the market here.
 
  is the only other settlement to utilize the market here.
 
  is the only other settlement to utilize the market here.
The people of
+
The village
This place is insulated from the rest of the world, at least in terms of trade.
+
other villages which utilize the market there.
 
  to trade.
 
  to trade.
 
  go to  
 
  go to  
is the only other settlement to utilize the market there.
+
The people of
other villages which utilize the market there.
+
  The largest of these is  
 
  other major settlements.
 
  other major settlements.
 
  trades directly with no fewer than  
 
  trades directly with no fewer than  
engages in trade with
+
I'm not planning a journey.
  The largest of these is
+
The villages
 
  villages which utilize the market here.
 
  villages which utilize the market here.
 
There are  
 
There are  
The village
+
engages in trade with
The villages
+
I'm going out for some water.
 
I'm walking my patrol.
 
I'm walking my patrol.
 
I was out visiting the library.
 
I was out visiting the library.
I'm going to visit the temple.
+
I was just out at the tavern.
I'm going out for some water.
+
I'm going to visit the library.
 
I'm going out to the tavern.
 
I'm going out to the tavern.
 
I'm going to visit the shrine.
 
I'm going to visit the shrine.
I'm not planning a journey.
+
I'm going to visit the temple.
I'm going to visit the library.
+
try
I'm on an important mission.
+
I don't remember what I believe...
I am escaping from danger which threatened my former home.
+
An item has returned!
I'm just out for a stroll.
+
has returned
I'm returning from my patrol.
+
authentic
I was out visiting the temple.
+
real
I was just out for some water.
+
your very own
I was just out at the tavern.
+
get your
I was out visiting the shrine.
 
cousin
 
 
nephew
 
nephew
 +
niece
 +
uncle
 +
aunt
 +
Is it really you?
 +
Dear
 
, is it really you?
 
, is it really you?
has returned
+
cousin
Is it really you?
+
sister
 
brother
 
brother
 
grandchild
 
grandchild
sibling
+
grandparent
sister
+
half-sibling
 
half-sister
 
half-sister
 
half-brother
 
half-brother
half-sibling
+
sibling
 +
son
 
parent
 
parent
 
father
 
father
 +
mother
 +
grandfather
 +
grandmother
 +
child
 
daughter
 
daughter
grandmother
+
some of my kind
grandparent
+
southeast
grandfather
+
southwest
There's nothing organized here.
+
northeast
also utilize the market there.
+
Might I interest you in
That's me.  I'm right here.
+
Are you interested in
Where?
+
out to the
Ask me when I've returned to my home!
+
some of our kind
Yes, master.  Ask and I shall obey.
+
just outside town
mother
 
I'd rather not say.
 
 
the surrounding area
 
the surrounding area
a village nearby
+
town
just outside town
+
right here in
 +
northwest
 
  out to the  
 
  out to the  
 
the settlements
 
the settlements
northeast
+
a village nearby
northwest
+
were
 
!  Best price in town
 
!  Best price in town
 
!  Limited supply
 
!  Limited supply
  were
+
! Today only
 +
made
 +
cut
 
tanned
 
tanned
  right here in
+
  was
 +
faraway
 
distant
 
distant
 
all the way
 
all the way
faraway
+
clear
 +
right here
 +
here
 
the great
 
the great
! Today only
+
fair
right here
+
You know, I think you're right.
I don't remember what I believe...
+
I have been so foolish. Yes, I agree.
An item has returned!
+
Yes, I can see it clearly now.
get your
+
Maybe you're right.
your very own
+
Ignoring that I don't quite concur...
authentic
+
Even if I don't change my mind,
 +
Despite some minor reservations... 
 +
Though I cannot agree fully on a slight technicality,
 +
You first, coward!
 
Never!
 
Never!
 
I will fight no more.
 
I will fight no more.
Okay!  I'll do it.
+
We will fight no more.
You first, coward!
+
I am compelled to continue!
 
Over my dead body!
 
Over my dead body!
 
  spits out  
 
  spits out  
Maybe you're right.
+
Okay!  I'll do it.
I am compelled to continue!
+
woman
 +
man
 
my good  
 
my good  
person
+
my friend
 +
I yield!  I yield!
 
We yield!  We yield!
 
We yield!  We yield!
 
Stop!  This isn't happening!
 
Stop!  This isn't happening!
We will fight no more.
+
person
I yield!  I yield!
+
Decent
 +
Good
 
Splendid
 
Splendid
 +
Great
 +
right there
 +
there
 +
Excellent
 
Fantastic
 
Fantastic
Decent
+
  This conversation is over.
Excellent
+
  I will settle this my way.
my friend
+
You mock me?!
right there
+
Insufferable!
southeast
+
If you insist so strongly, we can move on.
southwest
+
, but let us move on.
some of our kind
+
You insult me with your derision
some of my kind
+
You insult me with your flattery
Are you interested in
+
Ha ha ha...  You're funny!
out to the
 
Might I interest you in
 
 
I assure you I am already calm.  Look to yourself.
 
I assure you I am already calm.  Look to yourself.
 
You're right.  I need to relax.
 
You're right.  I need to relax.
Don't waste my time.
+
Thank you for your kind words.
Ha ha ha...  You're funny!
+
How dare you?!
 
You dare to flatter me?!
 
You dare to flatter me?!
 
Base flattery!
 
Base flattery!
Insufferable!
+
Don't waste my time.
How dare you?!
+
  I'll show you calm!
 
Do I look like I need to calm down?!
 
Do I look like I need to calm down?!
 
I am so nearly swayed by your greatness alone that we can simply assign you the victory!
 
I am so nearly swayed by your greatness alone that we can simply assign you the victory!
  Get away from me!
+
you needn't indulge my trivial thoughts!
  I'll show you calm!
+
Don't tell me to calm myself.
 
Spare me the compliments.
 
Spare me the compliments.
 
You calm down!
 
You calm down!
Thank you for your kind words.
+
  Get away from me!
Don't tell me to calm myself.
+
I must say that is a truly insightful observation!
 
I admire how brilliant you are!
 
I admire how brilliant you are!
 
you are so clever I must concede!
 
you are so clever I must concede!
I confess your stunning argument overwhelms me!
+
Although my own insignificant beliefs lie elsewhere,
I must say that is a truly insightful observation!
+
no one can deny your genius!
 
we can both agree you are by far the most persuasive!
 
we can both agree you are by far the most persuasive!
 
I am overmastered by your presence!
 
I am overmastered by your presence!
you needn't indulge my trivial thoughts!
+
I confess your stunning argument overwhelms me!
no one can deny your genius!
+
that is the stupidest statement I have ever heard.
I have been so foolish. Yes, I agree.
+
That's absurd!
Yes, I can see it clearly now.
+
Oh, no,
Though I cannot agree fully on a slight technicality,
+
I've heard it all now!
You know, I think you're right.
+
I'm having trouble taking you seriously.
Even if I don't change my mind,
+
I couldn't follow your rambling.
Despite some minor reservations... 
+
really, I've been over all this nonsense before.
Although my own insignificant beliefs lie elsewhere,
+
don't waste my time with this drivel.
Ignoring that I don't quite concur... 
+
Wait, what?
 +
What?
 
Are you being serious?
 
Are you being serious?
What did you just say?
+
Give me a break.
Wait, what?
+
You must be joking.
 
Am I supposed to engage with that?
 
Am I supposed to engage with that?
 
Forgive me, but
 
Forgive me, but
I've heard it all now!
+
What did you just say?
You must be joking.
+
Huh?
 +
Eh?
 +
Ha!
 +
No!
 +
Were you trying to make an argument?
 
How unreasonable!
 
How unreasonable!
Give me a break.
+
Uh...
Were you trying to make an argument?
+
Ack!
 +
You are right.
 
How gracious!
 
How gracious!
 
Fine.  Let's drop the argument.
 
Fine.  Let's drop the argument.
Let's move on.
+
Well, there must be something else to discuss.
You are right.
+
Yes, let's move on.
 
Let's drop the argument.
 
Let's drop the argument.
 
There must be something else to discuss.
 
There must be something else to discuss.
Yes, let's move on.
+
Let's move on.
  I will settle this my way.
+
I must insist.
You mock me?!
+
Just think about it.
You insult me with your flattery
+
I don't agree.
  This conversation is over.
+
Stop and reflect.
, but let us move on.
+
I sense you're wavering.
You insult me with your derision
+
I require a substantive reply.
Well, there must be something else to discuss.
+
You must be convinced.
If you insist so strongly, we can move on.
+
No, I mean it.
 +
That's not right.
 
That's wrong.
 
That's wrong.
 
I cannot agree.
 
I cannot agree.
 +
I disagree.
 +
You are thinking about this all wrong.
 +
Pause to consider.
 +
No.
 
I beg to differ.
 
I beg to differ.
That's not right.
+
It's wrong.
Pause to consider.
 
Stop and reflect.
 
You are thinking about this all wrong.
 
 
Really.
 
Really.
 
Unbelievable.
 
Unbelievable.
I just don't know.
+
You're wrong.
It's wrong.
+
I guess I'm not sure.
 
I don't know what to say.
 
I don't know what to say.
 
I don't want to argue.
 
I don't want to argue.
I disagree.
+
I just don't know.
I guess I'm not sure.
+
the things some people think just boggle the mind.
 
there's just no way you can believe something so stupid.
 
there's just no way you can believe something so stupid.
 
it would amaze me if somebody actually thought that.
 
it would amaze me if somebody actually thought that.
you should keep your weird thoughts to yourself.
+
nobody could possibly believe that.
the things some people think just boggle the mind.
+
Shameful.
 
I'm appalled.
 
I'm appalled.
 
that isn't at all convincing.
 
that isn't at all convincing.
You're wrong.
+
you should keep your weird thoughts to yourself.
Shameful.
+
to grant an important position
That's absurd!
+
was asked
Oh, no,
+
I told
don't waste my time with this drivel.
+
Through
that is the stupidest statement I have ever heard.
+
I engaged
I couldn't follow your rambling.
+
to engage
really, I've been over all this nonsense before.
+
engaged me to obtain
nobody could possibly believe that.
+
when one came available.
I'm having trouble taking you seriously.
+
I asked
 
  asked me
 
  asked me
 
  sent me to  
 
  sent me to  
  told me to ask
+
  look past illicit acts
I asked
+
to tell
 
  to ask  
 
  to ask  
 
  told me to tell  
 
  told me to tell  
Through
+
  told me to ask
  to tell
+
I sent
 
  demands a portion of my official funds
 
  demands a portion of my official funds
 
  asks that I look past illicit acts in my official capacities
 
  asks that I look past illicit acts in my official capacities
ask that
+
I serve no one.
I sent
+
I demand a portion of the official funds from
 
I asked that  
 
I asked that  
 
demand a portion of the official funds from  
 
demand a portion of the official funds from  
look past illicit acts
+
ask that
I demand a portion of the official funds from
+
I must withdraw!
 
Help!  Save me!
 
Help!  Save me!
 
I believe...  something.
 
I believe...  something.
I serve
+
Well, I believe...  something else.
I must withdraw!
+
sometimes has need for my services.
 
I have no master, but  
 
I have no master, but  
 
I do not know!  My instructions come from  
 
I do not know!  My instructions come from  
I serve no one.
+
I serve  
sometimes has need for my services.
+
You flinch.
Just think about it.
+
  appears unconvinced.
I don't agree.
 
No, I mean it.
 
I must insist.
 
I require a substantive reply.
 
You must be convinced.
 
Well, I believe... something else.
 
I sense you're wavering.
 
 
It is not convincing.
 
It is not convincing.
 
  appears to acquiesce.
 
  appears to acquiesce.
You flinch.
+
  appears unperturbed.
  appears unconvinced.
 
 
You are unperturbed.
 
You are unperturbed.
 
  flinches.
 
  flinches.
appears unperturbed.
+
You must think you're really frightening.
 +
You just aren't as convincing as you think you are.
 
I do not scheme.
 
I do not scheme.
 
  engaged to induce a war of  
 
  engaged to induce a war of  
You must think you're really frightening.
 
You just aren't as convincing as you think you are.
 
I have nothing to say to you.
 
 
That was compelling!
 
That was compelling!
 
What is this madness?  Calm yourself!
 
What is this madness?  Calm yourself!
 +
Fool!
 +
I have nothing to say to you.
 +
engaged me to abduct
 +
engaged me to assassinate
 
  sent me to engage  
 
  sent me to engage  
 
  to obtain  
 
  to obtain  
  engaged me to abduct
+
  engaged me to frame
engaged me to assassinate
+
I decided to frame
 
  engaged me to infiltrate  
 
  engaged me to infiltrate  
 
  engaged me to sabotage the activities of  
 
  engaged me to sabotage the activities of  
  engaged me to frame
+
 
I decided to frame
+
 
  was asked
+
  weightless
I told
+
fluid
  to grant an important position
+
  strong
  engaged me to obtain
+
large
  when one came available.
+
  elaborate
I engaged
+
  expressive
  to engage
+
  understated
 +
delicate
 +
  refined
 
  grotesque
 
  grotesque
 
  crude
 
  crude
  refined
+
  serene
 +
calm
 
  a series of  
 
  a series of  
 
  graceful
 
  graceful
  serene
+
  should be
 
Finally,  
 
Finally,  
should be
+
There
is one of the fundamental dance moves. 
+
First,
 +
Then
 
  the fundamental dance position.   
 
  the fundamental dance position.   
 
  is one of the fundamental dance positions.   
 
  is one of the fundamental dance positions.   
First,
+
the fundamental dance move. 
 +
is one of the fundamental dance moves. 
 
called the  
 
called the  
  the fundamental dance move.  
+
  sprightly
  vigorous
+
sinuous
 +
debauched
 +
twisting
 +
subtle
 +
sensual
 +
relaxed
 +
passive
 +
  powerful
 +
  sluggish
 
  intense
 
  intense
 
  aggressive
 
  aggressive
  powerful
+
  spirited
  proud
+
  vigorous
 
  flamboyant
 
  flamboyant
 
  lively
 
  lively
  spirited
+
  joyous
  energetic
+
  proud
 
  passionate
 
  passionate
 
  vivacious
 
  vivacious
  joyous
+
  partially realized
  loudly percussive
+
  energetic
 
  softly percussive
 
  softly percussive
 
  aborted
 
  aborted
  partially realized
+
  low
 +
loudly percussive
 +
straight-lined
 +
high
 +
jerking
 
  sharp-edged
 
  sharp-edged
straight-lined
 
fluid
 
 
  undulating
 
  undulating
  jerking
+
  soft
  expressive
+
  raised arm
  strong
+
  spin
  large
+
  raised left arm
  weightless
+
  raised right arm
  understated
+
  body level change
  delicate
+
  arm carriage
  elaborate
+
  right leg lift
 +
body level
 +
leg lift
 +
left leg lift
 
  left kick
 
  left kick
 
  right kick
 
  right kick
  leg lift
+
  leap
 +
kick
 +
curved walk
 +
run
 +
hand gesture
 
  straight walk
 
  straight walk
  curved walk
+
  turn
 
  facial expression
 
  facial expression
hand gesture
+
  steps in an intricate pattern
  steps in a circular pattern
+
move
 
  steps in a triangle pattern
 
  steps in a triangle pattern
 
  steps in a figure-eight pattern
 
  steps in a figure-eight pattern
  steps in an intricate pattern
+
  steps in a square pattern
 +
steps in a circular pattern
 +
half
 +
repeated
 +
eighth
 
  quarter
 
  quarter
repeated
 
steps in a square pattern
 
sinuous
 
 
  counterclockwise
 
  counterclockwise
 
  clockwise
 
  clockwise
  eighth
+
  which grew out of the performances of
  sensual
+
  originating in
  debauched
+
  pairs
  twisting
+
  dancers
  sprightly
+
war
  sluggish
+
  for a single pair
relaxed
+
social
passive
+
  partner
  subtle
+
celebration
 +
participation
 +
solo
 +
group
 +
  solo
 
  group
 
  group
group
 
celebration
 
 
  is a  
 
  is a  
 
sacred
 
sacred
  shadowed
+
  from the follower
 +
with
 
  by group members
 
  by group members
 
  from the lead
 
  from the lead
  from the follower
+
  performed in succession
  movement along the line of dance
+
  shadowed
 
  mirrored
 
  mirrored
 
  performed in retrograde
 
  performed in retrograde
  performed in succession
+
  footwork
  backward bend
+
  movement along the line of dance
 
  leftward bend
 
  leftward bend
 
  rightward bend
 
  rightward bend
  footwork
+
  forward bend
 +
backward bend
 
  independent body movement
 
  independent body movement
  forward bend
+
  sway
  arm carriage
+
  rhythm
raised left arm
+
with the music
raised right arm
+
very quickly
raised arm
+
to the music's
left leg lift
+
faster and faster
right leg lift
+
quickly
body level
+
slowly
body level change
+
slower and slower
 +
, moving
 +
very slowly
 +
along an improvised path
 +
along an intricate path
 
along a counterclockwise circle
 
along a counterclockwise circle
 
turning counterclockwise
 
turning counterclockwise
along an improvised path
+
along a clockwise circle
along an intricate path
+
turning clockwise
 
in a double circle
 
in a double circle
 
loosely mingled
 
loosely mingled
along a clockwise circle
+
in several lines
turning clockwise
+
in a circle
 
The dancers perform  
 
The dancers perform  
 
in a single line
 
in a single line
in several lines
+
The dancer performs
in a circle
 
 
any composition of  
 
any composition of  
The dancer performs
+
as the dancer acts out
 +
as the dancers act out
 
The form guides dancers during improvised performances.   
 
The form guides dancers during improvised performances.   
 
The dance is accompanied by  
 
The dance is accompanied by  
as the dancer acts out
 
as the dancers act out
 
which grew out of the performances of
 
originating in
 
 
  originally devised by  
 
  originally devised by  
 
The rules of the form are applied by choreographers to produce individual dances which can be performed.   
 
The rules of the form are applied by choreographers to produce individual dances which can be performed.   
  for a single pair
+
serene
  pairs
+
calm
  dancers
+
  dance is punctuated by
participation
+
graceful
social
+
The
  partner
+
  dance is
performance
+
  to be mastered. 
 +
The entire dance has a basic movement
 +
special position
 +
  specific move
 +
The dancers imitate the movement of the
 +
This dance is a refined artform, with
 
with the lead turning out clockwise
 
with the lead turning out clockwise
 
with the lead turning out counterclockwise
 
with the lead turning out counterclockwise
The dancers imitate the movement of the
+
with the lead advancing along the main line of motion
This dance is a refined artform, with  
+
with the lead advancing against the main line of motion
 
through spoken cues
 
through spoken cues
 
There are partner changes throughout the dance  
 
There are partner changes throughout the dance  
with the lead advancing along the main line of motion
+
through a light touch
with the lead advancing against the main line of motion
+
through visual cues
 
briefly  
 
briefly  
 
through touch
 
through touch
through a light touch
+
by pulling away
through visual cues
+
constantly
 
  constantly
 
  constantly
 
  briefly
 
  briefly
by pulling away
+
, communicating intent
constantly
+
by pushing together
 
maintain open contact
 
maintain open contact
 
rarely make contact
 
rarely make contact
, communicating intent
 
by pushing together
 
rhythm
 
with the music
 
 
The partners  
 
The partners  
 
dance closely
 
dance closely
faster and faster
+
aggressive
quickly
+
powerful
very quickly
+
vigorous
to the music's
+
intense
, moving
+
lively
very slowly
+
spirited
slowly
+
joyous
slower and slower
+
flamboyant
 +
energetic
 +
vivacious
 +
aborted
 +
partially realized
 
loudly percussive
 
loudly percussive
 
softly percussive
 
softly percussive
aborted
+
high
partially realized
+
low
 
sharp-edged
 
sharp-edged
 
straight-lined
 
straight-lined
 +
soft
 +
jerking
 +
fluid
 
undulating
 
undulating
jerking
+
large
 +
weightless
 
expressive
 
expressive
 
strong
 
strong
weightless
+
delicate
 +
elaborate
 
refined
 
refined
 
understated
 
understated
delicate
 
elaborate
 
serene
 
 
grotesque
 
grotesque
dance is
+
crude
dance is punctuated by
+
arm carriage
graceful
+
raised left arms
special position
+
body level
specific move
+
body level changes
to be mastered. 
+
left leg lifts
The entire dance has a basic movement
+
right leg lifts
 +
right kicks
 +
leg lifts
 +
kicks
 +
left kicks
 +
runs
 +
leaps
 
straight walks
 
straight walks
 
curved walks
 
curved walks
repeated
 
 
facial expressions
 
facial expressions
 
hand gestures
 
hand gestures
 +
repeated
 +
turns
 +
quarter
 +
half
 
clockwise  
 
clockwise  
 
eighth  
 
eighth  
quarter
+
sinuous
 +
counterclockwise
 
twisting
 
twisting
 
sprightly
 
sprightly
sinuous
+
sensual
counterclockwise
+
debauched
 
passive
 
passive
 
subtle
 
subtle
sensual
 
debauched
 
aggressive
 
powerful
 
 
sluggish
 
sluggish
 
relaxed
 
relaxed
lively
+
synthesis
spirited
+
verse
vigorous
+
exposition
intense
+
recapitulation
energetic
+
passage
vivacious
+
introduction
joyous
+
The dance enters a new section with the
flamboyant
+
next
 +
shadowed
 +
The dance begins with the
 +
performed in retrograde
 +
performed in succession
 
movement  
 
movement  
 
mirrored
 
mirrored
performed in retrograde
+
partially realized
performed in succession
+
moves
 
large  
 
large  
 
aborted  
 
aborted  
partially realized
+
of the follower
 +
, with
 
movement along the line of dance
 
movement along the line of dance
 
  of the lead
 
  of the lead
of the follower
+
rightward bends
, with
+
footwork
 
backward bends
 
backward bends
 
leftward bends
 
leftward bends
rightward bends
+
sway
footwork
+
forward bends
 +
spins
 
independent body movement
 
independent body movement
forward bends
 
arm carriage
 
raised left arms
 
 
raised right arms
 
raised right arms
 
raised arms
 
raised arms
left leg lifts
+
section is punctuated by
right leg lifts
+
This
body level
 
body level changes
 
left kicks
 
right kicks
 
leg lifts
 
 
  section is
 
  section is
section is punctuated by
+
There are partner changes
 +
There is a basic movement
 
  section is distinct.   
 
  section is distinct.   
 
to the  
 
to the  
There are partner changes
 
There is a basic movement
 
bridge-passage
 
 
variations
 
variations
 
  of the music.   
 
  of the music.   
synthesis
+
coda
 +
bridge-passage
 
chorus
 
chorus
 
finale
 
finale
passage
+
, so removing them.
introduction
+
[cleanUpChannelAndSound]: Sound at
exposition
+
[cleanUpChannelAndSound]: Channel at
recapitulation
+
is cleaning up.
shadowed
+
[cleanUpChannelGroup]: Callback has ended for ChannelGroup at
The dance begins with the  
+
[cleanUpChannelGroup]: Removed DSPs for channel group
The dance enters a new section with the  
+
[cleanUpChannelGroup]: Found DSPs for channel group
 +
[cleanUpChannelGroup]: Removed fade pointer for channel group
 +
[cleanUpChannelGroup]: Found fade points for channel group
 +
[cleanUpChannelGroup]: Channel #
 +
was a null pointer.
 +
[cleanUpChannelGroup]: ChannelGroup at
 +
[cleanUpChannelAndSound]: Callback has ended for channel
 +
[cleanUpChannelAndSound]: Audio Engine or Current Sound was null pointer, this clean up happened too late (for channel:
 +
marked as ready to release.
 +
[cleanUpChannelAndSound]: Removed DSPs for channel
 +
[cleanUpChannelAndSound]: Found DSPs for channel
 +
[cleanUpChannelAndSound]: Removed fade pointer for channel
 +
[cleanUpChannelAndSound]: Found fade points for channel
 +
generic
 +
[adjustVolumeForPlayingSound]: Volume changing from
 +
[adjustVolumeForPlayingSound]: Attempted to adjust volume for a playing sound, but it was already at the provided volume.
 +
[adjustVolumeForPlayingSound]: Attempted to adjust volume for a playing sound, but the sound provided was null.
 +
[adjustPanForPlayingSound]: Sound at
 +
panning changing from
 +
[adjustPanForPlayingSound]: Attempted to adjust pan value for a playing sound, but it was already at the provided pan value.
 +
[adjustPanForPlayingSound]: Attempted to adjust pan value for a playing sound, but the sound provided was null.
 +
[adjustLowPassFilterForPlayingSounds]: Environment changing, creating thread to low pass ambiances from
 +
% to
 +
[adjustLowPassFilterForPlayingSounds]: Couldn't find the new environment where the player is heading.
 +
[adjustLowPassFilterForPlayingSounds]: No ambiances playing, so low pass filter will not be applied.
 +
[setLowPassFilter]: Couldn't find the new environment where the player is heading.
 +
[panSound]: Attempted to panSound, but the audio provided was null.
 +
[fadeChannelGroupKeepPlaying]: Attempted to fadeChannelGroupKeepPlaying, but the channelGroup provided was null.
 +
[fadeSound]: Attempted to fadeSound, but the channel provided was null.
 +
[fadeInSound]: Attempted to fadeInSound, but the channel provided was null.
 +
[createSafeThread]: Creating a new safe thread.
 +
[createSafeThread]: Released mutex for thread
 +
[createSafeThread]: Unlocked mutex for thread
 +
[createSafeThread]: Locked mutex for thread
 +
qF@
 +
`qF@
 +
pqF@
 +
nF@
 +
oF@
 +
nF@
 +
`oF@
 +
`oF@
 +
stof argument out of range
 +
invalid stof argument
 +
[initializeAudioEngine]: initializing DFAS
 +
notificationChannelGroup
 +
userInterfaceChannelGroup
 +
soundEffectsChannelGroup
 +
oneShotChannelGroup
 +
alignmentAmbianceChannelGroup
 +
foregroundChannelGroup
 +
ambientLayerChannelGroup
 +
ambientChannelGroup
 +
./data/sound/audio/starting-volume.txt
 +
notification
 +
userinterface
 +
soundeffects
 +
alignmentambiance
 +
oneshot
 +
ambiancelayer
 +
FMOD: Failed to create
 +
FMOD: Failed to initialise system object
 +
FMOD failed to release audio engine
 +
FMOD: Failed to set callback for sound
 +
[setChannelGroupAndSetCallback]: setting callback on
 +
FMOD: Failed to set channel group
 +
[setChannelGroupAndSetCallback]: setting channel group for
 +
[initializeAudioEngine]: resetting all 'current' DFAS variables
 +
invalid deque<T> subscript
 +
[playSound]: Playing
 +
Channel:
 +
[playSound]:
 +
Sound:
 +
Thread:
 +
[playSound]: FMOD: Failed to unpause channel
 +
FMOD: Failed to play sound
 +
actions/drowning/riser
 +
actions/campfire-loop
 +
ambiance/layers/river
 +
[loadSound]: Loading
 +
[loadSound]: Failed to load a sound for
 +
[loadSound]:
 +
[loadSound]: FMOD: Failed to get open state of sound
 +
[loadSound]: New channel created for
 +
major
 +
natural minor
 +
harmonic minor
 +
melodic minor
 +
myxolydian
 +
Composer generated a chord:
 +
Composer generated a chord progression for
 +
invalid vector subscript
 +
.ogg
 +
flying-loop
 +
./data/sound/audio/locomotion/fly/
 +
flying loop already playing
 +
flying loop not playing
 +
dirt
 +
grass
 +
grass-tall
 +
gravel
 +
ice
 +
metal-crafted
 +
metal-natural
 +
mud
 +
snow
 +
water-depth-1
 +
water-depth-2
 +
water-depth-3
 +
wood-crafted
 +
wood-natural
 +
./data/sound/audio/locomotion/footsteps/
 +
/walk
 +
general
 +
water
 +
./data/sound/audio/locomotion/jump/
 +
/jump
 +
./data/sound/audio/locomotion/sweeteners/
 +
/sweetener
 +
discovery
 +
key-quest-item
 +
./data/sound/audio/notifications/alerts/
 +
battle-pullback
 +
./data/sound/audio/notifications/map/
 +
hunger-pullback
 +
savage
 +
evil
 +
./data/sound/audio/ambiance/alignments/
 +
good
 +
) was out of range.
 +
[setNewCurrentRegionAlignment]: Attempted to set a region alignment, but there were no alignment sounds.
 +
from potential alignments.
 +
[setNewCurrentRegionAlignment]: Attempted to set a region alignment, but the alignment (
 +
./data/sound/audio/ambiance/regions/
 +
Picked
 +
/one-shot-
 +
./data/sound/audio/one-shots/
 +
base
 +
neutral
 +
region (
 +
from the regional variants for
 +
Passed a region variant that does not exist for the
 +
normal
 +
rain
 +
light-rain
 +
heavy-rain
 +
volcano
 +
river
 +
far
 +
close
 +
dwarven-hillocks/walla-high
 +
walla
 +
dwarven-hillocks/walla-medium
 +
dwarven-hillocks/walla-low
 +
fort/walla-low
 +
fort/walla-high
 +
fortress/walla-high
 +
fort/walla-medium
 +
fortress/walla-medium
 +
fortress/walla-low
 +
found campfire loop and stopping it.
 +
attempted to stop campfire loop, but it was not found in the currently playing sound effects.
 +
attempted to stop the campfire loop but ran into an exception:
 +
attempted to stop the campfire loop but ran into a runtime error:
 +
human-hamlet/walla-low
 +
human-hamlet/walla-high
 +
human-town/walla-high
 +
human-hamlet/walla-medium
 +
human-town/walla-medium
 +
human-town/walla-low
 +
outside
 +
character-creation
 +
no ambiance layer found by name
 +
./data/sound/audio/ambiance/layers/
 +
[findAmbianceInRegion]: Failed to find ambiance in the provided region, region or it's ambiances were null.
 +
no ambiance layer found by ambiance
 +
map
 +
[findAmbianceInRegion]: Failed to find ambiance in the provided region.
 +
Alignment Ambiance
 +
Milliseconds until next ambiance occurs naturally:
 +
Time until next ambiance occurs naturally:
 +
time(s)
 +
is all done looping, a new ambiance will be played.
 +
Looping ambient track (
 +
time until next ambiance was supposed to be:
 +
total time waited:
 +
ambiance layer is about to start looping.
 +
has been faded out, exiting out of looping monitor.
 +
), stopping it.
 +
couldn't find ambiance to play in playNewAmbiance.
 +
song has been stopped, so abandoning ambiance watcher to adjust volume after song stops.
 +
Found a currently playing ambiance layer with the same name (
 +
attempted to stop campfire loop, but no sound effects were playing.
 +
campfire-loop
 +
starting the one shots thread.
 +
Couldn't find matching one shot pointer, time to troubleshoot playSingleRegionalOneShot.
 +
attempting to play next one shot in
 +
seconds.
 +
playing a one-shot cluster
 +
cave
 +
angel-vault
 +
cavern
 +
kobold
 +
rocky
 +
desert
 +
elven-forest-retreat
 +
dwarven-hillocks
 +
broadleaf-coniferous
 +
forest
 +
fortress
 +
taiga
 +
goblin-dark-fortress
 +
glacier
 +
grassland
 +
goblin-dark-pits
 +
shrubland
 +
savanna
 +
temperate
 +
human-town
 +
human-hamlet
 +
mountains
 +
lake
 +
ocean
 +
necromancer-tower
 +
arctic
 +
tropical-temperate
 +
tavern
 +
sky
 +
underworld
 +
tundra
 +
marsh
 +
wetland
 +
swamp
 +
as the current region.
 +
Attempted to start a river, but one was already playing.
 +
region.
 +
Attempted to start the rain layer, but one was already playing.
 +
/walla-low
 +
starting low walla for the
 +
/walla-medium
 +
starting medium walla for the
 +
/walla-high
 +
starting high walla for the
 +
[startCharacterCreationAmbiance]: Attempted to start the character creation ambiance layer, but one was already playing.
 +
stopping all wallas for the
 +
Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound).
 +
No errors.
 +
The specified channel has been reused to play another sound.
 +
Error trying to allocate a channel.
 +
DSP connection error.  Connection possibly caused a cyclic dependency or connected dsps with incompatible buffer counts.
 +
DMA Failure.  See debug output for more information.
 +
DSP Format error.  A DSP unit may have attempted to connect to this network with the wrong format, or a matrix may have been set with the wrong size if the target unit has a specified channel map.
 +
DSP return code from a DSP process query callback.  Tells mixer not to call the process callback and therefore not consume CPU.  Use this to optimize the DSP graph.
 +
DSP connection error.  Couldn't find the DSP unit specified.
 +
DSP is already in the mixer's DSP network. It must be removed before being reinserted or released.
 +
DSP return code from a DSP process query callback.  Tells mixer silence would be produced from read, so go idle and not consume CPU.  Use this to optimize the DSP graph.
 +
DSP operation error.  Cannot perform operation on this DSP as it is reserved by the system.
 +
Error loading file.
 +
DSP operation cannot be performed on a DSP of this type.
 +
Media was ejected while reading.
 +
Couldn't perform seek operation.  This is a limitation of the medium (ie netstreams) or the file format.
 +
End of current chunk reached while trying to read data.
 +
End of file unexpectedly reached while trying to read essential data (truncated?).
 +
Error initializing output device.
 +
Soundcard does not support the specified format.
 +
An unspecified error has been returned from a plugin.
 +
The output device has no drivers installed.  If pre-init, FMOD_OUTPUT_NOSOUND is selected as the output mode.  If post-init, the function just fails.
 +
A resource that the plugin requires cannot be allocated or found. (ie the DLS file for MIDI playback)
 +
A requested output, dsp unit type or codec was not available.
 +
An error occurred trying to initialize the recording device.
 +
A plugin was built with an unsupported SDK version.
 +
Specified instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number or the reverb doesn't exist.
 +
Reverb properties cannot be set on this channel because a parent channelgroup owns the reverb connection.
 +
This subsound is already being used by another sound, you cannot have more than one parent to a sound.  Null out the other parent's entry first.
 +
The error occurred because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have.  The operation may also not be able to be performed on a parent sound.
 +
The specified tag could not be found or there are no tags.
 +
Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file.
 +
The retrieved string is too long to fit in the supplied buffer and has been truncated.
 +
The sound created exceeds the allowable input channel count.  This can be increased using the 'maxinputchannels' parameter in System::setSoftwareFormat.
 +
This command failed because System::init or System::setDriver was not called.
 +
Something in FMOD hasn't been implemented when it should be! contact support!
 +
The version number of this file format is not supported.
 +
A command issued was not supported by this object.  Possibly a plugin without certain callbacks specified.
 +
The live update connection failed due to the game already being connected.
 +
The specified bank has already been loaded.
 +
The live update connection timed out.
 +
The live update connection failed due to the game data being out of sync with the tool.
 +
The Studio::System object is not yet initialized.
 +
The requested event, parameter, bus or vca could not be found.
 +
An invalid string was passed to this function.
 +
The specified resource is not loaded, so it can't be unloaded.
 +
The specified resource is not locked, so it can't be unlocked.
 +
The specified resource is already locked.
 +
The length provided exceeds the allowable limit.
 +
The specified recording driver has been disconnected.
 +
Unsupported file or audio format.
 +
File not found.
 +
A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere.
 +
There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library.
 +
Proxy authentication is required to access the specified resource.
 +
The specified resource requires authentication or is forbidden.
 +
The HTTP request timed out.
 +
A HTTP server error occurred.
 +
Cannot call this command after System::init.
 +
FMOD was not initialized correctly to support this function.
 +
Value passed in was a NaN, Inf or denormalized float.
 +
An error occurred that wasn't supposed to.  Contact support.
 +
An invalid parameter was passed to this function.
 +
An invalid object handle was used.
 +
An invalid speaker was passed to this function based on the current speaker mode.
 +
An invalid seek position was passed to this function.
 +
Tried to call a function on a thread that is not supported.
 +
The syncpoint did not come from this sound handle.
 +
Reached maximum audible playback count for this sound's soundgroup.
 +
The vectors passed in are not unit length, or perpendicular.
 +
Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used.
 +
Not enough memory or resources.
 +
Tried to use a feature that requires hardware support.
 +
Tried to call a command on a 2d sound when the command was meant for 3d sound.
 +
A socket error occurred.  This is a catch-all for socket-related errors not listed elsewhere.
 +
Couldn't connect to the specified host.
 +
Operation on a non-blocking socket could not complete immediately.
 +
The specified URL couldn't be resolved.
 +
Error initializing output device, but more specifically, the output device is already in use and cannot be reused.
 +
Operation could not be performed because specified sound/DSP connection is not ready.
 +
A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted.
 +
Error creating hardware sound buffer.
 +
Unknown error.
 +
Picking a combat song by the
 +
name...
 +
all new combat songs have not been played at least once, so picking from all new songs.
 +
all new combat songs have been played at least once, so picking from all songs, even older ones.
 +
tried to get currently playing combat song's name, but there was no 'songName' property.
 +
tried to get currently playing combat song's name, but there is no currently playing combat song.
 +
combat song selected:
 +
[CombatSongWriter]: Waiting
 +
ms to play stinger from group #
 +
until after the stingers are complete.
 +
[CombatSongWriter]: Starting stingers from group #
 +
[CombatSongWriter]: Starting loops from group #
 +
ms to play next group #
 +
ms to stop group #
 +
until the next phrase.
 +
[CombatSongWriter]: Attempted to advance the group of a combat song, but a combat song was not set.
 +
[CombatSongWriter]: Stopping loops from group #
 +
[CombatSongWriter]: Advancing group from
 +
[CombatSongWriter]: Attempted to increase intensity of combat song, but it's already at it's most intense.
 +
[CombatSongWriter]: Waiting to fade stinger from group #
 +
until next measure start.
 +
layer to add on the combat song.
 +
[CombatSongWriter]: Attempted to decrease intensity of combat song, but it's already at it's least intense.
 +
[CombatSongWriter]: No more loop layers to add to this group
 +
[CombatSongWriter]: Choosing the
 +
[CombatSongWriter]: Stopping the '
 +
' combat song.
 +
[CombatSongWriter]: Starting group #
 +
loops.
 +
[CombatSongWriter]: Synchronizing the loops for group #
 +
'loop' layer to play.
 +
[CombatSongWriter]: Synchronizing the
 +
'loop' layer.
 +
'stinger' layer to bridge to the next group of the combat song.
 +
of stingers.
 +
measures before playing next layer.
 +
[CombatSongWriter]: Picking the
 +
[CombatSongWriter]: Letting
 +
play for
 +
beat of phrase:
 +
current ms position of song:
 +
milliseconds left in current phrase:
 +
milliseconds of current phrase:
 +
until a measure before the next phrase.
 +
[CombatSongWriter]: Attempted to play a new combat song, but it was not set.
 +
[CombatSongWriter]: Stopping combat song after stingers for group #
 +
, as there are no more groups of loops.
 +
[CombatSongWriter]: Stopping group #
 +
layers
 +
layer over one measure, as it should fade out.
 +
'loop' layer to stop.
 +
[CombatSongWriter]: Sorting stingers based on the 'order' property.
 +
[CombatSongWriter]: Fading out the
 +
[CombatSongWriter]: Getting time to wait before group #
 +
[CombatSongWriter]: Sorting loops based on the 'intensity' property.
 +
./data/sound/audio/combat-songs/
 +
./data/sound/audio/songs/
 +
or_bass_pulse_lp
 +
or_drummed_pulse_lp
 +
or_drumlow_pulse_lp
 +
os_stinger_low_a
 +
or_drumhigh_pulse_lp
 +
os_stinger_low_b
 +
combat_stinger_intro_onebar
 +
bass_layer_lp_low
 +
combat_oneshot_outro
 +
combat_loop_high
 +
FMOD: Failed to get number of channels
 +
name.
 +
tried to get currently playing song's name, but there was no 'songName' property.
 +
[SongPicker]: Attempted to pick song from an empty shufflebag.
 +
[SongPicker]: picking a song by the
 +
tried to get currently playing song's name, but there is no currently playing song.
 +
[SongPicker]: Attempted to find least played song, but encountered an exception.
 +
[SongPicker]: Attempted to retrieve the least played song from the shufflebag, but it was null.
 +
[SongWriter]: No dynamic moments for this playthrough.
 +
[SongWriter]: song has been stopped, so abandoning moments from song.
 +
[SongWriter]: Playing all layers.
 +
[SongWriter]: could not find curated measure from _currentSong->curatedMeasures vector:
 +
must be removed
 +
[SongWriter]: curated moment happening.
 +
[SongWriter]: could not find a moment.
 +
% of tracks are currently playing, so a layer
 +
[SongWriter]:
 +
can be removed
 +
will be added
 +
for the removal saving throw, saving throw
 +
[SongWriter]: Rolled a d6 and got
 +
succeeded
 +
was failed
 +
a layer.
 +
[SongWriter]: Inflection moment will
 +
remove
 +
add
 +
[SongWriter]: No curated moment present for the defined measure, so no curated layers selected.
 +
[SongWriter]: searching curated layer configurations for the layer configuration with the least amount of different layers.
 +
[SongWriter]: planMoments called, but no moments to act on, so not creating a thread for them.
 +
[SongWriter]: Current song doesn't have any curated measures, so skipping configuration lookup.
 +
[SongWriter]: all curated configurations exhausted, so playing all layers.
 +
[SongWriter]: curated layers match the previous curated layers, attempting new curated layer configuration.
 +
[SongWriter]: picked a unique new list of curated layers that hasn't been played yet.
 +
[SongWriter]: Removing the
 +
layer because it's in the layer configuration.
 +
selected as curated moment layers.
 +
layer because it's not in the new layer configuration.
 +
[SongWriter]: Force-adding the
 +
layer because it's in the current playing layers.
 +
[SongWriter]: Not removing the
 +
layer because it's not in the currently playing layers.
 +
[SongWriter]: No layers to add.
 +
'always play' layer to start the song.
 +
[SongWriter]: Not re-adding the
 +
[SongWriter]: No layers to remove.
 +
[SongWriter]: Starting layers match the previous starting layers, attempting new layer configuration.
 +
[SongWriter]: Reached getStartingLayers recursion limit, couldn't find unique starting layer configuration.
 +
[SongWriter]: choosing the
 +
layer to start the song.
 +
) was not in recently modified layers, so it is safe to
 +
' layer (
 +
[SongWriter]: Found new unique starting layer configuration.
 +
[SongWriter]: Created starting layer configuration.
 +
out
 +
' layer.
 +
[SongWriter]: The '
 +
[SongWriter]: Attempted to change song layer, but was provided a layer that is null.
 +
[SongWriter]: Waiting
 +
[SongWriter]: Attempted to adjust song layer volume, but was provided a layer that is null.
 +
the '
 +
milliseconds to fade
 +
[SongWriter]: Fading
 +
layer volume, but the foreground channel group was destroyed.
 +
[SongWriter]: Attempted to adjust the
 +
strike-the-earth
 +
acc-gtr
 +
drops-gtr
 +
drums
 +
drop-gtr
 +
main-gtr
 +
pads
 +
vox
 +
acc-gtr-2
 +
pads-bass
 +
acc-main-gtr
 +
clap-drop
 +
pad-whistle
 +
percussion
 +
piano-pluck-main
 +
claps
 +
GTR_Acc_merged_1
 +
Drums_merged
 +
acc-gtr-1
 +
gallop-gtr
 +
acc-gallop-gtr
 +
acc-vox-gtr
 +
GTR_Main_merged_1
 +
Pads_mixed
 +
am-card-1
 +
am-card-2
 +
acc
 +
main-rtm
 +
ste-card
 +
am-card-3
 +
am-card-5
 +
drink
 +
drop/coin/drop
 +
descent-stairs
 +
dig
 +
drop/metal/drop
 +
drop/organic/drop
 +
drop/generic/drop
 +
drop/liquid/drop
 +
eat
 +
fast-travel
 +
drop/rock/drop
 +
drop/wood/drop
 +
look-at-inventory
 +
pick-up/coin/pick-up
 +
forage
 +
ignite
 +
pick-up/metal/pick-up
 +
pick-up/organic/pick-up
 +
pick-up/generic/pick-up
 +
pick-up/liquid/pick-up
 +
pull-lever
 +
sleep
 +
pick-up/rock/pick-up
 +
pick-up/wood/pick-up
 +
throw-item-organic
 +
trade
 +
smell
 +
throw-item-metal
 +
./data/sound/audio/actions/
 +
ascend-stairs
 +
campfire-ignite
 +
chop-tree
 +
attack
 +
build
 +
melee/bone/swing
 +
melee/metal/swing
 +
melee/whip/swing
 +
melee/flesh/swing
 +
melee/glass/swing
 +
hit-projectile/bow-crossbow/ground/metal/hit-projectile
 +
hit-projectile/bow-crossbow/armor/wood/hit-projectile
 +
hit-projectile/bow-crossbow/armor/metal/hit-projectile
 +
hit-projectile/bow-crossbow/flesh/metal/hit-projectile
 +
fire-projectile/crossbow/bone/fire-projectile
 +
fire-projectile/crossbow/metal/fire-projectile
 +
hit-projectile/bow-crossbow/flesh/wood/hit-projectile
 +
hit-projectile/bow-crossbow/ground/wood/hit-projectile
 +
parry/glass/success
 +
parry/metal/success
 +
fire-projectile/crossbow/wood/fire-projectile
 +
parry/bone/success
 +
parry/glass/fail
 +
parry/metal/fail
 +
parry/wood/success
 +
parry/bone/fail
 +
parry/wood/fail
 +
./data/sound/audio/combat/
 +
melee/flesh/hit
 +
melee/glass/hit
 +
melee/wood/swing
 +
melee/bone/hit
 +
melee/wood/hit
 +
wrestle/wrestle
 +
melee/metal/hit
 +
melee/whip/hit
 +
block/glass/block
 +
block/metal/block
 +
block/bone/block
 +
block/flesh/block
 +
fire-projectile/ballista/bone/fire-projectile
 +
fire-projectile/ballista/metal/fire-projectile
 +
block/whip/block
 +
block/wood/block
 +
hit-projectile/ballista/flesh/bone/hit-projectile
 +
hit-projectile/ballista/ground/bone/hit-projectile
 +
fire-projectile/ballista/wood/fire-projectile
 +
hit-projectile/ballista/armor/bone/hit-projectile
 +
hit-projectile/ballista/ground/metal/hit-projectile
 +
hit-projectile/ballista/armor/wood/hit-projectile
 +
hit-projectile/ballista/armor/metal/hit-projectile
 +
hit-projectile/ballista/flesh/metal/hit-projectile
 +
fire-projectile/bow/bone/fire-projectile
 +
fire-projectile/bow/metal/fire-projectile
 +
hit-projectile/ballista/flesh/wood/hit-projectile
 +
hit-projectile/ballista/ground/wood/hit-projectile
 +
hit-projectile/bow-crossbow/flesh/bone/hit-projectile
 +
hit-projectile/bow-crossbow/ground/bone/hit-projectile
 +
fire-projectile/bow/wood/fire-projectile
 +
hit-projectile/bow-crossbow/armor/bone/hit-projectile
 +
./data/sound/audio/doors/
 +
/door
 +
splash
 +
./data/sound/audio/actions/drowning/
 +
riser
 +
stinger
 +
[stopDrowningRiser]: Attempted to stop drowning riser, but it wasn't playing.
 +
drowning/riser
 +
CAVERN
 +
DESERT
 +
ANGEL_VAULT
 +
CAVE
 +
FOREST
 +
DWARVEN_HILLOCKS
 +
ELVEN_FOREST_RETREAT
 +
GOBLIN_DARK_FORTRESS
 +
GOBLIN_DARK_PITS
 +
FORTRESS
 +
GLACIER
 +
HUMAN_TOWN
 +
LAKE
 +
GRASSLAND
 +
HUMAN_HAMLET
 +
NECROMANCER_TOWER
 +
OCEAN
 +
MAP
 +
MOUNTAINS
 +
no alignment provided for
 +
) but it didn't exist.
 +
attempted to set an alignment (
 +
position
 +
setting
 +
alignments/
 +
no valid poll data sent, so can't set new region information.
 +
starting new ambiance for
 +
ambiance playing, but need to start one shots because it's the first center region that has played as a result of polling.
 +
ambiance playing, but it existed in the poll.
 +
didn't find
 +
found
 +
has no ambiances, so not playing anything.
 +
already have
 +
ambiance playing, doing nothing.
 +
[updateAudioPosition]: Attempted to update position of audio, but the provided audio was a null pointer.
 +
[updateAudioPosition]: Attempted to update position of audio, but the provided audio was not diagetic.
 +
alignment for
 +
ambiance playing.
 +
diagetic sound
 +
s to spatialize.
 +
layers/river/river
 +
isn't a current diagetic sound.
 +
, but
 +
, but there are no
 +
[updateDiageticSounds]: Attempted to spatialize a
 +
found a playing river layer, ignoring request to start a new one.
 +
no river layer found, so playing one.
 +
found a playing campfire loop, ignoring request to start a new one.
 +
no campfire loop found, so playing one.
 +
TUNDRA
 +
SKY
 +
TAVERN
 +
maxhearingdistance
 +
./data/sound/audio/spatialization.txt
 +
UNDERWORLD
 +
WETLAND
 +
Non-diagetic sound (
 +
---------------------------
 +
No audio to adjust the positioning for, as no audio is playing.
 +
), not altering panning or volume.
 +
audio->verticalDistanceFromPlayer (before modification):
 +
audio->horizontalDistanceFromPlayer (after modification):
 +
adjusting diagetic sound (
 +
audio->horizontalDistanceFromPlayer (before modification):
 +
) tiles away.
 +
, y:
 +
audio->verticalDistanceFromPlayer (after modification):
 +
[getRegionInformationMapFromPoll]: region bits sent from region polling did not map to a region.
 +
alignment ambiance at (x:
 +
) playing, so stopping it.
 +
region ambiance at (x:
 +
positioning
 +
) for
 +
set a region variant (
 +
found non-polled ambiance (
 +
found non-polled alignment ambiance (
 +
no region variant provided for
 +
set an alignment (
 +
) but it didn't exist for
 +
attempted to set a region variant (
 +
found a playing rain layer, ignoring request to start a new one.
 +
no rain layer found, so playing one.
 +
layers/rain/light-rain
 +
layers/rain/heavy-rain
 +
no character creation ambiance layer found, so playing one.
 +
/walla-
 +
layers/character-creation
 +
found a playing character creation ambiance layer, ignoring request to start a new one.
 +
found a walla layer playing, ignoring request to start a new one.
 +
no walla layer found, so playing one.
 +
layers/walla/
 +
no current region set, so no walla layer playing.
 +
invalid unordered_map<K, T> key
 +
character-sheet
 +
chop-meat
 +
announcement
 +
attack-options
 +
climb
 +
combat-options
 +
clouds-off
 +
clouds-on
 +
interact-with-ground
 +
inventory
 +
companion
 +
find-nearby-creatures
 +
music-making
 +
projectile
 +
movement-options
 +
sheath
 +
quest-log
 +
rest
 +
speak
 +
special-actions
 +
sneak-off
 +
stop-travel
 +
surrender-off
 +
standing-preference-stand
 +
standing-preference-lie-down
 +
tracks-on
 +
surrender-on
 +
tracks-off
 +
wrestle
 +
./data/sound/audio/ui/clicks/bottom-bar/
 +
confirm
 +
./data/sound/audio/ui/clicks/
 +
/click
 +
generic-small
 +
start-new-adventure
 +
./data/sound/audio/ui/scrolls/
 +
/scroll
 +
tab
 +
./data/sound/audio/ui/tab/
 +
whoosh
 +
./data/sound/audio/ui/whoosh/
 +
gamelog.txt
 
negative  
 
negative  
gamelog.txt
+
zero
 
errorlog.txt
 
errorlog.txt
Seventh
+
five
 +
six
 +
seven
 +
eight
 +
one
 +
two
 +
three
 +
four
 +
Twelfth
 +
Thirteenth
 +
Fourteenth
 +
Fifteenth
 
Eighth
 
Eighth
Fourth
+
Ninth
Second
+
Tenth
Negative
+
Eleventh
Zeroth
+
Sixteenth
ninety
+
Seventeenth
seventy
+
Eighteenth
eighty
+
Nineteenth
thirty
+
thirteen
 +
fourteen
 +
fifteen
 +
sixteen
 +
nine
 +
ten
 +
eleven
 +
twelve
 +
million
 +
thousand
 
  hundred
 
  hundred
 
twenty
 
twenty
million
+
seventeen
thousand
+
eighteen
 
nineteen
 
nineteen
 
  billion
 
  billion
seventeen
+
seventy
eighteen
+
eighty
fifteen
+
ninety
sixteen
+
Negative
thirteen
+
thirty
fourteen
+
forty
eleven
+
fifty
twelve
+
sixty
Nineteenth
+
Fourth
Seventeenth
+
Fifth
Eighteenth
+
Sixth
Fifteenth
+
Seventh
Sixteenth
+
Zeroth
Thirteenth
+
First
Fourteenth
+
Second
Eleventh
+
Third
Twelfth
+
 
 +
 
 
Digging designation cancelled: damp stone located.
 
Digging designation cancelled: damp stone located.
sculpture has melted!
 
Digging designation cancelled: warm stone located.
 
 
The impertinent magma has defaced a  
 
The impertinent magma has defaced a  
 
The impertinent lava has defaced a  
 
The impertinent lava has defaced a  
 +
Digging designation cancelled: warm stone located.
 +
sculpture has melted!
 +
 +
 
TAN_MAT
 
TAN_MAT
's Forge
+
Nest Box
 +
Offering Place
 +
Trade Depot
 +
Nest
 +
Shop
 
Magma Forge
 
Magma Forge
 
Siege Workshop
 
Siege Workshop
 +
Craftsman
 +
's Forge
 +
Farmer's Workshop
 +
's Workshop
 +
Wagon
 +
Carpenter's Workshop
 +
Farm Plot
 +
Glass Furnace
 +
Workshop
 +
Zone
 +
Clothier
 +
Tool
 
's Shop
 
's Shop
 
Leather Works
 
Leather Works
Clothier
+
Cage Trap
Workshop
+
Stone-Fall Trap
Farm Plot
+
Furnace
Glass Furnace
+
Pressure Plate
 +
Magma Glass Furnace
 +
Magma Kiln
 
Wood Furnace
 
Wood Furnace
 
Magma Smelter
 
Magma Smelter
Magma Glass Furnace
+
Track (NW)
Magma Kiln
+
Track (SE)
Furnace
+
Track (NS)
Pressure Plate
+
Track (NE)
Cage Trap
+
Track (E)
Stone-Fall Trap
+
Track (W)
Weapon Trap
+
Track (N)
Track Stop
+
Track (S)
Siege Engine
 
Floor Hatch
 
Wall Grate
 
Floor Grate
 
Vertical Bars
 
Floor Bars
 
Restraint
 
Gear Assembly
 
Horizontal Axle
 
Vertical Axle
 
Trade Depot
 
Nest Box
 
Offering Place
 
Carpenter's Workshop
 
Farmer's Workshop
 
's Workshop
 
Craftsman
 
Track (SEW)
 
 
Track (NSEW)
 
Track (NSEW)
 
Track/Ramp (N)
 
Track/Ramp (N)
 +
Track (NEW)
 +
Track (SEW)
 +
Track (NSE)
 +
Track (NSW)
 +
Track (SW)
 +
Track (EW)
 +
Track/Ramp (SE)
 +
Track/Ramp (SW)
 +
Track/Ramp (NE)
 +
Track/Ramp (NW)
 +
Track/Ramp (W)
 +
Track/Ramp (NS)
 
Track/Ramp (S)
 
Track/Ramp (S)
 
Track/Ramp (E)
 
Track/Ramp (E)
Track/Ramp (W)
+
Construction
Track/Ramp (NS)
+
Display Furniture
Track/Ramp (NE)
+
Track/Ramp (SEW)
Track/Ramp (NW)
+
Track/Ramp (NSEW)
Track/Ramp (SE)
+
Track/Ramp (NSW)
Track/Ramp (SW)
+
Track/Ramp (NEW)
 
Track/Ramp (EW)
 
Track/Ramp (EW)
 
Track/Ramp (NSE)
 
Track/Ramp (NSE)
Track/Ramp (NSW)
+
Floor Grate
Track/Ramp (NEW)
+
Vertical Bars
Track/Ramp (SEW)
+
Floor Hatch
Track/Ramp (NSEW)
+
Wall Grate
Construction
+
Trap
Display Furniture
+
Siege Engine
Vacant Shop
+
Weapon Trap
General Store
+
Track Stop
Crafts Market
+
Archery Target
Clothing Shop
+
Screw Pump
Exotic Clothing Shop
+
Vertical Axle
Activity Zone #
 
Lever
 
Custom Workshop
 
Floor Hatch
 
Wall Grate
 
Floor Grate
 
Vertical  
 
 
Upright Spear/Spike
 
Upright Spear/Spike
Archery Target
+
Gear Assembly
Screw Pump
+
Horizontal Axle
 +
Floor Bars
 +
Restraint
 +
Container
 +
Traction Bench
 +
Weapon Rack
 +
Armor Stand
 +
Seat
 +
Animal Trap
 
Water Wheel
 
Water Wheel
 
Burial Receptacle
 
Burial Receptacle
Animal Trap
+
Down Stair
Weapon Rack
+
Up/Down Stair
Armor Stand
+
Stockpile
Container
+
Up Stair
Traction Bench
+
Glass Window
 +
Gem Window
 
Dirt Road
 
Dirt Road
 
Paved Road
 
Paved Road
Glass Window
+
Cabinet
Gem Window
+
Weapon Rack
Stockpile
+
Animal Trap
Up Stair
+
Table
Down Stair
+
Chair
Up/Down Stair
+
Throne
Track (N)
+
Sarcophagus
Track (S)
+
Coffin
Track (E)
 
Track (W)
 
Track (NS)
 
Track (NE)
 
Track (NW)
 
Track (SE)
 
Track (SW)
 
Track (EW)
 
Track (NSE)
 
Track (NSW)
 
Track (NEW)
 
 
  Bridge
 
  Bridge
 
  Statue
 
  Statue
 +
Dirt
 +
Road
 +
Box
 +
Coffer
 +
Armor Stand
 +
Chest
 +
Food
 +
Furniture
 +
Weapon
 +
Animal
 
  Window
 
  Window
 
Armor  
 
Armor  
Weapon
+
Slab
Animal
+
Glass
Furniture
+
Gem
 +
Finished Goods
 +
Coins
 +
Bar/Block
 +
Stone
 +
Ammo
 
Corpse  
 
Corpse  
 
Refuse  
 
Refuse  
Stone
+
Lever
Coins
+
Custom Workshop
Bar/Block
+
Exotic Clothing Shop
Finished Goods
+
Activity Zone #
Leather
+
Crafts Market
Cloth
+
Clothing Shop
Sheet
+
Vacant Shop
Stockpile #
+
General Store
have hatched.
 
You've caught a
 
Your trap was robbed of the
 
BALLISTA
 
closes.
 
 
  Floor Bars
 
  Floor Bars
 
  Floodgate
 
  Floodgate
  Chain
+
Vertical
 +
  Bars
 +
Wall Grate
 +
Floor Grate
 +
Door
 +
Floor Hatch
 +
Rollers
 +
Horizontal
 +
Archery Target
 +
Gear Assembly
 
Shared
 
Shared
 
Rough  
 
Rough  
  Archery Target
+
  Rope
  Gear Assembly
+
  Chain
  Rollers
+
Spears/Spikes
Horizontal
+
  Casket
Pillar
+
Upright
 +
Spears
 
  Support
 
  Support
 
Retracted  
 
Retracted  
Upright
+
  Axle
Spears
+
  Pillar
Spears/Spikes
+
Counting House Offices
  Casket
+
Counting House Storage
  Sarcophagus
+
Courtyard
Coffin
+
Secret Library
Chair
+
Captive Room
Throne
+
Tower Top
Animal Trap
+
Guard post
Table
+
Noble quarters
Cabinet
 
Weapon Rack
 
Armor Stand
 
Chest
 
Coffer
 
 
Command Tent (Bld)
 
Command Tent (Bld)
 
Tent (Bld)
 
Tent (Bld)
 +
Command Tent
 +
Tent
 +
Market Stall
 +
Campground
 +
Guildhall Offices
 +
Guildhall Storage
 +
Bone Carving Pit
 +
Gem Cutting Pit
 +
Cloth Clothing Pit
 +
Leather Clothing Pit
 +
Cloth Pit
 +
Tanning Pit
 
Dungeon Cell
 
Dungeon Cell
 
Animal Pit
 
Animal Pit
Cloth Pit
+
Carpentry Pit
Tanning Pit
+
Stoneworking Pit
Cloth Clothing Pit
+
Metal Crafting Pit
Leather Clothing Pit
+
Leatherworking Pit
Bone Carving Pit
+
Blacksmithing Pit
Gem Cutting Pit
+
Armorsmithing Pit
 
Weaponsmithing Pit
 
Weaponsmithing Pit
 
Bowmaking Pit
 
Bowmaking Pit
Blacksmithing Pit
+
Stockpile #
Armorsmithing Pit
+
Wood
Metal Crafting Pit
+
Sheet
Leatherworking Pit
+
Leather
Carpentry Pit
+
Cloth  
Stoneworking Pit
 
Forging Pit
 
Fighting Pit
 
Animal Workshop
 
Cloth Workshop
 
Tanning Workshop
 
Cloth Clothing Workshop
 
Leather Clothing Workshop
 
Bone Carving Workshop
 
Gem Cutting Workshop
 
Weaponsmithing Workshop
 
Bowmaking Workshop
 
Blacksmithing Workshop
 
Armorsmithing Workshop
 
You hear
 
 
distant  
 
distant  
 
nearby  
 
nearby  
 +
closes.
 +
You hear
 +
Your trap was robbed of the
 +
BALLISTA
 +
have hatched.
 +
You've caught a
 +
preparetomb() HAS LIVE owner
 +
A masterwork of
 +
has constructed a masterpiece!
 +
preparetomb() HAS NULL owner
 +
opens.
 +
open.
 
grinding.
 
grinding.
 
  close.
 
  close.
opens.
+
Treasury
open.
+
Mechanism Room
has constructed a masterpiece!
 
preparetomb() HAS NULL owner
 
preparetomb() HAS LIVE owner
 
A masterwork of
 
has been lost!
 
Mead Hall
 
 
Throneroom
 
Throneroom
 
Entrance
 
Entrance
Treasury
+
Plot
Mechanism Room
+
Mead Hall
Guard post
+
has been lost!
Noble quarters
+
Home
Captive Room
+
Building Level Map Overflow
Tower Top
+
WAX
Courtyard
+
Plant Gathering
Secret Library
+
Invalid Type
Counting House Offices
+
Leather Clothing Workshop
Counting House Storage
+
Bone Carving Workshop
Guildhall Offices
+
Tanning Workshop
Guildhall Storage
+
Cloth Clothing Workshop
Market Stall
+
Animal Workshop
Campground
+
Cloth Workshop
Command Tent
+
Forging Pit
Metal Crafting Workshop
+
Fighting Pit
 
Leatherworking Shop
 
Leatherworking Shop
 
Carpentry Workshop
 
Carpentry Workshop
 +
Armorsmithing Workshop
 +
Metal Crafting Workshop
 +
Bowmaking Workshop
 +
Blacksmithing Workshop
 +
Gem Cutting Workshop
 +
Weaponsmithing Workshop
 +
Tower Treasury
 +
Tower Dungeon
 +
Tower Feasthall
 +
Tower Bedroom
 +
Depot
 +
Tower Entrance
 
Stoneworking Workshop
 
Stoneworking Workshop
 
Forging Workshop
 
Forging Workshop
Tower Entrance
+
Pen
Tower Feasthall
+
Clay Collection
Tower Bedroom
+
Pond
Tower Treasury
+
Meeting Hall
Tower Dungeon
 
Tower Attic
 
 
Sand Collection
 
Sand Collection
 
Fishing Area
 
Fishing Area
Meeting Hall
+
Tower Attic
Clay Collection
+
Dump
Plant Gathering
+
ANY_PLANT_MATERIAL
Invalid Type
+
WORTHLESS_STONE_ONLY
Building Level Map Overflow
+
CAN_USE_ARTIFACT
 +
MAGMA_BUILD_SAFE
 +
FIRE_BUILD_SAFE
 +
BUILDMAT
 +
GLASS_MATERIAL
 +
NOT_CONTAIN_BARREL_ITEM
 +
ANY_WOOD_MATERIAL
 +
ANY_SHELL_MATERIAL
 +
ANY_STRAND_TISSUE
 +
ANY_BONE_MATERIAL
 
ANY_LEATHER_MATERIAL
 
ANY_LEATHER_MATERIAL
 
ANY_SOAP_MATERIAL
 
ANY_SOAP_MATERIAL
ANY_STRAND_TISSUE
+
ANY_YARN_MATERIAL
ANY_BONE_MATERIAL
+
ANY_SILK_MATERIAL
ANY_WOOD_MATERIAL
+
NO_EDGE_ALLOWED
ANY_SHELL_MATERIAL
+
USE_BODY_COMPONENT
 +
CAN_USE_LOCATION_RESERVED
 +
ANY_PEARL_MATERIAL
 +
ANY_HORN_MATERIAL
 +
ANY_TOOTH_MATERIAL
 
ANY_GEM_MATERIAL
 
ANY_GEM_MATERIAL
 
ANY_STONE_MATERIAL
 
ANY_STONE_MATERIAL
ANY_HORN_MATERIAL
+
MIN_DIMENSION
ANY_TOOTH_MATERIAL
+
METAL_ORE
CAN_USE_LOCATION_RESERVED
+
NOT_ENGRAVED
ANY_PEARL_MATERIAL
+
GROWN_NOT_CRAFTED
NO_EDGE_ALLOWED
+
NOT_ARTIFACT
USE_BODY_COMPONENT
+
IS_CRAFTED_ARTIFACT
 
ON_GROUND
 
ON_GROUND
 
HAS_EDGE
 
HAS_EDGE
NOT_ARTIFACT
+
REACTION_CLASS
IS_CRAFTED_ARTIFACT
+
Unrecognized Building Definition Type:
METAL_ORE
 
NOT_ENGRAVED
 
HAS_TOOL_USE
 
MIN_DIMENSION
 
CREATURE_MAT
 
BUILD_ITEM
 
PLANT_MAT
 
BUILD_LABOR
 
NAME_COLOR
 
WORK_LOCATION
 
BUILD_KEY
 
TOOLTIP
 
OBJECT
 
 
BUILDING_FURNACE
 
BUILDING_FURNACE
 
BUILDING_WORKSHOP
 
BUILDING_WORKSHOP
REACTION_CLASS
+
OBJECT
Unrecognized Building Definition Type:
+
EMPTY
 +
WEB_ONLY
 +
NOT_WEB
 +
POTASHABLE
 +
CONTAINS_LYE
 +
UNROTTEN
 
HAS_ITEM_REACTION_PRODUCT
 
HAS_ITEM_REACTION_PRODUCT
 
HAS_MATERIAL_REACTION_PRODUCT
 
HAS_MATERIAL_REACTION_PRODUCT
CONTAINS_LYE
+
DIM
UNROTTEN
+
BUILD_LABOR
NOT_WEB
+
NAME_COLOR
POTASHABLE
+
NAME
WEB_ONLY
+
PLANT_MAT
GLASS_MATERIAL
+
CREATURE_MAT
NOT_CONTAIN_BARREL_ITEM
+
BUILD_ITEM
FIRE_BUILD_SAFE
+
HAS_TOOL_USE
BUILDMAT
+
MAT
CAN_USE_ARTIFACT
+
COLOR
MAGMA_BUILD_SAFE
+
TILE
ANY_PLANT_MATERIAL
+
BLOCK
WORTHLESS_STONE_ONLY
 
ANY_YARN_MATERIAL
 
ANY_SILK_MATERIAL
 
 
NEEDS_MAGMA
 
NEEDS_MAGMA
Unrecognized Building Definition (Workshop) Token:
+
BUILD_KEY
Unrecognized Building Definition (Furnace) Token:
+
TOOLTIP
 +
WORK_LOCATION
 
Furniture Hauling
 
Furniture Hauling
 
, Etc.
 
, Etc.
 +
Or
 +
Unrecognized Building Definition (Furnace) Token:
 +
Unrecognized Building Definition (Workshop) Token:
 +
 +
 +
currency of
 +
This is the
 
  from the year  
 
  from the year  
 
[LPAGE:ENT:
 
[LPAGE:ENT:
  currency of
+
  under
This is the
+
from an unknown year
 
  from a period of no rule
 
  from a period of no rule
 
  under an obscure ruler
 
  under an obscure ruler
under
+
gen
from an unknown year
+
 
RANDOM
+
 
governor
+
plotter (assassinate) placed out of bounds
governors
+
intrigue traveler placed out of bounds (infiltrator)
administrator
 
administrators
 
factor
 
factors
 
agents
 
error: intrigue actors identical
 
error: intrigue actors identical (3)
 
 
error: intrigue actors identical (2)
 
error: intrigue actors identical (2)
 
plotter (steal artifact) placed out of bounds
 
plotter (steal artifact) placed out of bounds
master
 
masters
 
 
representative
 
representative
 
representatives
 
representatives
lieutenant
 
lieutenants
 
plotter (assassinate) placed out of bounds
 
intrigue traveler placed out of bounds (infiltrator)
 
 
RESERVED_BLOOD
 
RESERVED_BLOOD
 
CUSTOM_OUTCAST_FACTOR
 
CUSTOM_OUTCAST_FACTOR
intrigue traveler placed out of bounds (recover artifact task)
+
master
intrigue traveler placed out of bounds (abduct task)
+
masters
 +
administrator
 +
administrators
 +
error: intrigue actors identical
 +
error: intrigue actors identical (3)
 +
head
 +
heads
 +
_DIV
 
intrigue traveler placed out of bounds (sabotage task)
 
intrigue traveler placed out of bounds (sabotage task)
 +
ENT
 +
Ordinary
 +
Include tutorial
 +
Adventurer, choose your destiny!
 +
Chosen
 
plotter (funding network) placed out of bounds
 
plotter (funding network) placed out of bounds
 
's corpse
 
's corpse
 +
lieutenant
 +
lieutenants
 +
intrigue traveler placed out of bounds (recover artifact task)
 +
intrigue traveler placed out of bounds (abduct task)
 
intrigue traveler placed out of bounds
 
intrigue traveler placed out of bounds
 
intrigue traveler placed out of bounds (assassin task)
 
intrigue traveler placed out of bounds (assassin task)
 +
factor
 +
factors
 
CUSTOM_COMPANY_FACTOR
 
CUSTOM_COMPANY_FACTOR
 
CUSTOM_COMPANY_LEADER
 
CUSTOM_COMPANY_LEADER
 +
governor
 +
governors
 +
agent
 +
agents
 +
** Starting Adventure **
 +
population in the tens of thousands
 +
population of nearly one hundred thousand
 +
population of twenty thousand
 +
population of well over twenty thousand
 +
population of nearly two hundred thousand
 +
population of two hundred thousand
 +
population of one hundred thousand
 +
population of well over one hundred thousand
 +
population of a few thousand
 +
population of thousands
 +
population of several hundred
 +
population of a thousand
 +
population of well over ten thousand
 +
population of nearly twenty thousand
 +
population of nearly ten thousand
 +
population of ten thousand
 +
Go!
 +
Appearance
 +
Name:
 +
This character is ready to adventure!
 +
Archetypes
 +
Customize
 +
Mount and pets
 +
Accept attributes and skills
 +
population of nearly one million
 +
population of one million
 +
population of well over two hundred thousand
 +
population in the hundreds of thousands
 +
population in the millions
 +
outsider
 +
population of well over one million
 +
population of nearly two million
 +
Intelligent wilderness creature
 +
Intelligent wilderness creatures live in the indicated locations
 +
Create Your Character
 +
Specific person
 +
Select
 +
specific person
 +
above.
 +
live in the indicated locations above.
 +
Hard difficulty
 +
Attribute points:
 +
Easy difficulty
 +
Normal difficulty
 +
(Any unretired characters in your party will be unaffected.)
 +
Onward to character creation
 +
Skill points:
 +
Equipment/pet points:
 +
tiny population
 +
population of a few dozen
 +
location
 +
with a
 +
population of well over a hundred
 +
population of a few hundred
 +
population of some dozens
 +
population of roughly a hundred
 +
can start in the indicated locations above.
 +
an unknown place
 +
intelligent wilderness creature
 +
There are no creatures available.
 +
is settled in the indicated locations above.
 +
inhabiting
 +
Outsider
 +
From
 +
Affects charging, your combat opportunities, and enemy combat opportunities.
 +
Partially used in place of low melee skills.
 +
Affects maximum number of followers.
 +
Weapon skill.
 +
Required to swim well without floundering.
 +
Required to climb difficult surfaces safely.
 +
Partially used in place of low ranged skills.
 +
Affects trap detection, ambusher detection, charge defense, and provides enemy attack information.
 +
Affects healing rate of damaged tissues.
 +
Affects resistance to poisons and infections.
 +
Affects breath.
 +
Affects stamina recover, ability to remain standing when tired, and breath.
 +
Affects no skills.
 +
Affects ability to remain standing when tired.
 +
Affects skills:
 +
(minor)
 +
Affects attacks with mouths and teeth.
 +
Ability to throw objects.
 +
Affects attacks with hand-like appendages.
 +
Affects attacks with foot-like appendages.
 +
Requires an item with a sharp edge.
 +
Crafting skill.
 +
Ability to fight with objects not covered by other skills.
 +
Create a sharp rock with two rocks.
 +
Improves combat opportunities and ranged accuracy while mounted.
 +
Affects ability to withstand pain and stress.
 +
Affects ability to remain hidden while sneaking.
 +
Affects ability to spot and interpret tracks and other spoor.
 +
Affects ability to dodge melee and ranged attacks.
 +
Affects wrestling and charging.
 +
Affects ability to block melee and ranged attacks with a shield.
 +
Affects ability to move quickly and dodge while armored.
 +
Agility
 +
Toughness
 +
Superior
 +
Strength
 +
Disease Resistance
 +
Analytical Ability
 +
Endurance
 +
Recuperation
 +
Very Low
 +
Low
 +
Attributes remaining:
 +
Skill remaining:
 +
Above Average
 +
High
 +
Below Average
 +
Average
 +
Empathy
 +
Social Awareness
 +
Musicality
 +
Kinesthetic Sense
 +
Affects physical size, attack power, charging, armor ungainliness, throwing power, carrying capacity, and movement speed.
 +
Affects movement speed.
 +
pts
 +
pt
 +
Creativity
 +
Intuition
 +
Focus
 +
Willpower
 +
Linguistic Ability
 +
Spatial Sense
 +
Patience
 +
Memory
 +
  -
 +
N/A
 +
---
 +
  --
 +
+++
 +
No love  <->    Loves easily
 +
  +
 +
  ++
 +
personality
 +
here. 
 +
Set your
 +
values
 +
Your personality facets might be restricted based on your creature type.
 +
Self-control
 +
[C]
 +
denotes the default cultural value.
 +
Avoid fights <->  Like brawls
 +
Quits easily <-> Too stubborn
 +
                  --> Greedy
 +
              --> Intemperate
 +
Quarreler    <->    Flatterer
 +
Rude        <->        Polite
 +
Meanness  <->  Wastefulness
 +
Harmony      <->      Discord
 +
Cheerless <-> Easily cheerful
 +
No sadness  <->  Easily sad
 +
No hate  <->    Hates easily
 +
No envy  <->  Envies easily
 +
No lust      <->      Lustful
 +
    --> Vulnerable to stress
 +
No anger  <->  Easily angered
 +
No anxiety  <->  Very anxious
 +
Affects response to jokes.
 +
Affects response to attempts at flattery in arguments and generally.
 +
Affects argument dismissal and intimidation tactics in interrogation.
 +
Allows insight into emotional states during conversations.
 +
Affected by attributes:
 +
(etc)
 +
Affects attempts to calm people or to respond passively in arguments.
 +
Not useful unless you retire and subsequently become a resident in Fortress mode.
 +
Affects the quality of writing aside from poetry.
 +
Affects the quality of poetry.
 +
A novice level is required to read anything.
 +
Has a minor affect on all writing (poetry and prose.)
 +
Performance skill.
 +
Affects ability to state values, press arguments, and persuasion tactics in interrogation.
 +
Affects all spoken performances, from poetry recitals to preaching to storytelling to certain musical forms.
 +
Partially used in place of low musical performance skills.
 +
Note: This character's appearance is governed by local population information.
 +
Certain shapes and colors might not occur without full randomization.
 +
with temple
 +
with ruined temple
 +
Randomize appearance
 +
Accept appearance
 +
Fully randomize appearance, without respecting population information
 +
Randomize appearance, respecting local populations
 +
Randomize background
 +
Occupation
 +
Your Attributes and Skills
 +
Accept background
 +
Believe
 +
Doubt
 +
Beliefs
 +
Squad member
 +
Moderate Need
 +
Slight Need
 +
Intense Need
 +
Strong Need
 +
Change dream/goal (if possible)
 +
Randomize personality
 +
Done customizing
 +
Full customization
 +
  <<
 +
  <
 +
  --> Inclined to create art
 +
<<<
 +
>>>
 +
Pray/Meditate
 +
  >
 +
  >>
 +
Adventure awaits!  The party:
 +
Adventure awaits
 +
Ready to adventure!
 +
Add a party member
 +
For the most freedom.  All features are accessible but you'll receive no direction.
 +
Difficulty only affects starting skills and equipment.
 +
For the most direction.  You'll have a supernatural parent or patron who is always involved.
 +
For adventure.  Information and followers are easier to obtain, and a compass guides you.
 +
Accept equipment
 +
Increase quality
 +
Accept personality
 +
Equipment and pet points remaining:
 +
Available Items
 +
Fortress mode item
 +
Decrease quality
 +
Your Items
 +
Merciful - Impartial -  Cruel
 +
Scatterbrained - Singleminded
 +
                --> Vengeful
 +
No self-esteem  <->    Proud
 +
Shameless    <->    Bashful
 +
Overshares    <->    Private
 +
Despairs - Hopeful - Presumes
 +
Incurious    <->    Curious
 +
Pusillanimous - Overconfident
 +
                    --> Vain
 +
Overreliant <> Disdain advice
 +
Fearful    <->      Fearless
 +
Austere    <->    Extravagant
 +
Humorless      <->      Zany
 +
                --> Ambitious
 +
      --> Sense of gratitude
 +
Loner    <->      Gregarious
 +
Non-assertive <-> Overbearing
 +
Sloppy      <->      Orderly
 +
Distrustful <->  Too trusting
 +
Just facts - Flights of fancy
 +
    --> Inclined to abstract
 +
Leisurely    <->    Frenetic
 +
      --> Excitement-seeking
 +
    --> Tolerates differences
 +
    --> Emotionally obsessive
 +
Inattentive <-> Perfectionist
 +
Acquiescing <-> Resists ideas
 +
                  --> Dutiful
 +
Too deliberate <> Thoughtless
 +
      --> Swayed by emotions
 +
              --> Altruistic
 +
They worship at
 +
Their temple
 +
is the
 +
is the force
 +
Very low
 +
Below average
 +
is ruined.
 +
Blank slate
 +
A thousand live there
 +
A few thousand live there
 +
A few hundred live there
 +
Several hundred live there
 +
is a religion
 +
whose adherents worship
 +
Thousands live there
 +
and it is controlled by
 +
creativity
 +
intuition
 +
focus
 +
willpower
 +
linguistic ability
 +
spatial sense
 +
patience
 +
memory
 +
agility
 +
toughness
 +
Above average
 +
strength
 +
disease resistance
 +
analytical ability
 +
endurance
 +
recuperation
 +
You emerged from the wilds and came to be a
 +
You are a
 +
of the great
 +
.  Destiny is calling!
 +
n ardent
 +
faithful
 +
, and you have never strayed far from home.
 +
  You are a
 +
You are a wanderer of the wilderness.
 +
Your wanderings have led you to
 +
Creature has OUTSIDER_CONTROLLABLE but cannot breathe air:
 +
Chosen mode is only available in worlds with developed religions.  There are no temples available.  Try an older world.
 +
You emerged from the wilds and managed to prove yourself to the locals.  Now you are finally a
 +
You are a newly-minted
 +
, a
 +
.  You are a stranger here.
 +
Nobody lives there
 +
Few live there
 +
which permeates
 +
, and you belong to
 +
Roughly a hundred live there
 +
Well over a hundred live there
 +
A few dozen or less live there
 +
Some dozens live there
 +
worshipper of
 +
, the
 +
casual
 +
dubious
 +
deity
 +
, the force
 +
goddess
 +
god
 +
social awareness
 +
musicality
 +
kinesthetic sense
 +
NO_SUB
 
strikes
 
strikes
 
strike
 
strike
NO_SUB
+
pinch
  to remove
+
throws
  tries
+
throw
 +
down by the
 +
bend
 +
gouges
 +
gouge
 +
pinches
 +
place
 +
  locks
 +
  lock
 
  misses  
 
  misses  
  miss
+
  takes
  pulls
+
  take
on the embedded
 
 
  a chokehold on  
 
  a chokehold on  
down by the
 
takes
 
locks
 
 
  places
 
  places
  place
+
  struggles
  gouges
+
  struggle
  gouge
+
  the grip of
 +
breaks
 +
around by the
 +
shakes
 +
shake
 +
in vain against the grip of
 +
loosen
 +
releases
 +
release
 
  bends
 
  bends
throws
 
throw
 
pinches
 
pinch
 
the joint lock of
 
 
  break
 
  break
 
  the choke hold of  
 
  the choke hold of  
  releases
+
  the joint lock of
release
 
 
  loosens
 
  loosens
  loosen
+
  on the embedded
easily
+
pulls
just barely
+
pull
  but the shot is blocked!
+
  miss
parried
+
to remove
  strikes at
+
  tries
  strike at
+
  try
deftly
+
Many are
  but the shot is
+
  badly, blocked by the divine intervention of mighty
 +
away from
 +
away
 +
The force twists the
 +
The force pulls the
 +
silently
 +
stunned by divine power!
 
  scrambles
 
  scrambles
  rolls
+
  scramble
 +
but
 
  attacks  
 
  attacks  
attack
 
scramble
 
The force twists the
 
The force pulls the
 
but the shot is blocked
 
The force bends the
 
 
  jumps
 
  jumps
silently
+
jump
  away from
+
rolls
deflected
+
roll
 +
  leap at
 +
out of the air
 
  aside
 
  aside
 
  bats  
 
  bats  
 +
looks
 +
charges at
 +
charge at
 +
leaps at
 
  blocks  
 
  blocks  
 
  block  
 
  block  
 +
but the shot is blocked
 +
The force bends the
 +
bat
 +
deflected
 
narrowly  
 
narrowly  
 
effortlessly  
 
effortlessly  
  shake
+
  adjusts
  in vain against the grip of  
+
  adjust
around by the
+
out.
  shakes
+
passes
  the grip of
+
push
  breaks
+
has moved out of range!
  struggles
+
grabs
  struggle
+
grab
 +
  lose
 +
  grip
 +
  mouth
 +
  is ripped away and remains in
 +
  pass
 +
strangle
 
  hold of the  
 
  hold of the  
 
  loses
 
  loses
strangle
+
just barely
  mouth
+
deftly
  is ripped away and remains in
+
but the shot is
  has moved out of range!
+
  strikes at
  passes
+
  attack
  adjusts
+
  but the shot is blocked!
  adjust
+
parried
attacks
+
easily
attack
+
  drop away as
 +
  lets
 +
  let
 +
pushes
 +
strike at
 
  catches
 
  catches
 
  catch
 
  catch
pushes
+
attacks
  drop away as
+
They tangle together and fall over!
  looks
+
You tangle together and fall over!
  charges at
+
bounces
 +
  bounce
 +
They tangle together and tumble forward!
 +
You tangle together and tumble forward!
 +
  collides
 +
  collide
 
  onslaught!
 
  onslaught!
 
surprised by the ferocity of  
 
surprised by the ferocity of  
leap at
 
out of the air
 
charge at
 
leaps at
 
 
  backward
 
  backward
 
  and tumbles
 
  and tumbles
bounces
 
bounce
 
collides
 
collide
 
 
  and tumble
 
  and tumble
 
  knocked over
 
  knocked over
They tangle together and fall over!
+
([@
You tangle together and fall over!
+
smear
They tangle together and tumble forward!
 
You tangle together and tumble forward!
 
corrected null contaminant
 
 
covering
 
covering
 +
specks
 
dusting
 
dusting
specks
+
coating
 
spatter
 
spatter
coating
+
corrected null contaminant
 +
true
 +
speaking
 +
spoke
 +
speaks
 +
burned
 +
destroying
 +
destroyed
 +
destroy
 +
destroys
 +
appearing
 +
appeared
 +
appear
 +
appears
 +
will be
 +
am
 +
are
 +
will
 +
feeling grim satisfaction
 
in grief
 
in grief
 
feeling triumphant
 
feeling triumphant
 +
enraged
 +
reward
 +
rewards
 +
to
 
feeling fond
 
feeling fond
feeling grim satisfaction
+
flood
rewards
+
floods
 +
rewarding
 
rewarded
 
rewarded
reward
+
burn
in adoration
+
burns
feeling affection
+
flooding
in acceptance
+
flooded
feeling admiration
+
myself
joyful
 
feeling love
 
enraged
 
feeling gaiety
 
feeling caring
 
feeling apathetic
 
feeling aversion
 
feeling ambivalent
 
anguished
 
in agony
 
feeling alienated
 
feeling ferocious
 
feeling free
 
feeling empty
 
feeling enjoyment
 
displeased
 
empathetic
 
in despair
 
feeling dislike
 
 
yourself
 
yourself
myself
+
were
appear
+
belong back in their rightful home.
appears
+
  Any should be brought to
appearing
+
, or given to one of us
appeared
+
Speaking as a representative of
will be  
+
I desire that
speaks
+
be returned to me.
speaking
+
  be returned to my family.
destroy
+
believes that primordial remnants such as
destroys
+
feeling defeated
destroying
 
destroyed
 
floods
 
rewarding
 
flooded
 
flooding
 
burned
 
Last I saw, it was in
 
Last I heard, it was in
 
Last I saw, it was held by
 
Last I heard, it was held by
 
Last I heard, I had it.
 
Last I heard, you held it.
 
  returned to  
 
Last I remember, I had it.
 
destroyed
 
a counting house
 
stole
 
stole our treasures
 
devoured
 
devoured our livestock
 
I have no idea where it is.
 
  Knowing no mercy,
 
a market
 
a tomb
 
a tavern
 
a tower
 
a keep
 
a library
 
a hospital
 
a mead hall
 
disturbed
 
prayed inside
 
destroyed our homes
 
profaned
 
the sewers
 
the catacombs
 
an underworld spire
 
a dungeon
 
feeling rejected
 
feeling self-pity
 
feeling loathing
 
pleased
 
taking hope
 
feeling hopeless
 
feeling gratitude
 
feeling guilty
 
 
feeling expectant
 
feeling expectant
 
in doubt
 
in doubt
in existential crisis
+
emotionless
feeling defeated
+
sympathetic
 
feeling tenderness
 
feeling tenderness
 
in wonder
 
in wonder
feeling servile
+
in existential crisis
sympathetic
+
Last I remember, I had it.
be returned.
+
Last I heard, I had it.
  I require it as a symbol of the
+
Last I heard, you held it.
Speaking as a representative of
+
Last I saw, it was held by
, it is important that
+
  found a lasting home within
  be returned to me.
 
be returned to my family.
 
emotionless
 
I desire that
 
 
  wants  
 
  wants  
 
  returned
 
  returned
It would be wonderful if
+
returned to
found a lasting home within
+
  It is the symbol of the
 
   It is a valuable treasure to us.
 
   It is a valuable treasure to us.
 
   It should be brought to  
 
   It should be brought to  
 +
It would be wonderful if
 +
, it is important that
 +
be returned.
 +
  I require it as a symbol of the
 
  requires it to be a proper  
 
  requires it to be a proper  
  It is the symbol of the
+
feeling aversion
The guildhall
+
awed
right around here
+
feeling caring
The throne room
+
in despair
The counting house
+
feeling alienated
The library
+
feeling ambivalent
The treasury
+
anguished
a poem
+
feeling apathetic
history
+
feeling admiration
an enemy.
+
in adoration
a friend.
+
feeling affection
a murderer.
+
in agony
I worship no one.
+
feeling gaiety
an unknown creature
+
joyful
dancing
+
feeling love
I worship
+
in acceptance
a safe creature.
+
pleased
a dangerous animal.
+
feeling rejected
the same as me.
+
feeling self-pity
an animal.
+
feeling servile
of the living and must be killed.
+
feeling guilty
not of the living.
+
taking hope
unstable.
+
feeling hopeless
gladly not of the living.
+
feeling loathing
has killed
+
feeling enjoyment
lust for murder
+
feeling ferocious
murdered
+
feeling free
has even killed
+
feeling gratitude
   This vile fiend
+
feeling dislike
profaned our homes
+
displeased
   This bloodsucking fiend
+
empathetic
 +
feeling empty
 +
   Save us from this
 +
horror
 +
traitor
 +
   Beware!  It it said that only
 +
was once
 
  my own  
 
  my own  
 
, now twisted into monstrosity
 
, now twisted into monstrosity
  It pains me all the more, for the foul villain
+
, now cursed
was once
+
  [
 
  pauses to regain  
 
  pauses to regain  
 
  composure.]
 
  composure.]
 +
  It pains me all the more, for the foul villain
 +
has even killed
 +
has killed
 +
lust for murder
 
, among them  
 
, among them  
harms the creature.
+
The treasury
  Other arms may not cut so deeply.
+
The throne room
  Beware!  It it said that only
+
The counting house
  It is said that
+
The guildhall
horror
+
the tower
traitor
 
, now cursed
 
  Save us from this
 
 
the dormitory
 
the dormitory
 
the dining hall
 
the dining hall
the guildhall
+
The library
the tower
+
the treasury
 
the throne room
 
the throne room
 
the counting house
 
the counting house
 +
the guildhall
 +
  It is said that
 +
harms the creature.
 +
  Other arms may not cut so deeply.
 
the library
 
the library
the treasury
+
a mead hall
somewhat violent
+
a keep
started a fight with
+
a library
well-known brawler
+
a tavern
prone to violence
+
stole our treasures
a legendary brawler
+
destroyed
capable of such violence
+
a counting house
my partner
+
a hospital
, but it means nothing now.
+
  Knowing no mercy,
gave an unwelcome name.
+
devoured
did not name
+
devoured our livestock
thuggish
+
stole
bullied
+
Last I heard, it was held by
a well-known thug
+
Last I saw, it was in
a known thug
+
Last I heard, it was in
a legendary thug
+
I have no idea where it is.
an infamous thug
+
  This bloodsucking fiend
a known brigand
+
  This vile fiend
a brigand
+
even
an infamous brigand
+
murdered
a noted brigand
+
profaned
on the blood of the living!
+
disturbed
a legendary brigand
+
prayed inside
feasts
+
profaned our homes
unhinged
+
a dungeon
perpetrated a violent attack upon
+
the sewers
a noted villain
+
the catacombs
a known villain
+
destroyed our homes
a legendary villain
+
a tower
an infamous villain
+
a market
  are dangerous outlaws.
+
a tomb
  robbed
+
an underworld spire
my lover.
+
  with every fiber of my being
I hate  
+
, and now we can all see why.
my former apprentice.
+
  also
  my traveling companion.
+
a legendary hero
  my apprentice.
+
loathe
my former master.
+
hate
my prisoner.
+
never liked
my master.
+
  a kindred spirit
 +
  a close friend
 
  a friend
 
  a friend
 
, but that bond seems so thin now.
 
, but that bond seems so thin now.
  a kindred spirit
+
  my enemy.
  a close friend
+
  an intruder.
 
  a monster.
 
  a monster.
 
It is my misfortune that  
 
It is my misfortune that  
my enemy.
+
well-known brawler
  an intruder.
+
prone to violence
a legendary hero
+
somewhat violent
  with every fiber of my being
+
  started a fight with
, and now we can all see why.
+
  my partner
never liked
+
, but it means nothing now.
loathe
+
a legendary brawler
bravely put an end to
+
capable of such violence
 
, but those acts bring no forgiveness.
 
, but those acts bring no forgiveness.
 
  reunited  
 
  reunited  
so very brave
+
bravely put an end to
 +
you.
 
a great hero
 
a great hero
 
a hero
 
a hero
, but you can't talk your way out of this.
+
so very brave
  a pleasure to speak with
+
brave
a known flatterer
+
my
something of a flatterer
+
a murderer.
an infamous flatterer
+
an enemy.
a noted flatterer
+
  a friend.
, but you can't argue your way out of this.
+
dancing
a legendary flatterer
+
I worship
a legendary killer
+
I worship no one.
an infamous killer
+
an unknown creature
a skilled hunter
+
telling of the story of
something of a hunter
+
recitation of  
a great hunter
+
playing
a talented hunter
+
performance of
, but now this stands between us.
+
right around here
a legendary hunter
+
the
a noted murderer
+
sermon on
a known murderer
+
history
a legendary murderer
+
my former apprentice.
an infamous murderer
+
my traveling companion.
a killer
+
my lover.
  ended the days of
+
I hate
a noted killer
+
my prisoner.
a known killer
+
my master.
  worthy of respect
+
my apprentice.
, but at what price?
+
my former master.
, but nothing can change the facts.
+
  the same as me.
  are worthy of respect
+
an animal.
  are my comrades
+
a safe creature.
my comrade
+
a dangerous animal.
a murderer
+
  unstable.
took the life of
+
gladly not of the living.
a great storyteller
+
  of the living and must be killed.
a talented storyteller
+
  not of the living.
gives sermons, and may be a preacher
+
a legendary dancer
a legendary storyteller
+
a great dancer
a talented preacher
+
a talented dancer
a skilled preacher
+
a skilled dancer
a legendary preacher
+
a great bard
a great preacher
+
a talented bard
 +
a skilled bard
 +
a modest bard
 +
a talented poet
 +
a skilled poet
 
a poet, according to some
 
a poet, according to some
 
a legendary bard
 
a legendary bard
a talented poet
+
a skilled storyteller
a skilled poet
+
a storyteller, or at least tells stories
 
a legendary poet
 
a legendary poet
 
a great poet
 
a great poet
a skilled storyteller
+
a known flatterer
a storyteller, or at least tells stories
+
something of a flatterer
a talented dancer
+
, but you can't talk your way out of this.
a skilled dancer
+
a pleasure to speak with
a legendary dancer
+
, but you can't argue your way out of this.
a great dancer
+
a legendary flatterer
a skilled bard
+
an infamous flatterer
a modest bard
+
a noted flatterer
a great bard
+
infamously quarrelsome
a talented bard
+
a noted quarreler
 
known to be quarrelsome
 
known to be quarrelsome
 
somewhat quarrelsome
 
somewhat quarrelsome
infamously quarrelsome
+
something of a dancer
a noted quarreler
+
good for a deal now and then
 
, but you can't bargain your way out of this.
 
, but you can't bargain your way out of this.
 
a legendary quarreler
 
a legendary quarreler
something of a dancer
+
an infamous brigand
good for a deal now and then
+
a noted brigand
One must always be loyal to their cause and the ones they serve.
+
a known brigand
Don't serve anyone blindly.  You'll only get into trouble.
+
a brigand
You must never forget true loyalty.  Repay it in full.
+
feast
How can society function without loyalty? We must be able to have faith in each other.
+
feasts
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.
+
  on the blood of the living!
I consider laws to be more of a suggestion than anything.
+
a legendary brigand
No law can do justice to the complexity of life.
+
thuggish
Some laws are just, while others were made to be broken.
+
  bullied
You can always rely on your family when everything else falls away.
+
  gave an unwelcome name.
Family is the true bond that keeps society thriving.
+
did not name
Consider your loyalties carefully, adhere to them while they last, and abandon them when you must.
+
a legendary thug
How great it is to be surrounded by family!
+
an infamous thug
Loyalty has value, but you should always keep the broader picture in mind.
+
a well-known thug
You should only maintain loyalty so long as something more important is not at stake.
+
a known thug
The whole idea of loyalty is pointless. Acting purely out of loyalty implies acting against one's own best interest.
+
gives sermons, and may be a preacher
Never lose yourself in loyalty. You know what is best for yourself.
+
a legendary storyteller
Surround yourself with friends you can trust and you will be unstoppable.
+
a great storyteller
When all other bonds wither, friendship will remain.
+
a talented storyteller
You can't always rely on your family, but it's good to know somebody is there.
+
a legendary preacher
There's nothing like a good friend.
+
a great preacher
I hold the relationships I've forged myself over family ties I had no part in creating.
+
a talented preacher
Family is complicated and those ties be both a boon and a curse.  Sometimes both at once!
+
a skilled preacher
I was always irritated by family.
+
a noted villain
We cannot choose our families, but we can choose to avoid them.
+
a known villain
You can be powerful or powerless.  The choice is yours, until somebody makes it for you.
+
unhinged
There's nothing admirable about bullying others.
+
  perpetrated a violent attack upon
Strive for power.
+
  are dangerous outlaws.
Power over others is the only true measure of worth.
+
  robbed
Building friendships is a waste.  There is no bond that can withstand distance or a change of circumstance.
+
a legendary villain
Friends are nice, but you should keep your priorities straight.
+
an infamous villain
Be careful of your so-called friends.
+
one of the most loyal soldiers to serve anybody at any time
Friends are future enemies. I don't see the difference.  People do as they must.
 
, yet that means little now
 
brought back
 
killed
 
protected knowledge from being irrevocably lost
 
an enemy fighter.
 
attacked
 
  are not fit to rule.
 
  part of the problem.
 
, but that hardly matters now.
 
challenged
 
stole
 
a protector of the defenseless
 
, though it doesn't much matter
 
a thieving scoundrel.
 
an untitled work
 
sought out and returned our treasures
 
 
famous for your loyalty as a soldier
 
famous for your loyalty as a soldier
 
such a loyal soldier
 
such a loyal soldier
  boldly slew
+
a very loyal soldier
one of the most loyal soldiers to serve anybody at any time
+
  on my side
 
, but what does that mean now?
 
, but what does that mean now?
 
  brought battle to  
 
  brought battle to  
 +
boldly slew
 +
a protector of the defenseless
 +
, but that hardly matters now.
 +
challenged
 
  justly slew  
 
  justly slew  
  on my side
+
  sought out and returned our treasures
 +
, though it doesn't much matter
 +
a thieving scoundrel.
 +
stole
 +
How can society function without loyalty?  We must be able to have faith in each other.
 +
One must always be loyal to their cause and the ones they serve.
 +
Don't serve anyone blindly.  You'll only get into trouble.
 +
The whole idea of loyalty is pointless.  Acting purely out of loyalty implies acting against one's own best interest.
 +
Some laws are just, while others were made to be broken.
 +
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.
 +
I consider laws to be more of a suggestion than anything.
 +
You must never forget true loyalty.  Repay it in full.
 +
One should always respect the law.
 
Society flourishes when law breakers are punished.
 
Society flourishes when law breakers are punished.
 
Nothing gives them the right to establish these laws.
 
Nothing gives them the right to establish these laws.
I don't know
+
No law can do justice to the complexity of life.
One should always respect the law.
+
a loyal soldier
 
.  What happened to bring us to this?
 
.  What happened to bring us to this?
 
  my neighbor.
 
  my neighbor.
a very loyal soldier
+
I don't know
a loyal soldier
+
a legendary murderer
I treasure my freedom.
+
an infamous murderer
Nobody is free, and it is pointless to act as if you are.
+
a noted murderer
It's better to work alone when possible, I think.  Cooperation breeds weakness.
+
a known murderer
You should think carefully before embarking on a joint enterprise, though there is some value in working together.
+
a noted killer
Art is complicated. I know what I like, but some I can do without.
+
a known killer
We should all work together.
+
a killer
What's so special about art?
+
  ended the days of
Art?  More like wasted opportunity.
+
a skilled hunter
Knowledge can be useful, but it can also be pointless or even dangerous.
+
something of a hunter
It is important to discover yourself.
+
a legendary killer
The quest for knowledge never ends.
+
an infamous killer
All of that so-called knowledge doesn't mean a thing.
+
, but now this stands between us.
Do not hide yourself behind an unfeeling mask.
+
a legendary hunter
There are times when it is best to keep your feelings to yourself, but I wouldn't want to force it.
+
a great hunter
Personal freedom must be tempered by other considerations.
+
a talented hunter
One should not complain or betray any feeling.
+
killed
Give me the bustle and noise over all that quiet!
+
protected knowledge from being irrevocably lost
I like a balance of tranquility and commotion myself.
+
, yet that means little now
People should be able to control themselves, but it's fine to follow impulses that aren't too harmful.
+
brought back
The mind thinks best when the world is at rest.
+
are not fit to rule.
I think self-control is key. Master yourself.
+
part of the problem.
Why deny yourself your heart's desire?
+
  an enemy fighter.
Why would I waste time thinking about myself?
+
attacked
Some time spent in reflection is admirable, but you must not forget to live your life.
+
, but nothing can change the facts.
Merriment is worthless.
+
are worthy of respect
I can take or leave merrymaking myself, but I don't begrudge people their enjoyment.
+
  worthy of respect
It's great when we all get a chance to be merry together.
+
, but at what price?
Bah! I hope you aren't celebrating something.
+
a murderer
Some discord is a healthy part of society, but we must also try to live together.
+
  took the life of
Be merry!
+
are my comrades
We should all be as one. Why all the struggling?
+
  my comrade
We grow through debate and struggle, even chaos and discord.
+
Life isn't fair, and sometimes you have to do what you have to do, but working toward a balance isn't a bad thing.
Is there ever a time when honesty by itself overrides other considerations? Say what is right, not what is true.
 
Don't think about the truth, whatever that is.  Just say what needs to be said.
 
Everything is so much easier when you just tell the truth.
 
There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best.
 
You should always tell the truth.
 
There is nothing so important that it is worth telling a lie.
 
It is abhorrent to seek power over other people.
 
The struggle for power must be balanced by other considerations.
 
I do admire a clever turn of phrase.
 
I can appreciate the right turn of phrase.
 
There's no value in all of this scheming I see these days.
 
Be shrewd, but do not lose yourself in guile.
 
Sometimes the blunt truth just does more damage.  Think about how the situation will unfold before you speak.
 
I do admire a clever trap.
 
There are times when it is alright not to tell the whole truth.
 
It is best not to complicate your life with lies, sure, but the truth also has its problems.
 
 
Please maintain your dignity.
 
Please maintain your dignity.
 
What do you care how I speak or how I live?
 
What do you care how I speak or how I live?
Don't be afraid to do anything to get ahead in this world.
+
I can see a place for maintaining decorum, but it's exhausting to live that way.
Life isn't fair, and sometimes you have to do what you have to do, but working toward a balance isn't a bad thing.
+
They are so full of all those big words.
 
There is a time for artful speech, and a time for blunt speech as well.
 
There is a time for artful speech, and a time for blunt speech as well.
 
Always deal fairly.
 
Always deal fairly.
 +
Don't be afraid to do anything to get ahead in this world.
 +
Be shrewd, but do not lose yourself in guile.
 +
I do admire a clever turn of phrase.
 +
I can appreciate the right turn of phrase.
 
Who are these mealy-mouthed cowards trying to impress?
 
Who are these mealy-mouthed cowards trying to impress?
They are so full of all those big words.
+
It is best not to complicate your life with lies, sure, but the truth also has its problems.
 +
Sometimes the blunt truth just does more damage.  Think about how the situation will unfold before you speak.
 +
I do admire a clever trap.
 +
There's no value in all of this scheming I see these days.
 +
You should think carefully before embarking on a joint enterprise, though there is some value in working together.
 +
I treasure my freedom.
 +
Nobody is free, and it is pointless to act as if you are.
 +
Personal freedom must be tempered by other considerations.
 +
Art?  More like wasted opportunity.
 +
Art is complicated.  I know what I like, but some I can do without.
 +
We should all work together.
 +
It's better to work alone when possible, I think.  Cooperation breeds weakness.
 +
Some traditions are worth keeping, but we should consider their overall value.
 
Art is life.
 
Art is life.
 
The creative impulse is so valuable.
 
The creative impulse is so valuable.
We need to move beyond traditions.
+
What's so special about art?
Some traditions are worth keeping, but we should consider their overall value.
+
Some things should never change.
 
It's admirable when the traditions are upheld.
 
It's admirable when the traditions are upheld.
 
We need to find a better way than those of before.
 
We need to find a better way than those of before.
I can see a place for maintaining decorum, but it's exhausting to live that way.
+
We need to move beyond traditions.
Some things should never change.
+
There's nothing like a good friend.
 +
Surround yourself with friends you can trust and you will be unstoppable.
 +
When all other bonds wither, friendship will remain.
 +
Be careful of your so-called friends.
 +
We cannot choose our families, but we can choose to avoid them.
 +
I hold the relationships I've forged myself over family ties I had no part in creating.
 +
Family is complicated and those ties be both a boon and a curse.  Sometimes both at once!
 +
You can't always rely on your family, but it's good to know somebody is there.
 +
How great it is to be surrounded by family!
 +
You can always rely on your family when everything else falls away.
 +
Family is the true bond that keeps society thriving.
 +
I was always irritated by family.
 +
Never lose yourself in loyalty.  You know what is best for yourself.
 +
Loyalty has value, but you should always keep the broader picture in mind.
 +
You should only maintain loyalty so long as something more important is not at stake.
 +
Consider your loyalties carefully, adhere to them while they last, and abandon them when you must.
 +
There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best.
 +
Is there ever a time when honesty by itself overrides other considerations?  Say what is right, not what is true.
 +
Don't think about the truth, whatever that is.  Just say what needs to be said.
 +
There are times when it is alright not to tell the whole truth.
 +
The struggle for power must be balanced by other considerations.
 +
You should always tell the truth.
 +
There is nothing so important that it is worth telling a lie.
 +
Everything is so much easier when you just tell the truth.
 +
Power over others is the only true measure of worth.
 +
You can be powerful or powerless.  The choice is yours, until somebody makes it for you.
 +
There's nothing admirable about bullying others.
 +
It is abhorrent to seek power over other people.
 +
Friends are future enemies.  I don't see the difference.  People do as they must.
 +
Building friendships is a waste.  There is no bond that can withstand distance or a change of circumstance.
 +
Friends are nice, but you should keep your priorities straight.
 +
Strive for power.
 +
We must be ready to sacrifice when the time comes.
 +
Why harm yourself for anybody else's benefit?
 +
Some self-sacrifice is worthy, but do not forget yourself in devotion to the well-being of others.
 +
It's a competitive world, and you'd be a fool to think otherwise.
 +
Hard work is bested by luck, connections and wealth every time.
 +
An earnest effort at any required tasks.  That's all that's needed.
 +
I only work so hard, but sometimes you have to do what you have to do.
 +
Hard work is great.  Finding a way to work half as hard is even better.
 +
Hard work is the true sign of character.
 +
The best way to get what you want out of life is to work for it.
 +
It's foolish to work hard for anything.
 +
You shouldn't whittle your life away on working.
 +
All of that practice is misspent effort.
 +
I think people should hone their skills, but it's possible to take it too far and lose sight of the breadth of life.
 +
There's more to life than becoming great at just one thing, but being good at several isn't bad!
 +
In life, you should work hard.  Then work harder.
 +
There's something to be said for trade as a necessity, but there are better things in life to do with one's time.
 
There's nothing like a great romance!
 
There's nothing like a great romance!
 
These people carrying on about romance should be more practical.
 
These people carrying on about romance should be more practical.
All of this buying and selling isn't honest work.
+
You shouldn't get too carried away with romance, but it's fine in moderation.
There's something to be said for trade as a necessity, but there are better things in life to do with one's time.
+
Time spent in leisure is such a waste.
 
There's some value in leisure, but one also has to engage with other aspects of life.
 
There's some value in leisure, but one also has to engage with other aspects of life.
 
Trade is the life-blood of a thriving society.
 
Trade is the life-blood of a thriving society.
 +
All of this buying and selling isn't honest work.
 +
It's good to keep pushing forward, but sometimes you just have to know when it's time to stop.
 +
Wouldn't it be grand to just take my life off and do nothing for the rest of my days?
 +
It's best to slow down and just relax.
 
There's work to be done!
 
There's work to be done!
Time spent in leisure is such a waste.
+
All of this striving against one another is so foolish.
War is sometimes necessary, but peace must be valued as well, when we can have it.
+
There is value in a good rivalry, but such danger as well.
Uhh...
+
Keep going and never quit.
Let there be peace throughout the world.
+
Anybody that sticks to something a moment longer than they have to is an idiot.
How I long for the beautiful spectacle of war!
+
The mind thinks best when the world is at rest.
I could do without all of those creatures and that tangled greenery.
+
Give me the bustle and noise over all that quiet!
Nature can be enjoyed and used for myriad purposes, but there must always be respect and even fear of its power.
+
I like a balance of tranquility and commotion myself.
You shouldn't get too carried away with romance, but it's fine in moderation.
+
We should all be as one.  Why all the struggling?
It's wonderful to be out exploring the wilds!
+
Some time spent in reflection is admirable, but you must not forget to live your life.
the concept of  
+
I think self-control is key.  Master yourself.
the idea of
+
Why deny yourself your heart's desire?
the subject of
+
People should be able to control themselves, but it's fine to follow impulses that aren't too harmful.
been
+
All of that so-called knowledge doesn't mean a thing.
considering
+
Knowledge can be useful, but it can also be pointless or even dangerous.
I have
+
It is important to discover yourself.
I don't understand how somebody can become so obsessed by what somebody else has.
+
Why would I waste time thinking about myself?
Be happy!
+
One should not complain or betray any feeling.
How can someone be so consumed by hate?
+
Do not hide yourself behind an unfeeling mask.
I get so jealous sometimes.
+
There are times when it is best to keep your feelings to yourself, but I wouldn't want to force it.
People do get so carried away sometimes, but not I.
+
The quest for knowledge never ends.
Sometimes I just don't like somebody.
+
The world isn't always safe.  I can see the value in martial training, the beauty even, but it shouldn't be exalted.
the theme of
 
It's a great day to fall in love all over again.
 
 
We should all be so lucky as to truly master a skill.
 
We should all be so lucky as to truly master a skill.
 
The amount of practice that goes into mastering a skill is so impressive.
 
The amount of practice that goes into mastering a skill is so impressive.
Why this obsession with weapons and battle? I don't understand some people.
+
Everyone should broaden their horizons. Any work beyond learning the basics is just a waste.
The world isn't always safe. I can see the value in martial training, the beauty even, but it shouldn't be exalted.
+
Masterwork? Why should I care?
 
A tool should get the job done, but one shouldn't obsess over the details.
 
A tool should get the job done, but one shouldn't obsess over the details.
 
A skilled warrior is a beautiful sight to behold.
 
A skilled warrior is a beautiful sight to behold.
 +
Why this obsession with weapons and battle?  I don't understand some people.
 +
Bah!  I hope you aren't celebrating something.
 +
Merriment is worthless.
 +
I can take or leave merrymaking myself, but I don't begrudge people their enjoyment.
 
An artisan, their materials and the tools to shape them!
 
An artisan, their materials and the tools to shape them!
Masterwork?  Why should I care?
+
We grow through debate and struggle, even chaos and discord.
The best way to get what you want out of life is to work for it.
+
Some discord is a healthy part of society, but we must also try to live together.
It's foolish to work hard for anything.
+
Be merry!
In life, you should work hard.  Then work harder.
+
It's great when we all get a chance to be merry together.
Hard work is the true sign of character.
+
I don't always do things in the most efficient way.
I think people should hone their skills, but it's possible to take it too far and lose sight of the breadth of life.
+
We must be careful not to waste.
There's more to life than becoming great at just one thing, but being good at several isn't bad!
+
I don't mind stirring things up.
Everyone should broaden their horizons.  Any work beyond learning the basics is just a waste.
+
It's so great when everybody just gets along.
All of that practice is misspent effort.
+
There's nothing like a good brawl.
Why harm yourself for anybody else's benefit?
+
Why must they be so violent?
Some self-sacrifice is worthy, but do not forget yourself in devotion to the well-being of others.
+
Get me going and I won't stop for anything.
Hard work is great.  Finding a way to work half as hard is even better.
+
Maybe I give up too early sometimes.
We must be ready to sacrifice when the time comes.
+
I could really use a drink.
An earnest effort at any required tasks. That's all that's needed.
+
So I overindulge sometimes.
I only work so hard, but sometimes you have to do what you have to do.
+
Sometimes I think I need a drink, but I can control myself.
You shouldn't whittle your life away on working.
+
I am not governed by urges.
Hard work is bested by luck, connections and wealth every time.
+
I don't handle pressure well.
Wouldn't it be grand to just take my life off and do nothing for the rest of my days?
+
I'm at my best under pressure.
It's best to slow down and just relax.
+
Yes, I want more. Is that so bad?
Anybody that sticks to something a moment longer than they have to is an idiot.
+
Why are they so fixated on these baubles?
It's good to keep pushing forward, but sometimes you just have to know when it's time to stop.
+
My goals are important to me.
There is value in a good rivalry, but such danger as well.
 
Keep going and never quit.
 
It's a competitive world, and you'd be a fool to think otherwise.
 
All of this striving against one another is so foolish.
 
 
I don't feel like I need to chase anything.
 
I don't feel like I need to chase anything.
 
One should always return a favor.
 
One should always return a favor.
Some people are so wrapped up in themselves.
+
It's not a gift if you expect something in return.
My goals are important to me.
+
We will be successful.
 
I don't think I'm cut out for this.
 
I don't think I'm cut out for this.
 
I look splendid today.
 
I look splendid today.
 +
Some people are so wrapped up in themselves.
 +
I was never one to follow advice.
 +
I'm not much of a decision maker.
 +
Have no fear.
 
Bravery is not a strength of mine.
 
Bravery is not a strength of mine.
We will be successful.
+
You're so perceptive!
You shouldn't waste your life on revenge.
+
You don't care, so don't ask.
I am a very, very important person.
+
I try to live and behave properly.
That isn't funny.
+
What's this about proper living?
Don't get on my bad side.
+
the subject of
I wouldn't feel comfortable getting all dressed up.
+
the concept of
Did you hear the one about the  
+
the idea of
It's not a gift if you expect something in return.
+
the theme of
I like to dress well.
+
I have
It won't turn out well.
+
been
I'm curious.  Tell me everything!
+
considering
Huh?  What was that?
+
on
I'm feeling optimistic about the future.
+
How I long for the beautiful spectacle of war!
Show some mercy now and again.
+
War is sometimes necessary, but peace must be valued as well, when we can have it.
I'm concentrating on something.
+
Uhh...
Oh, I'm nothing special.
+
I've
There's no room for mercy in this world.
+
It's wonderful to be out exploring the wilds!
It's not perfect, but it's good enough.  Why fret about it?
+
I could do without all of those creatures and that tangled greenery.
I'm not going to change my mind.
+
Nature can be enjoyed and used for myriad purposes, but there must always be respect and even fear of its power.
I could tell you all about it!
+
Let there be peace throughout the world.
If you have a task, do it properly.
+
W... worried?  Do I look worried?
Who cares what they think?
 
I don't feel like telling you about it.
 
I don't really want to know.
 
I wonder what they think.
 
 
There's nothing to be upset about.
 
There's nothing to be upset about.
 
I'm feeling randy today!
 
I'm feeling randy today!
People can be so angry, and I just don't understand it.
+
I just don't understand these flames of passion people go on about.
W... worried?  Do I look worried?
+
It really gets me down sometimes.
 
How can people be so glum?
 
How can people be so glum?
 
I have trouble controlling my temper.
 
I have trouble controlling my temper.
 +
People can be so angry, and I just don't understand it.
 +
I get so jealous sometimes.
 +
I don't understand how somebody can become so obsessed by what somebody else has.
 +
Be happy!
 
Is there something to be happy about?
 
Is there something to be happy about?
It really gets me down sometimes.
+
It's a great day to fall in love all over again.
So I overindulge sometimes.
+
People do get so carried away sometimes, but not I.
Sometimes I think I need a drink, but I can control myself.
+
Sometimes I just don't like somebody.
Why are they so fixated on these baubles?
+
How can someone be so consumed by hate?
I could really use a drink.
+
There's so much to be done!
I'm at my best under pressure.
+
What's the rush?
Yes, I want more. Is that so bad?
+
I need some more excitement in my life.
I just don't understand these flames of passion people go on about.
+
I'd just as soon not have anything too exciting happen today.
I don't handle pressure well.
+
It's such a joy to be with people.
We must be careful not to waste.
+
I prefer to be by myself.
I don't mind stirring things up.
+
People should listen to what I have to say.
Maybe I give up too early sometimes.
+
I try not to interrupt.
I don't always do things in the most efficient way.
+
Everything just so in its proper place!
Why must they be so violent?
+
It's my mess.
Get me going and I won't stop for anything.
+
People are basically trustworthy.
I am not governed by urges.
+
My trust is earned, and not by many.
There's nothing like a good brawl.
+
Do your duty.
I'm not much of a decision maker.
+
I don't like being obligated to anybody.
Have no fear.
+
Oh, I don't usually think much.
What's this about proper living?
+
One must always carefully consider the correct course of action.
I was never one to follow advice.
+
I'm feeling really worn down.
You don't care, so don't ask.
 
I try to live and behave properly.
 
It's so great when everybody just gets along.
 
You're so perceptive!
 
 
It's all starting to get me down.
 
It's all starting to get me down.
 
I've been feeling anxious.
 
I've been feeling anxious.
I feel angry all the time.
+
I get fed up sometimes.
I'm feeling really worn down.
+
I just don't care anymore...
 
I feel so tired of everything.
 
I feel so tired of everything.
 
I can't take much more of this!
 
I can't take much more of this!
 +
I feel angry all the time.
 +
I guess I just don't appreciate art.
 +
I cannot stand the world any longer...
 +
Everything is all piling up at once!
 
I'm feel like I'm about to snap.
 
I'm feel like I'm about to snap.
I just don't care anymore...
+
Do you have dreams?  Tell me a story!
Everything's
+
Try to focus on the practical side of the matter.
alright
+
I encountered a fascinating conundrum recently.
I'm doing
+
A great piece of art is one that moves me.
I get fed up sometimes.
+
I'm feeling optimistic about the future.
I've been under some pressure.
+
It won't turn out well.
The horror...
+
I'm curious.  Tell me everything!
Rawr!!!
+
I don't really want to know.
Somebody help!
+
There's no room for mercy in this world.
Ah... uh...
+
Show some mercy now and again.
just fine
+
I'm concentrating on something.
I've been
+
Huh?  What was that?
I feel  
+
Don't get on my bad side.
Every last one of you will pay with your lives!
+
You shouldn't waste your life on revenge.
Ahhhhhhh!  No!
+
I am a very, very important person.
The love overwhelms me!
+
Oh, I'm nothing special.
Such sweet bliss!
+
I like to dress well.
How incredibly satisfying!
+
I wouldn't feel comfortable getting all dressed up.
Oh joyous occasion!
+
Did you hear the one about the
Waaaaa...
+
That isn't funny.
The pain!
+
I go with the flow sometimes.
 
Don't bother trying to play on my emotions.
 
Don't bother trying to play on my emotions.
 
I'm happy to help.
 
I'm happy to help.
I don't really get attached to people.
+
Why should I help?
I go with the flow sometimes.
+
Everybody has their own way of life.
 
I don't understand why they have to be that way.
 
I don't understand why they have to be that way.
 
Friendship is forever.
 
Friendship is forever.
 +
I don't really get attached to people.
 +
If you have a task, do it properly.
 +
It's not perfect, but it's good enough.  Why fret about it?
 +
I'm not going to change my mind.
 
Try to keep an open mind.
 
Try to keep an open mind.
Everybody has their own way of life.
+
I wonder what they think.
It's my mess.
+
Who cares what they think?
People are basically trustworthy.
+
I don't feel like telling you about it.
One must always carefully consider the correct course of action.
+
I could tell you all about it!
Everything just so in its proper place!
+
How affectionate I am!
I don't like being obligated to anybody.
+
How agitating!
Oh, I don't usually think much.
+
This is so aggravating!
Why should I help?
+
The agony is too much!
Do your duty.
+
I must press on!
What's the rush?
+
I am in complete accord with this!
I need some more excitement in my life.
+
How admirable!
I try not to interrupt.
+
Such adoration I feel!
There's so much to be done!
+
I am so happy!
I prefer to be by myself.
+
I feel such love!
People should listen to what I have to say.
+
How blissful!
My trust is earned, and not by many.
+
I will take revenge!
It's such a joy to be with people.
+
Yes! It is done.
I cannot stand the world any longer...
+
I must not succumb to fear!
Everything is all piling up at once!
+
I feel such unbearable sadness...
A great piece of art is one that moves me.
+
That was very satisfying!
I guess I just don't appreciate art.
 
Try to focus on the practical side of the matter.
 
I encountered a fascinating conundrum recently.
 
I'd just as soon not have anything too exciting happen today.
 
Do you have dreams?  Tell me a story!
 
 
I could not care less.
 
I could not care less.
 
I am very aroused!
 
I am very aroused!
 +
Astonishing!
 +
I really need to get away from this.
 +
I'm annoyed.
 +
That's annoying.
 
So annoying!
 
So annoying!
 
I'm so anxious!
 
I'm so anxious!
I'm annoyed.
+
I am so angry!
That's annoying.
+
The anguish is overwhelming...
 
How annoying!
 
How annoying!
 
It's annoying.
 
It's annoying.
I'm so incredibly confused...
+
I feel so alienated...
I can't describe the contempt I feel...
+
Wow!  That's amazing!
This is so boring!
+
I am so torn over this...
I care so much!
+
Ha ha!  So amusing!
I'm awe-struck!
+
The horror...
I'm terribly bitter about this...
+
Rawr!!!
Astonishing!
+
Waaaaa...
I really need to get away from this.
+
The pain!
How naive I was...  this strikes me to the core.
+
just fine
I feel such an intense dislike...
+
I'm
My disappointment is palpable!
+
Somebody help!
How disgusting!
+
Ah... uh...
How very delightful!
+
alright
I despair at this!
+
Everything's
I am so content about this.
+
I've been
I feel so dejected...
+
I feel  
I feel such empathy!
+
I've been under some pressure.
I feel so empty inside...
+
I'm doing
Such elation I feel!
+
fine
How embarrassing!
+
well
What shall I do?  This is a disaster!
 
I can't wait to get to it!
 
Everything is coming apart!
 
I am very, very displeased.
 
 
The horror consumes me!
 
The horror consumes me!
 
I cannot be overwhelmed by grief!
 
I cannot be overwhelmed by grief!
 +
Fantastic!
 +
I am so enraged!
 +
I can't believe how great I feel!
 +
That's incredibly suspicious!
 
What's going on?!
 
What's going on?!
 
What's that?!
 
What's that?!
I can't believe how great I feel!
+
Every last one of you will pay with your lives!
That's incredibly suspicious!
+
Ahhhhhhh!  No!
 +
Eek!
 
What is the meaning of it all?!
 
What is the meaning of it all?!
I am so happy!
+
How incredibly satisfying!
I feel such love!
+
Oh joyous occasion!
I feel such unbearable sadness...
+
The love overwhelms me!
That was very satisfying!
+
Such sweet bliss!
Yes! It is done.
+
How irritating!
I must not succumb to fear!
+
I feel so isolated!
Fantastic!
+
Such a jolly time!
I am so enraged!
+
How jovial I feel!
How affectionate I am!
+
There is no hope!
How agitating!
+
The humiliation!
How admirable!
+
Such an offense!
Such adoration I feel!
+
How incredibly interesting!
I must press on!
+
The guilt is almost unbearable!
I am in complete accord with this!
+
Such happiness!
How blissful!
+
I am consumed by hatred.
I will take revenge!
+
I am filled with such hope!
I am so angry!
+
How glum I am...
The anguish is overwhelming...
+
I am so grateful!
I am so torn over this...
+
It makes me so grouchy!
Ha ha!  So amusing!
+
Not that it's your business! Harumph!
I feel so alienated...
 
Wow!  That's amazing!
 
This is so aggravating!
 
The agony is too much!
 
 
I burn with such passion!
 
I burn with such passion!
 
How pleasurable!
 
How pleasurable!
 +
I am so proud!
 +
Such total rapture!
 +
My optimism is unshakeable!
 +
This is such an outrage!
 
I'm panicking!  I'm panicking!
 
I'm panicking!  I'm panicking!
 
My patience is as the still waters.
 
My patience is as the still waters.
My optimism is unshakeable!
+
Such misery!
This is such an outrage!
+
The mortification overwhelms me!
 
I am so nervous!
 
I am so nervous!
 
Such nostalgia!
 
Such nostalgia!
I repent! I repent!
+
Such jubilation I feel!
I am overcome by such resentment...
+
I crawl with such unbearable loathing!
I have so many regrets...
+
I'm so terribly lonely!
I feel such remorse!
+
I'm overcome by lust!
Such rejection!  I cannot stand it.
+
How naive I was... this strikes me to the core.
Such a relief!
+
I feel such an intense dislike...
I am so proud!
+
Everything is coming apart!
Such total rapture!
+
I am very, very displeased.
I feel such sympathy!
+
How very delightful!
The tenderness I feel!
+
I despair at this!
I can't take it!
+
My disappointment is palpable!
I am so ashamed!
+
How disgusting!
Why does it keep happening to me?  Why me?!
+
I'm so incredibly confused...
I live to serve...  my dear master...
+
I can't describe the contempt I feel...
I feel so restless!
+
I am so content about this.
I have been so wronged!
+
I feel so dejected...
Nothing shall stand in my way!
+
I'm awe-struck!
What am I even doing here?
+
I'm terribly bitter about this...
I'm so worried!
+
This is so boring!
I am filled with such wrath!
+
I care so much!
Such unhappiness!
 
The wonder!
 
It's so thrilling!
 
I feel so uneasy!
 
 
Such a fright!
 
Such a fright!
 
How frustrating!
 
How frustrating!
 +
Glee!
 +
The gloom blankets me...
 +
How exhilarating!
 +
You will know my ferocity!
 
I'm feeling so fond!
 
I'm feeling so fond!
 
Such freedom I feel!
 
Such freedom I feel!
How exhilarating!
+
I feel such empathy!
You will know my ferocity!
+
I feel so empty inside...
 
How enjoyable!
 
How enjoyable!
 
So exasperating!
 
So exasperating!
The guilt is almost unbearable!
+
What shall I do?  This is a disaster!
Such happiness!
+
I can't wait to get to it!
It makes me so grouchy!
+
Such elation I feel!
Not that it's your business!  Harumph!
+
How embarrassing!
How glum I am...
+
I will have my revenge.
I am so grateful!
+
I am not scared!
The gloom blankets me...
+
I accept this.
How irritating!
+
I admire this.
I feel so isolated!
+
I am very satisfied.
Such an offense!
+
This is a joyous time.
How incredibly interesting!
+
This is love.
There is no hope!
+
How blissful I am.
The humiliation!
+
I am about to lose it!
I am consumed by hatred.
+
It is done.
I am filled with such hope!
+
Begone fear!
Such misery!
+
I cannot give in to sadness.
The mortification overwhelms me!
+
Most shocking!
I'm so terribly lonely!
+
This is truly horrifying.
I'm overcome by lust!
+
I am almost overcome by grief.
Such jubilation I feel!
+
This is great!
I crawl with such unbearable loathing!
 
Such a jolly time!
 
How jovial I feel!
 
 
It makes me very anxious.
 
It makes me very anxious.
 
It would be hard to care less.
 
It would be hard to care less.
 +
I'm aroused!
 +
It's quite astonishing.
 +
That's very amusing.
 +
I'm very angry.
 
I feel so anguished...
 
I feel so anguished...
 
That's very annoying.
 
That's very annoying.
That's very amusing.
+
The agony I feel...
I'm very angry.
+
I feel alienated.
 
That's amazing!
 
That's amazing!
 
I have strong feelings of ambivalence.
 
I have strong feelings of ambivalence.
I really care.
+
I adore this.
I'm so confused.
+
I'm feeling affectionate.
It makes me very bitter.
+
This is driving me to agitation.
It's really boring.
+
I'm very aggravated.
I'm very averse to this.
+
I feel such sympathy!
Awe-inspiring...
+
The tenderness I feel!
I'm aroused!
+
It's so thrilling!
It's quite astonishing.
+
I feel so uneasy!
So disgusting...
+
Why does it keep happening to me? Why me?!
I've become so disillusioned. What now?
+
I live to serve... my dear master...
I feel such despair...
+
I can't take it!
I am very disappointed.
+
I am so ashamed!
I'm feeling very dejected.
+
I repent!  I repent!
This is delightful!
+
I am overcome by such resentment...
Contemptible!
+
I feel so restless!
I'm very content.
+
I have been so wronged!
This is so embarrassing...
+
Such rejection!  I cannot stand it.
I'm very empathetic.
+
Such a relief!
I'm very eager to get started.
+
I have so many regrets...
I'm so elated.
+
I feel such remorse!
This is quite displeasing.
 
I'm so distressed about this!
 
I really don't like this.
 
It has all gone wrong!
 
 
Such gaiety!
 
Such gaiety!
 
This is so exciting!
 
This is so exciting!
This cannot possibly end well...
+
That's suspicious!
I feel so good!
+
That's alarming!
 
I am wracked by doubts!
 
I am wracked by doubts!
 
Let's go!
 
Let's go!
 +
This cannot possibly end well...
 +
I feel so good!
 +
Nothing shall stand in my way!
 +
What am I even doing here?
 
I feel so defeated...
 
I feel so defeated...
 
I know it will come to pass!
 
I know it will come to pass!
I am about to lose it!
+
Such unhappiness!
It is done.
+
The wonder!
I am almost overcome by grief.
+
I'm so worried!
This is great!
+
I am filled with such wrath!
Most shocking!
+
It's very interesting.
This is truly horrifying.
+
I'm very irritated by this.
That's suspicious!
+
I feel very isolated.
That's alarming!
+
I'm feeling so jolly.
I will have my revenge.
+
I am very hopeful.
I am not scared!
+
I feel hopeless.
This is love.
+
This is so humiliating.
How blissful I am.
+
I am very insulted.
I am very satisfied.
+
Harumph!
This is a joyous time.
+
I feel so guilty.
Begone fear!
+
I am so happy.
I cannot give in to sadness.
+
The hate burns within me.
The agony I feel...
+
It makes me so gloomy.
I feel alienated.
+
I feel so glum.
This is driving me to agitation.
+
I'm very grateful.
I'm very aggravated.
+
It makes me very grouchy.
I adore this.
 
I'm feeling affectionate.
 
I accept this.
 
I admire this.
 
 
I'm very patient.
 
I'm very patient.
 
I feel such passion.
 
I feel such passion.
 +
I'm very pleased.
 +
I am very proud.
 +
I'm feeling very nostalgic.
 +
I'm quite optimistic.
 
This is an outrage!
 
This is an outrage!
 
I'm really starting to panic.
 
I'm really starting to panic.
I'm feeling very nostalgic.
+
I feel such lust.
I'm quite optimistic.
+
I'm so miserable.
 
I'm so mortified...
 
I'm so mortified...
 
I'm very nervous.
 
I'm very nervous.
I'm truly remorseful.
+
I'm very jovial.
I must repent.
+
I feel much jubilation.
I'm so relieved.
+
I feel so much loathing...
I'm so regretful.
+
I'm very lonely.
I am so spiritually moved!
+
So disgusting...
I feel so rejected.
+
I've become so disillusioned.  What now?
I'm very pleased.
+
I really don't like this.
I am very proud.
+
It has all gone wrong!
I feel such shame.
+
I'm feeling very dejected.
I'm very sympathetic.
+
This is delightful!
I live to serve.
+
I feel such despair...
This leaves me so shaken.
+
I am very disappointed.
I feel so wronged.
+
I really care.
This is such a hardship for me!
+
I'm so confused.
I'm very resentful.
+
Contemptible!
I'm really restless.
+
I'm very content.
I am wrathful.
+
I'm very averse to this.
I shall accomplish much!
+
Awe-inspiring...
I am filled with wonder.
+
It makes me very bitter.
I'm very worried.
+
It's really boring.
I feel very uneasy.
 
I'm very unhappy.
 
I feel such tenderness.
 
This is quite a thrill!
 
 
I feel so free.
 
I feel so free.
 
That was so frightful.
 
That was so frightful.
 +
This is very frustrating.
 +
I'm so gleeful.
 +
I'm quite exasperated.
 +
That was very exhilarating!
 
I'm feeling so ferocious!
 
I'm feeling so ferocious!
 
I'm very fond.
 
I'm very fond.
I'm quite exasperated.
+
This is so embarrassing...
That was very exhilarating!
+
I'm very empathetic.
 
I feel such emptiness.
 
I feel such emptiness.
 
I really enjoyed that!
 
I really enjoyed that!
Harumph!
+
This is quite displeasing.
I feel so guilty.
+
I'm so distressed about this!
I'm very grateful.
+
I'm very eager to get started.
It makes me very grouchy.
+
I'm so elated.
It makes me so gloomy.
+
This could be bliss.
I feel so glum.
+
This might require an answer.
This is very frustrating.
+
I feel no terror.
I'm so gleeful.
+
I can accept this.
It's very interesting.
+
I feel somewhat sad.
I'm very irritated by this.
+
That was satisfying.
This is so humiliating.
+
This is nice.
I am very insulted.
+
Is this love?
I am very hopeful.
+
I feel like a victor.
I feel hopeless.
+
I'm a little angry.
I am so happy.
+
It has come to pass.
The hate burns within me.
+
This doesn't scare me.
I feel such lust.
+
That was alarming.
I'm so miserable.
+
I will master myself.
I feel so much loathing...
+
This cannot horrify me.
I'm very lonely.
+
I must let grief pass me by.
I'm very jovial.
 
I feel much jubilation.
 
I feel very isolated.
 
I'm feeling so jolly.
 
 
I'm anxious.
 
I'm anxious.
 
Who cares?
 
Who cares?
 +
Arousing...
 +
It's astonishing, really.
 +
I'm ambivalent.
 +
Amusing.
 
That makes me angry.
 
That makes me angry.
 
I'm anguished.
 
I'm anguished.
I'm ambivalent.
+
This is aggravating.
Amusing.
+
This is agonizing.
 
I feel somewhat alienated.
 
I feel somewhat alienated.
 
That is amazing.
 
That is amazing.
I care.
+
I find this somewhat admirable.
This is confusing.
+
I can adore this.
It makes me bitter.
+
That might be affection I feel.
It's boring.
+
This is agitating.
I'd like to get away from it.
+
I feel such shame.
It fills one with awe.
+
I'm very sympathetic.
Arousing...
+
I feel such tenderness.
It's astonishing, really.
+
This is quite a thrill!
That's disgusting.
+
I feel so wronged.
This makes me question it all.
+
This is such a hardship for me!
I feel despair.
+
I live to serve.
This is disappointing.
+
This leaves me so shaken.
I'm dejected.
+
I'm truly remorseful.
I feel some delight.
+
I must repent.
I feel only contempt.
+
I'm very resentful.
I'm content.
+
I'm really restless.
I'm embarrassed.
+
I am so spiritually moved!
I feel empathy.
+
I feel so rejected.
I'm eager to go.
+
I'm so relieved.
I'm elated.
+
I'm so regretful.
I am not pleased.
 
This is distressing.
 
I dislike this.
 
What has happened?
 
 
I'm feeling great!
 
I'm feeling great!
 
The gaiety I'm feeling!
 
The gaiety I'm feeling!
 +
This is really exciting!
 +
How suspicious...
 +
Things are going to happen.
 +
I'm very doubtful.
 
I feel enthusiastic!
 
I feel enthusiastic!
 
I really don't see this working out.
 
I really don't see this working out.
Things are going to happen.
+
I am wrathful.
I'm very doubtful.
+
I shall accomplish much!
 
What is the meaning of life...
 
What is the meaning of life...
 
I've been defeated.
 
I've been defeated.
I feel like a victor.
+
I feel very uneasy.
I'm a little angry.
+
I'm very unhappy.
This cannot horrify me.
+
I am filled with wonder.
I must let grief pass me by.
+
I'm very worried.
That was alarming.
+
It's interesting.
I will master myself.
+
It's irritating.
This is really exciting!
+
I feel isolated.
How suspicious...
+
It makes me jolly.
This could be bliss.
+
I have hope.
This might require an answer.
+
I cannot find hope.
This is nice.
+
This is humiliating.
Is this love?
+
I take offense.
I feel somewhat sad.
+
Harumph.
That was satisfying.
+
I feel guilty.
It has come to pass.
+
I'm happy.
This doesn't scare me.
+
I feel hate.
This is aggravating.
+
I'm a little gloomy.
This is agonizing.
+
I'm glum.
That might be affection I feel.
+
I'm grateful.
This is agitating.
+
I'm a little grouchy.
I find this somewhat admirable.
 
I can adore this.
 
I feel no terror.
 
I can accept this.
 
 
I'm patient.
 
I'm patient.
 
I feel passion.
 
I feel passion.
 +
It pleases me.
 +
I'm proud.
 +
I feel nostalgia.
 +
I'm optimistic.
 
It is an outrage.
 
It is an outrage.
 
I feel a little panic.
 
I feel a little panic.
I feel nostalgia.
+
I'm lustful.
I'm optimistic.
+
I feel miserable.
 
This is mortifying.
 
This is mortifying.
 
I'm nervous.
 
I'm nervous.
I feel remorse.
+
I feel jovial.
I repent of my deeds.
+
I feel jubilation.
I'm relieved.
+
I feel loathing.
I feel regret.
+
I'm lonely.
My spirit moves.
+
That's disgusting.
I feel rejected.
+
This makes me question it all.
It pleases me.
+
I dislike this.
I'm proud.
+
What has happened?
I am ashamed.
+
I'm dejected.
I'm sympathetic.
+
I feel some delight.
I will serve.
+
I feel despair.
This has shaken me.
+
This is disappointing.
I've been wronged.
+
I care.
Why me?
+
This is confusing.
I feel resentful.
+
I feel only contempt.
I feel restless.
+
I'm content.
The wrath rises within me...
+
I'd like to get away from it.
I am ready for this.
+
It fills one with awe.
It's wondrous.
+
It makes me bitter.
It's worrisome.
+
It's boring.
I'm uneasy.
 
I'm unhappy.
 
I feel tenderness.
 
Thrilling.
 
 
I'm free.
 
I'm free.
 
That was frightening.
 
That was frightening.
 +
It's frustrating.
 +
There's some glee here!
 +
That was exasperating.
 +
That's exhilarating.
 
I burn with ferocity.
 
I burn with ferocity.
 
I feel fond.
 
I feel fond.
That was exasperating.
+
I'm embarrassed.
That's exhilarating.
+
I feel empathy.
 
I feel empty.
 
I feel empty.
 
I enjoyed that.
 
I enjoyed that.
Harumph.
+
I am not pleased.
I feel guilty.
+
This is distressing.
I'm grateful.
+
I'm eager to go.
I'm a little grouchy.
+
I'm elated.
I'm a little gloomy.
+
There is no need to feel vengeful.
I'm glum.
+
I laugh in the face of death!
It's frustrating.
+
I do not accept this.
There's some glee here!
+
There's not much to admire here.
It's interesting.
+
That was not satisfying.
It's irritating.
+
I suppose this would be a joyous occasion.
This is humiliating.
+
There is no love.
I take offense.
+
I do not see the bliss in this.
I have hope.
+
I have no feelings of rage.
I cannot find hope.
+
I guess it could be considered grimly satisfying.
I'm happy.
+
This does not scare me.
I feel hate.
+
I am not feeling sad right now.
I'm lustful.
+
That did not shock me.
I feel miserable.
+
I am not upset by this.
I feel loathing.
+
Grief?  I feel nothing.
I'm lonely.
+
There is no need for celebration.
I feel jovial.
 
I feel jubilation.
 
I feel isolated.
 
It makes me jolly.
 
 
I'm not anxious.
 
I'm not anxious.
 
If I thought about it more, I guess I'd be apathetic.
 
If I thought about it more, I guess I'd be apathetic.
 +
That is not in the least bit arousing.
 +
Astonished?  No.
 +
That was not amusing.
 +
I'm not angry.
 
This is nothing.
 
This is nothing.
 
No, that's not annoying.
 
No, that's not annoying.
That was not amusing.
+
I can take this.
I'm not angry.
+
I guess that would be alienating.
 
That wasn't amazing.
 
That wasn't amazing.
 
I guess I should be feeling ambivalent right now.
 
I guess I should be feeling ambivalent right now.
I don't care.
+
I suppose I should be feel adoration.
This isn't confusing.
+
I'm not feeling very affectionate.
That's nothing to be bitter about.
+
I don't feel agitated.
It isn't boring.
+
I'm not feeling aggravated.
I'm not averse to it.
+
I am ashamed.
I am not held in awe.
+
I'm sympathetic.
That is not in the least bit arousing.
+
I feel tenderness.
Astonished?  No.
+
Thrilling.
It'll take more than that to disgust me.
+
I've been wronged.
This won't make me lose faith.
+
Why me?
I will not despair.
+
I will serve.
I'm not disappointed.
+
This has shaken me.
There's nothing to be dejected about.
+
I feel remorse.
I am not filled with delight.
+
I repent of my deeds.
I don't feel contempt.
+
I feel resentful.
I am not contented.
+
I feel restless.
This isn't embarrassing.
+
My spirit moves.
I don't feel very empathetic.
+
I feel rejected.
I am not eager.
+
I'm relieved.
I'm not elated.
+
I feel regret.
I feel no displeasure.
 
This isn't distressing.
 
I don't dislike that.
 
I'm not dismayed.
 
 
This is gaiety.
 
This is gaiety.
 
I'm excited.
 
I'm excited.
 +
Takes all kinds these days.
 +
What is it this time...
 +
I have my doubts.
 +
Let's do this.
 
Things usually don't work out
 
Things usually don't work out
 
I feel pretty good.
 
I feel pretty good.
I have my doubts.
+
The wrath rises within me...
Let's do this.
+
I am ready for this.
 
I'm beat.
 
I'm beat.
 
It could happen!
 
It could happen!
I have no feelings of rage.
+
I'm uneasy.
I guess it could be considered grimly satisfying.
+
I'm unhappy.
Grief?  I feel nothing.
+
It's wondrous.
There is no need for celebration.
+
It's worrisome.
That did not shock me.
+
No, I'm not interested.
I am not upset by this.
+
This isn't irritating.
Takes all kinds these days.
+
I don't feel isolated.
What is it this time...
+
I'm not jolly.
There is no need to feel vengeful.
+
I am not hopeful.
I laugh in the face of death!
+
I will not lose hope.
There is no love.
+
No, this isn't humiliating.
I do not see the bliss in this.
+
That doesn't insult me.
That was not satisfying.
+
That doesn't make me grumpy.
I suppose this would be a joyous occasion.
+
I don't feel guilty about it.
This does not scare me.
+
I am not happy.
I am not feeling sad right now.
+
I feel no hatred.
I can take this.
+
I'm not feeling gloomy.
I guess that would be alienating.
+
I don't feel glum.
I don't feel agitated.
+
I'm not feeling very grateful.
I'm not feeling aggravated.
+
No, I'm not grouchy.
I suppose I should be feel adoration.
 
I'm not feeling very affectionate.
 
I do not accept this.
 
There's not much to admire here.
 
 
I am not feeling patient.
 
I am not feeling patient.
 
I'm not feeling passionate.
 
I'm not feeling passionate.
 +
I take no pleasure in this.
 +
I am not proud.
 +
I'm not feeling nostalgic.
 +
I'm not optimistic.
 
This doesn't outrage me.
 
This doesn't outrage me.
 
I'm not panicking.
 
I'm not panicking.
I'm not feeling nostalgic.
+
I am not burning with lust.
I'm not optimistic.
+
I'm not miserable.
 
I am not mortified.
 
I am not mortified.
 
I don't feel nervous.
 
I don't feel nervous.
I feel no remorse.
+
This doesn't put me in a jovial mood.
I am not repentant.
+
This isn't the time for jubilation.
I don't feel relieved.
+
I am not filled with loathing.
I have no regrets.
+
I'm not lonely.
This does not move me.
+
It'll take more than that to disgust me.
I don't feel rejected.
+
This won't make me lose faith.
I take no pleasure in this.
+
I don't dislike that.
I am not proud.
+
I'm not dismayed.
 +
There's nothing to be dejected about.
 +
I am not filled with delight.
 +
I will not despair.
 +
I'm not disappointed.
 +
I don't care.
 +
This isn't confusing.
 +
I don't feel contempt.
 +
I am not contented.
 +
I'm not averse to it.
 +
I am not held in awe.
 +
That's nothing to be bitter about.
 +
It isn't boring.
 +
I don't feel free.
 +
I guess that could have given me a fright.
 +
This isn't frustrating.
 +
I'm not gleeful.
 +
This isn't exasperating.
 +
I am not exhilarated.
 +
I should be feeling ferocious right now.
 +
I am not fond of this.
 +
This isn't embarrassing.
 +
I don't feel very empathetic.
 +
What's inside me isn't emptiness exactly...
 +
I'm not enjoying this.
 +
I feel no displeasure.
 +
This isn't distressing.
 +
I am not eager.
 +
I'm not elated.
 +
I found
 +
dead.
 +
I died.
 +
fell to the passing years
 +
reunited with
 +
due to your efforts
 +
and it is all thanks to
 +
I found myself dead.
 +
would not give
 +
I was reunited with
 +
You were
 +
was
 +
gave
 +
was destroyed
 +
obtained
 +
had
 +
was crushed
 +
was crushed by a bridge
 +
was crushed by a rock
 +
fell into a chasm
 +
died in magma
 +
burned in dragonfire
 +
burned to death
 +
was scalded to death
 +
drowned
 +
suffocated
 +
was slain
 +
was scuttled
 +
starved to death
 +
died of thirst
 +
was shot and killed
 +
bled to death
 
I have no shame.
 
I have no shame.
 
There will be no sympathy from me.
 
There will be no sympathy from me.
 +
I don't feel tenderness.
 +
There was no thrill in it.
 +
There's nothing to be indignant about.
 +
I don't feel sorry for myself.
 
I bow to no one.
 
I bow to no one.
 
I can keep it together.
 
I can keep it together.
There's nothing to be indignant about.
+
I feel no remorse.
I don't feel sorry for myself.
+
I am not repentant.
 
I do not resent this.
 
I do not resent this.
 
I don't feel restless.
 
I don't feel restless.
 +
This does not move me.
 +
I don't feel rejected.
 +
I don't feel relieved.
 +
I have no regrets.
 +
I should be feeling great.
 +
There is no gaiety.
 +
This doesn't excite me.
 +
placed
 +
I'm not expecting anything.
 +
I have no doubts.
 +
I'm just not enthusiastic.
 +
There's no reason to be pessimistic.
 
Wrath has not risen within me.
 
Wrath has not risen within me.
 
I have no zeal for this.
 
I have no zeal for this.
There is no sense of wonder.
+
I could be questioning my life right now.
I'm not worried.
+
This isn't a defeat.
I'm not uneasy.
+
I'm not uneasy.
 
That doesn't make me unhappy.
 
That doesn't make me unhappy.
I don't feel tenderness.
+
There is no sense of wonder.
There was no thrill in it.
+
I'm not worried.
I don't feel free.
+
a telling of
I guess that could have given me a fright.
+
the story of
I should be feeling ferocious right now.
+
told the story of
I am not fond of this.
+
story of
This isn't exasperating.
+
sermon
I am not exhilarated.
+
was preached
What's inside me isn't emptiness exactly...
+
I told the story of
I'm not enjoying this.
+
I saw
That doesn't make me grumpy.
+
preach
I don't feel guilty about it.
+
a sermon
I'm not feeling very grateful.
+
preached
No, I'm not grouchy.
+
a kidnapping
I'm not feeling gloomy.
+
a theft
I don't feel glum.
+
a robbery
This isn't frustrating.
+
I preached
I'm not gleeful.
+
danced
No, I'm not interested.
+
I saw a performance of
This isn't irritating.
+
You named yourself
No, this isn't humiliating.
+
self-identified
That doesn't insult me.
+
performed
I am not hopeful.
+
perform
I will not lose hope.
+
a performance of
I am not happy.
+
was performed
I feel no hatred.
+
was recited
I am not burning with lust.
+
played
I'm not miserable.
+
sang
I am not filled with loathing.
+
chanted
I'm not lonely.
+
was told
This doesn't put me in a jovial mood.
+
I recited
This isn't the time for jubilation.
+
a recital of
I don't feel isolated.
+
recited
I'm not jolly.
 
was crushed
 
was crushed by a bridge
 
burned to death
 
was scalded to death
 
died in magma
 
burned in dragonfire
 
was slain
 
was scuttled
 
died in the heat
 
died in the cold
 
died in a trap
 
vanished
 
died in a cage
 
was murdered
 
was crushed by a rock
 
fell into a chasm
 
 
was executed by drowning
 
was executed by drowning
 
was burned alive
 
was burned alive
 +
was fed to beasts
 +
was hacked to pieces
 +
was executed
 +
was beheaded
 
was crucified
 
was crucified
 
was buried alive
 
was buried alive
was executed
+
died in the heat
was beheaded
+
died in the cold
 
was killed by spikes
 
was killed by spikes
 
froze to death
 
froze to death
 +
died in a cage
 +
was murdered
 +
died in a trap
 +
vanished
 +
a production order violation
 +
a export prohibition violation
 +
a job order violation
 +
a murder
 +
leapt from a great height
 +
died
 +
attempted
 +
perpetrated
 
died in the dark
 
died in the dark
 
collapsed
 
collapsed
 +
was drained of blood
 +
was slaughtered
 +
was left out to suffocate
 +
died of an illness
 
was put to rest
 
was put to rest
 
was scared to death
 
was scared to death
was left out to suffocate
+
Can it all end so quickly?
died of an illness
+
Our time in
was fed to beasts
+
is so brief...
was hacked to pieces
+
Death is all around us.
I should be feeling great.
+
How fleeting life is...
There is no gaiety.
+
Gruesome wounds!
I'm just not enthusiastic.
+
So easily broken...
There's no reason to be pessimistic.
+
Those injuries...
I'm not expecting anything.
+
This is a fight!
I have no doubts.
+
In the midst of conflict...
I could be questioning my life right now.
+
Has the tide turned?
This isn't a defeat.
+
How fragile we are...
would not give
+
I can't believe
I was reunited with
+
It feeds on blood.
obtained
+
It is drinking the blood of the living.
was destroyed
+
The battle rages...
This doesn't excite me.
+
I murdered
placed
+
This is my fight too.
I found
+
I cannot just stand by.
dead.
+
I have a part in this.
and it is all thanks to
+
I am together with my
I found myself dead.
+
I am reunited with my
reunited with  
+
I defeated
due to your efforts
+
I abducted
You were
+
has killed.
drowned
+
Slayer.
suffocated
+
I am separated from
was shot and killed
+
Oh, where is
bled to death
+
Death...
starved to death
+
  is really dead.
died of thirst
+
, slayer of
I died.
+
, slayer.
fell to the passing years
 
danced
 
I saw a performance of
 
a performance of
 
was performed
 
performed
 
perform
 
chanted
 
  demanded submission from
 
escalated a conflict with
 
refused to give a name
 
Somebody refused to name themself
 
Somebody named themself
 
You refused to name yourself
 
You named yourself
 
self-identified
 
 
  in this dubious place
 
  in this dubious place
 
I have communed with  
 
I have communed with  
 +
I am a parent.
 +
Children.
 +
I played make believe.
 +
I played with
 
I have performed the rites of  
 
I have performed the rites of  
 
  in this holy place
 
  in this holy place
I played make believe.
+
demanded submission from
I played with  
+
escalated a conflict with  
 
I realized  
 
I realized  
 
I am awoken to  
 
I am awoken to  
 +
Somebody named themself
 +
You refused to name yourself
 +
refused to give a name
 +
Somebody refused to name themself
 +
I shall name you
 +
This is a true masterpiece.
 +
This is a masterpiece.
 +
is dead?
 +
A battle!
 +
There's fighting!
 +
I have improved my
 +
I have mastered
 
Is that a weapon?
 
Is that a weapon?
 
Is this an attack?
 
Is this an attack?
I have fallen for
+
Who's skulking around there?
 +
Somebody up to no good...
 
  and I broke up.
 
  and I broke up.
 
  and I are divorced.
 
  and I are divorced.
I am a parent.
+
I have fallen for
Children.
+
Oh,
a production order violation
+
tortured
a export prohibition violation
+
I was
attempted
+
the ghost of a pet
perpetrated
+
the ghost of my spouse
leapt from a great height
+
I had a nightmare about the dead.
was drained of blood
+
haunted
was slaughtered
+
tormented
I saw
+
possessed
preach
+
I had a nightmare about my deceased child.
a robbery
+
I had a nightmare about my deceased animal training partner.
I preached
+
I had a nightmare about my deceased friend.
a kidnapping
+
I had a nightmare about my deceased acquaintance.
a theft
+
I had a nightmare about my deceased lover.
a job order violation
+
I had a nightmare about my deceased sibling.
a murder
+
I had a nightmare about my deceased mother.
a telling of
+
I had a nightmare about my deceased father.
the story of  
+
I was not able to petition for citizenship.
was preached
+
I was not able to bring up the lack of jobs.
I told the story of
+
I was not able to make suggestions about work allocations.
sermon
+
I was unable to request weapon production.
a sermon
+
a ghost
preached
+
I did my combat drills.
was recited
+
I practiced at the archery target.
played
+
I had a sparring session.
a recital of
+
the ghost of my child
recited
+
the ghost of my animal training partner
was told
+
the ghost of my friend
I recited
+
the ghost of an acquaintance
told the story of
+
the ghost of my lover
story of
+
the ghost of my sibling
I murdered
+
the ghost of my mother
This is my fight too.
+
the ghost of my father
I defeated
 
I abducted
 
I am together with my  
 
I am reunited with my  
 
I am separated from
 
Oh, where is
 
I made a suggestion about work allocations in a meeting.
 
I requested that more weapons be produced in a meeting.
 
I asked to become a citizen.
 
I brought up the lack of jobs in a meeting.
 
I won't go down without a fight!
 
You can't take me alive!
 
I cannot just stand by.
 
I have a part in this.
 
 
I was cried on by an unhappy worshipper.
 
I was cried on by an unhappy worshipper.
 
I was yelled at by an unhappy citizen.
 
I was yelled at by an unhappy citizen.
 +
I was cried on by an unhappy citizen.
 +
A visitor complained about being prevented from leaving.
 +
I yelled at somebody in charge.
 +
I cried on somebody in charge.
 
I told somebody that I am being prevented from leaving.
 
I told somebody that I am being prevented from leaving.
 
I was yelled at by an unhappy worshipper.
 
I was yelled at by an unhappy worshipper.
I yelled at somebody in charge.
+
I made a suggestion about work allocations in a meeting.
I cried on somebody in charge.
+
I requested that more weapons be produced in a meeting.
 
I complained to my priest.
 
I complained to my priest.
 
I cried on my priest.
 
I cried on my priest.
 +
I won't go down without a fight!
 +
You can't take me alive!
 +
I asked to become a citizen.
 +
I brought up the lack of jobs in a meeting.
 +
My clothes are in tatters.
 +
My clothes actually rotted right off of my body.
 +
I had a nightmare about my deceased pet.
 +
I had a nightmare about my deceased spouse.
 +
I was released from confinement.
 +
I lost the baby.
 +
My spouse lost the baby.
 +
I am wearing old clothes.
 
my own
 
my own
 
arranged  
 
arranged  
 +
I lost a pet.
 +
I threw something.
 +
a piece
 +
on display
 
  in my personal museum
 
  in my personal museum
 
I was near to  
 
I was near to  
a piece
+
I have unmet needs.
on display
+
I've been injured badly.
I was cried on by an unhappy citizen.
+
I've been wounded.
A visitor complained about being prevented from leaving.
+
I didn't sleep soundly due to the noise.
I shall name you
+
I need to wear fine things.
This is a true masterpiece.
+
I need to get away from here and wander the world.
I have improved my
+
I just wish to help somebody.
I have mastered
+
I want to puzzle over something.
A battle!
+
I could really use a good meal.
There's fighting!
+
I just want to fight somebody.
Who's skulking around there?
+
This place could really use some more trouble.
Somebody up to no good...
+
I'm feeling argumentative.
This is a fight!
+
I long to make romance.
In the midst of conflict...
+
It would nice to get out in nature and see some creatures.
It is drinking the blood of the living.
+
I want to see a great beast.
The battle rages...
+
I need more.
I can't believe
+
I was close to a waterfall.
It feeds on blood.
+
I got caught in dust underground.
This is a masterpiece.
+
I was considering the demands I've made.
is dead?
+
A criminal could not be properly punished.
Can it all end so quickly?
+
I was out in a blizzard.
Our time in
+
It was snowing on me.
So easily broken...
+
I got caught in a miasma.
Those injuries...
+
I was caught in smoke underground.
How fleeting life is...
+
I was out in the rain.
Gruesome wounds!
+
I've been rained on.
Has the tide turned?
+
It was raining on me.
How fragile we are...
+
I was in a snow storm.
has killed.
+
It was very hard to sleep with the noise.
Slayer.
+
I couldn't sleep at all with all the noise.
, slayer of
+
I was able to rest up.
, slayer.
+
I was caught in freakish weather.
Death...
 
is really dead.
 
is so brief...
 
Death is all around us.
 
I was not able to petition for citizenship.
 
I was not able to bring up the lack of jobs.
 
I practiced at the archery target.
 
I had a sparring session.
 
a ghost
 
I did my combat drills.
 
the ghost of my friend
 
the ghost of an acquaintance
 
I've been on a long patrol.
 
I was nauseated by the sun.
 
I could not find anybody in charge to complain at.
 
I could not find anybody in charge to comfort me.
 
I could not find a priest to complain at.
 
I could not find a priest to comfort me.
 
I was not able to make suggestions about work allocations.
 
I was unable to request weapon production.
 
 
I'm starving.
 
I'm starving.
 
I have been away from people for a long time.
 
I have been away from people for a long time.
 +
I need a drink.
 +
I must pray to
 +
I haven't slept for a very long time.
 +
I'm thirsty.
 
I'm dehydrated.
 
I'm dehydrated.
 
I'm hungry.
 
I'm hungry.
I haven't slept for a very long time.
+
I've been on a long patrol.
I'm thirsty.
+
I was nauseated by the sun.
 
I've been out in the sunshine again after a long time away.
 
I've been out in the sunshine again after a long time away.
 
I'm sleepy.
 
I'm sleepy.
 +
I could not find a priest to complain at.
 +
I could not find a priest to comfort me.
 +
I could not find anybody in charge to complain at.
 +
I could not find anybody in charge to comfort me.
 +
I wish to make something.
 +
I must practice the fighting arts.
 +
I need to perfect my skills.
 +
I just want to slow down and take it easy for a while.
 +
I'd like to hear somebody eloquent.
 +
I long to uphold the traditions.
 +
I need to pause and reflect upon myself.
 +
We must make merry again.
 
I need some excitement in my life.
 
I need some excitement in my life.
 
I need to learn something new.
 
I need to learn something new.
 +
I want to spend some time with family.
 +
I want to see my friends.
 +
I need time to contemplate.
 +
I need something to do.
 
It has been long time since I've done something creative.
 
It has been long time since I've done something creative.
 
I miss having art in my life.
 
I miss having art in my life.
I need time to contemplate.
+
I ate rotten food.
I need something to do.
+
I put on a
I need a drink.
+
well-crafted
I must pray to
+
finely-crafted
My clothes are in tatters.
+
I was beat somebody with the hammer.
My clothes actually rotted right off of my body.
+
I was beaten with the hammer.
My spouse lost the baby.
+
I could not find the hammer.
I am wearing old clothes.
+
I have been eating the same old food.
I was released from confinement.
+
I had to eat vermin to survive.
I lost the baby.
+
I started a fist fight.
I lost a pet.
+
I beat somebody as a punishment.
I threw something.
+
I was beaten as a punishment.
I had a nightmare about my deceased child.
+
I don't have a shirt.
I had a nightmare about my deceased animal training partner.
+
I have no shoes.
I had a nightmare about my deceased mother.
+
I had to eat my beloved pet to survive.
I had a nightmare about my deceased father.
+
I had to eat one of my favorite animals to survive.
I had a nightmare about my deceased lover.
+
dining
I had a nightmare about my deceased sibling.
+
sleeping
I had a nightmare about my deceased pet.
+
arrangements than I do.
I had a nightmare about my deceased spouse.
+
There aren't enough dining tables.
tortured
+
I don't have enough weapon racks.
I was
+
I don't have enough armor stands.
tormented
+
Somebody has better
possessed
+
burial
I had a nightmare about the dead.
+
I ate a meal.
haunted
+
I had a drink.
I had a nightmare about my deceased friend.
+
I don't have enough chests.
I had a nightmare about my deceased acquaintance.
+
I don't have enough cabinets.
the ghost of my child
+
superior
the ghost of my animal training partner
+
n exceptional
the ghost of my mother
+
  truly splendid
the ghost of my father
+
  item.
the ghost of my lover
 
the ghost of my sibling
 
the ghost of a pet
 
the ghost of my spouse
 
I was close to a waterfall.
 
I got caught in dust underground.
 
I got caught in a miasma.
 
I was caught in smoke underground.
 
I was out in a blizzard.
 
It was snowing on me.
 
It was raining on me.
 
I was in a snow storm.
 
  will be recognized.
 
I can now reside in
 
I was re-elected.
 
  has been recognized.
 
My punishment was reduced.
 
I won the election.
 
I was considering the demands I've made.
 
A criminal could not be properly punished.
 
 
  was abandoned.
 
  was abandoned.
 
The guildhall petition for  
 
The guildhall petition for  
 +
The agreement to establish a guildhall for
 +
I was rejected by
 +
The temple petition for
 +
was rejected.
 
  was ignored.
 
  was ignored.
 
The agreement to establish a temple for  
 
The agreement to establish a temple for  
The temple petition for
+
  will be recognized.
  was rejected.
+
I can now reside in
 
I am now part of  
 
I am now part of  
 
I was denied residency in  
 
I was denied residency in  
 +
My punishment was reduced.
 +
I won the election.
 +
I was re-elected.
 +
has been recognized.
 +
I have entered the nobility.
 +
I was knocked out by a cave-in.
 +
My deadline was met.
 +
I am uncovered.
 +
There wasn't enough work last season.
 +
I smashed up a building.
 +
I toppled something over.
 +
I have attained a higher rank of nobility.
 
A criminal's punishment was delayed.
 
A criminal's punishment was delayed.
 
There are not enough cages and chains.
 
There are not enough cages and chains.
 +
My mandate was ignored.
 +
A mandate deadline was missed.
 +
My request was approved.
 +
My request was ignored.
 
Nobody could be punished for failing to obey my commands.
 
Nobody could be punished for failing to obey my commands.
 
My punishment was delayed.
 
My punishment was delayed.
My request was approved.
+
The criminal was convicted and I received justice.
My request was ignored.
+
My family received justice when the criminal was convicted.
The agreement to establish a guildhall for
+
I had a bath.
I was rejected by
+
I had a bath with soap!
I wish to make something.
+
A child was turned away from sanctuary.
I must practice the fighting arts.
+
Somebody dead was convicted of a crime.
I need to pause and reflect upon myself.
+
An animal was convicted of a crime.
We must make merry again.
+
The victim of a crime was somehow convicted of that very offense.
I'd like to hear somebody eloquent.
+
There was a scholarly lecture in  
I long to uphold the traditions.
+
There was a performance in
I want to spend some time with family.
+
I was expelled.
I want to see my friends.
+
was expelled.
I could really use a good meal.
+
I acquired something.
I just want to fight somebody.
+
I adopted a new pet.
I want to see a great beast.
+
I played with my pet.
I need more.
+
I was confined.
I long to make romance.
+
I had a drink, but it had gone bad.
It would nice to get out in nature and see some creatures.
+
I drank water without a well.
I need to perfect my skills.
+
I had a drink without using a goblet.
I just want to slow down and take it easy for a while.
+
I was near to a caged
I have unmet needs.
+
I drank gooey water.
I've been injured badly.
+
I drank water mixed with ichor.
I just wish to help somebody.
+
I drank water mixed with pus.
I want to puzzle over something.
+
I drank foul water.
I need to wear fine things.
+
I have been drinking the same old booze.
I need to get away from here and wander the world.
+
I drank bloody water.
This place could really use some more trouble.
+
I drank slime.
I'm feeling argumentative.
+
I drank vomit.
I was out in the rain.
+
I killed somebody in a sparring accident.
I've been rained on.
+
I was attacked.
I was able to rest up.
+
I was attacked by the dead.
I was caught in freakish weather.
+
I was attacked by my own dead
It was very hard to sleep with the noise.
 
I couldn't sleep at all with all the noise.
 
I've been wounded.
 
I didn't sleep soundly due to the noise.
 
dining
 
sleeping
 
Somebody has better
 
burial
 
I don't have enough weapon racks.
 
I don't have enough armor stands.
 
I don't have enough chests.
 
I don't have enough cabinets.
 
I formed a bond with my animal training partner.
 
I was rescued.
 
I didn't have a dining room.
 
There aren't enough chairs.
 
I ate at a crowded table.
 
I ate in a dining room.
 
arrangements than I do.
 
There aren't enough dining tables.
 
 
I put a piece on display.
 
I put a piece on display.
 
I finished up some work.
 
I finished up some work.
 +
The tax collector's escorts stole my property.
 +
I lost some property to taxes.
 +
I slaughtered an animal.
 +
I put a creature in a cage.
 
I chained up a creature.
 
I chained up a creature.
 
I gelded a creature.
 
I gelded a creature.
I slaughtered an animal.
+
I formed a bond with my animal training partner.
I put a creature in a cage.
+
I was rescued.
 
I brought somebody to rest in bed.
 
I brought somebody to rest in bed.
 
I felled a tree.
 
I felled a tree.
 +
I ate at a crowded table.
 +
I ate in a dining room.
 +
I didn't have a dining room.
 +
There aren't enough chairs.
 +
I was accosted by
 +
I was pestered by
 +
was given away.
 +
I acquired
 +
friends with
 +
a new friend
 +
I got into an argument
 +
I am forming a grudge against
 
Tax collection went smoothly.
 
Tax collection went smoothly.
 
I disappointed the nobility.
 
I disappointed the nobility.
 +
The tax collection did not go smoothly.
 +
I made
 +
I do not have adequate protection.
 +
I was unable to reach a room during tax collection.
 
I was misinformed about a room during tax collection.
 
I was misinformed about a room during tax collection.
 
I pleased the nobility.
 
I pleased the nobility.
I do not have adequate protection.
+
I had an intellectual discussion with my spouse.
I was unable to reach a room during tax collection.
+
I had an intellectual discussion with my lover.
The tax collector's escorts stole my property.
+
I had an intellectual discussion with my sibling.
I lost some property to taxes.
+
I had an intellectual discussion with my mother.
I have entered the nobility.
+
my child
I was knocked out by a cave-in.
+
my animal training partner
I toppled something over.
+
my acquaintance
I have attained a higher rank of nobility.
+
decayed without burial.
There wasn't enough work last season.
+
my lover
I smashed up a building.
+
my sibling
My mandate was ignored.
+
my mother
A mandate deadline was missed.
+
my father
I had to eat vermin to survive.
+
There was an incident.
I started a fist fight.
+
The body of
I had to eat my beloved pet to survive.
+
my pet
I had to eat one of my favorite animals to survive.
+
my spouse
I don't have a shirt.
+
I shared a personal insight with an acquaintance.
I have no shoes.
+
I shared a personal insight with somebody.
My deadline was met.
+
My spouse shared a personal insight with me.
I am uncovered.
+
My lover shared a personal insight with me.
I ate rotten food.
+
I shared a personal insight with my mother.
I put on a
+
I shared a personal insight with my father.
I could not find the hammer.
+
I shared a personal insight with my child.
I have been eating the same old food.
+
I shared a personal insight with my friend.
I was beat somebody with the hammer.
+
I had an intellectual discussion with somebody.
I was beaten with the hammer.
+
I shared a personal insight with my spouse.
I beat somebody as a punishment.
+
I shared a personal insight with my lover.
I was beaten as a punishment.
+
I shared a personal insight with my sibling.
I ate a meal.
+
I had an intellectual discussion with my father.
I had a drink.
+
I had an intellectual discussion with my child.
truly splendid
+
I had an intellectual discussion with my friend.
item.
+
I had an intellectual discussion with an acquaintance.
superior
 
n exceptional
 
well-crafted
 
finely-crafted
 
I had a drink, but it had gone bad.
 
I drank water without a well.
 
I drank water mixed with pus.
 
I drank foul water.
 
I drank gooey water.
 
I drank water mixed with ichor.
 
I drank slime.
 
I drank vomit.
 
I slept in the grass.
 
I slept on a rough cave floor.
 
I slept on the floor.
 
I slept in the mud.
 
I slept without a proper room.
 
I slept in a bedroom.
 
I had a drink without using a goblet.
 
I was near to a caged
 
 
I taught  
 
I taught  
 
I learned about  
 
I learned about  
 +
I wrote
 +
an untitled composition
 +
I slept in the dirt.
 +
I slept on a pile of driftwood.
 
My artwork was defaced.
 
My artwork was defaced.
 
I was evicted.
 
I was evicted.
I slept in the dirt.
+
I slept in the grass.
I slept on a pile of driftwood.
+
I slept on a rough cave floor.
 
I slept on rocks.
 
I slept on rocks.
 
I slept on ice.
 
I slept on ice.
 +
I slept without a proper room.
 +
I slept in a bedroom.
 +
I slept on the floor.
 +
I slept in the mud.
 +
I received water.
 +
I gave somebody water.
 +
I received food.
 +
I gave somebody food.
 +
I got married.
 +
I have new siblings.
 +
I have a new sibling.
 +
I have become a parent
 
I just don't understand  
 
I just don't understand  
 
I've been discussing  
 
I've been discussing  
 +
I've been mulling over
 +
I gave birth to
 +
I read
 +
I learned
 
powerful knowledge
 
powerful knowledge
 
I've made a breakthrough regarding  
 
I've made a breakthrough regarding  
I read
+
an awful setting
I learned
+
a very poor setting
I wrote
+
a poor setting
an untitled composition
+
I conducted an official meeting in a bedroom.
I was accosted by
+
a very good setting
I was pestered by
+
a good setting
I got into an argument
+
a horribly substandard setting
I am forming a grudge against
+
a horrible setting
friends with
+
I conducted a meeting in
a new friend
+
a setting worthy of legends
The tax collection did not go smoothly.
+
a fantastic setting
I made
+
a great setting
There was a scholarly lecture in
+
I visited with my animal training partner.
There was a performance in
+
I talked to my friend.
I played with my pet.
+
I talked to an acquaintance.
I was confined.
+
I talked to somebody.
I acquired something.
+
I was on an infiltration mission.
I adopted a new pet.
+
This must be stopped by any means at our disposal.
was given away.
+
It is terrifying.
I acquired
+
I don't know anything about that.
The criminal was convicted and I received justice.
+
I accepted bribed in exchange for offering leniency.
My family received justice when the criminal was convicted.
+
I embezzled funds.
An animal was convicted of a crime.
+
I received a cut of corruptly-obtained funds.
The victim of a crime was somehow convicted of that very offense.
+
I was far away.
A child was turned away from sanctuary.
+
I talked to somebody important to our traditions.
Somebody dead was convicted of a crime.
+
It was
I was expelled.
+
I prey on the blood of civilized creatures.
was expelled.
+
I am unnaturally ageless.
I have been drinking the same old booze.
+
I conducted an official meeting in a dining room.
I drank bloody water.
+
I had no room for an official meeting.
I was attacked by the dead.
+
I thought about my tomb.
I was attacked by my own dead
+
I do not have a tomb.
I killed somebody in a sparring accident.
 
I was attacked.
 
I had a bath.
 
I had a bath with soap!
 
I shared a personal insight with an acquaintance.
 
I shared a personal insight with somebody.
 
I shared a personal insight with my child.
 
I shared a personal insight with my friend.
 
I shared a personal insight with my mother.
 
I shared a personal insight with my father.
 
I shared a personal insight with my lover.
 
I shared a personal insight with my sibling.
 
My friend shared a personal insight with me.
 
An acquaintance shared a personal insight with me.
 
My father shared a personal insight with me.
 
My child shared a personal insight with me.
 
My sibling shared a personal insight with me.
 
My mother shared a personal insight with me.
 
My spouse shared a personal insight with me.
 
My lover shared a personal insight with me.
 
 
I discussed my problems with my child.
 
I discussed my problems with my child.
 
I discussed my problems with my friend.
 
I discussed my problems with my friend.
 +
I discussed my problems with an acquaintance.
 +
I discussed my problems with somebody.
 +
I discussed my problems with my lover.
 +
I discussed my problems with my sibling.
 
I discussed my problems with my mother.
 
I discussed my problems with my mother.
 
I discussed my problems with my father.
 
I discussed my problems with my father.
I discussed my problems with my lover.
+
My friend shared a personal insight with me.
I discussed my problems with my sibling.
+
An acquaintance shared a personal insight with me.
 
Somebody shared a personal insight with me.
 
Somebody shared a personal insight with me.
 
I discussed my problems with my spouse.
 
I discussed my problems with my spouse.
 +
My sibling shared a personal insight with me.
 +
My mother shared a personal insight with me.
 +
My father shared a personal insight with me.
 +
My child shared a personal insight with me.
 +
I talked to my sibling.
 +
I talked to my mother.
 +
I talked to my father.
 +
I talked to my child.
 +
Somebody discussed their problems with me.
 +
I visited with my pet.
 +
I talked to my spouse.
 +
I talked to my lover.
 
My father discussed their problems with me.
 
My father discussed their problems with me.
 
My child discussed their problems with me.
 
My child discussed their problems with me.
 +
My friend discussed their problems with me.
 +
An acquaintance discussed their problems with me.
 +
My spouse discussed their problems with me.
 +
My lover discussed their problems with me.
 
My sibling discussed their problems with me.
 
My sibling discussed their problems with me.
 
My mother discussed their problems with me.
 
My mother discussed their problems with me.
My spouse discussed their problems with me.
+
has promise.
My lover discussed their problems with me.
+
That sounds vaguely like the
I discussed my problems with an acquaintance.
+
is okay.
I discussed my problems with somebody.
+
is fine.
I received water.
+
That sounds like the
I gave somebody water.
+
is good.
I have a new sibling.
+
is pretty good.
I have become a parent
+
is alright!
I got married.
+
is great.
I have new siblings.
+
is splendid.
I've been mulling over
+
is really quite good!
I gave birth to
+
shows such talent.
my lover
+
. How can I even describe the skill?
my sibling
+
is legendary.
my pet
+
!  Amazing ability.
my spouse
+
That sounds almost like the
There was an incident.
+
  doesn't belong here.
The body of
+
makes me retch.
I received food.
+
?  Awful.
I gave somebody food.
+
This is my favorite dance.
I had an intellectual discussion with my spouse.
+
is a waste of time.
I had an intellectual discussion with my lover.
+
couldn't be much worse.
my acquaintance
+
is terrible.
  decayed without burial.
+
is just bad.
my child
+
Is that supposed to be the  
my animal training partner
+
is no good.
my mother
+
stinks!
my father
+
is lousy.
I had an intellectual discussion with somebody.
+
is alright.
I shared a personal insight with my spouse.
+
could be better.
I had an intellectual discussion with my friend.
+
could be worse.
I had an intellectual discussion with an acquaintance.
+
is middling.
I had an intellectual discussion with my father.
 
I had an intellectual discussion with my child.
 
I had an intellectual discussion with my sibling.
 
I had an intellectual discussion with my mother.
 
I was on an infiltration mission.
 
This must be stopped by any means at our disposal.
 
I received a cut of corruptly-obtained funds.
 
I was far away.
 
I accepted bribed in exchange for offering leniency.
 
I embezzled funds.
 
I prey on the blood of civilized creatures.
 
I am unnaturally ageless.
 
That's terrific!
 
It accords with my faith.
 
That is sad but not unexpected.
 
That is terrible.
 
I hate it.
 
I am afraid of it.
 
It is terrifying.
 
I don't know anything about that.
 
 
It was okay.
 
It was okay.
 
I'm conflicted.
 
I'm conflicted.
 +
I agree completely.
 +
So true, so true.
 +
It was legendary.
 +
It was fantastic.
 
It was great.
 
It was great.
 
It was good.
 
It was good.
It was legendary.
+
That's terrific!
It was fantastic.
+
It accords with my faith.
 
Preaching is my calling.
 
Preaching is my calling.
 
I enjoyed performing.
 
I enjoyed performing.
 +
I hate it.
 +
I am afraid of it.
 +
That is sad but not unexpected.
 +
That is terrible.
 +
is fantastic!
 +
is awesome!
 +
is magnificant!
 +
?  Unbelievable talent!
 +
player
 +
This singer
 +
This chanter
 +
This dancer
 
This storyteller
 
This storyteller
 
This recitation
 
This recitation
 +
That sounds just like the
 +
This
 +
No doubt.
 +
Truly.
 
I concur!
 
I concur!
 
This preacher
 
This preacher
No doubt.
+
This legendary hunt has saved us from a mighty enemy!
Truly.
+
This magnificent hunt has saved us from a fearsome enemy!
I agree completely.
+
This great hunt has saved us from a dangerous enemy!
So true, so true.
+
This worthy hunt has rid us of an enemy.
I talked to my sibling.
+
I love solemn poetry.
I talked to my mother.
+
The lyrics of the accompaniment are way too serious.
I talked to my spouse.
+
These lyrics are too austere.
I talked to my lover.
+
I can't stand poetry this serious.
Somebody discussed their problems with me.
+
These lyrics are too breezy.
I visited with my pet.
+
I prefer more weighty subject matter myself.
My friend discussed their problems with me.
+
I love the solemn lyrics of the accompaniment.
An acquaintance discussed their problems with me.
+
I love the solemn lyrics.
I conducted a meeting in
+
I love the light lyrics of the accompaniment.
a setting worthy of legends
+
I love the light lyrics.
I talked to an acquaintance.
+
I love light poetry.
I talked to somebody.
+
Couldn't the lyrics of the accompaniment be a bit more somber?
I visited with my animal training partner.
+
You have my thanks.
I talked to my friend.
+
in a time before time
I talked to my father.
+
in the future
I talked to my child.
+
just now
an awful setting
+
We are saved from a dangerous enemy!
a very poor setting
+
We are rid of an enemy.
a horribly substandard setting
+
We are rid of a nuisance.
a horrible setting
+
The defenseless are safer from outlaws.
a very good setting
+
That was a worthy hunt.
a good setting
+
That was hunter's work.
a fantastic setting
+
We are saved from a mighty enemy!
a great setting
+
We are saved from a fearsome enemy!
I talked to somebody important to our traditions.
+
This hunt has rid us of a nuisance.
It was
+
That was a legendary hunt!
I thought about my tomb.
+
That was a magnificent hunt!
I do not have a tomb.
+
That was a great hunt!
I conducted an official meeting in a dining room.
 
I had no room for an official meeting.
 
a poor setting
 
I conducted an official meeting in a bedroom.
 
doesn't belong here.
 
makes me retch.
 
is terrible.
 
is just bad.
 
is a waste of time.
 
couldn't be much worse.
 
stinks!
 
is lousy.
 
This is my favorite poetry.
 
I love the reflective lyrics of the accompaniment.
 
The lyrics of the accompaniment are my favorite poetry.
 
The lyrics are my favorite poetry.
 
The accompaniment is my favorite music.
 
This is my favorite music.
 
?  Awful.
 
This is my favorite dance.
 
 
I love the riddle in the lyrics.
 
I love the riddle in the lyrics.
 
I love riddles.
 
I love riddles.
 +
Why is there a riddle in the lyrics of the accompaniment?  I hate riddles.
 +
Why is there a riddle in the lyrics?  I hate riddles.
 +
I hate the self-absorbed lyrics of the accompaniment.
 +
I hate the self-absorbed lyrics.
 
I hate self-absorbed poetry.
 
I hate self-absorbed poetry.
 
I love the riddle in the lyrics of the accompaniment.
 
I love the riddle in the lyrics of the accompaniment.
I hate the self-absorbed lyrics of the accompaniment.
+
This is my favorite poetry.
I hate the self-absorbed lyrics.
+
I love the reflective lyrics of the accompaniment.
 
I love the reflective lyrics.
 
I love the reflective lyrics.
 
I love reflective poetry.
 
I love reflective poetry.
The lyrics of the accompaniment are so funny!
+
The accompaniment is my favorite music.
The lyrics are so funny!
+
This is my favorite music.
The lyrics are so embarrassing!
+
The lyrics of the accompaniment are my favorite poetry.
This poetry is so embarrassing!
+
The lyrics are my favorite poetry.
I hate riddles.
 
The lyrics of the accompaniment are so embarrassing!
 
Why is there a riddle in the lyrics of the accompaniment?  I hate riddles.
 
Why is there a riddle in the lyrics?  I hate riddles.
 
is fantastic!
 
is awesome!
 
This chanter
 
This dancer
 
player
 
This singer
 
That sounds just like the
 
is great.
 
is splendid.
 
!  Amazing ability.
 
That sounds almost like the
 
.  How can I even describe the skill?
 
is legendary.
 
is magnificant!
 
?  Unbelievable talent!
 
has promise.
 
That sounds vaguely like the
 
is pretty good.
 
is alright!
 
That sounds like the
 
is good.
 
is really quite good!
 
shows such talent.
 
Is that supposed to be the
 
is no good.
 
could be worse.
 
is middling.
 
is alright.
 
could be better.
 
is okay.
 
is fine.
 
You have my thanks.
 
in a time before time
 
We are rid of a nuisance.
 
The defenseless are safer from outlaws.
 
We are saved from a dangerous enemy!
 
We are rid of an enemy.
 
We are saved from a mighty enemy!
 
We are saved from a fearsome enemy!
 
a few hours ago
 
not one day ago
 
not a half hour ago
 
not one hour ago
 
a few minutes ago
 
not a quarter hour ago
 
in the future
 
just now
 
months ago
 
a year ago
 
a month ago
 
a few months ago
 
a week ago
 
a few weeks ago
 
a few days ago
 
several days ago
 
a creature
 
creatures
 
long, long ago
 
I slew
 
many years ago
 
long ago
 
a few years ago
 
several years ago
 
 
I love ribald poetry.
 
I love ribald poetry.
 
Must the lyrics of the accompaniment be so off-putting?
 
Must the lyrics of the accompaniment be so off-putting?
 +
These lyrics are simply unacceptable.
 +
I hate this sleazy sort of poetry.
 +
I love the raunchy lyrics!
 +
I love raunchy poetry!
 
I love the ribald lyrics of the accompaniment.
 
I love the ribald lyrics of the accompaniment.
 
I love the ribald lyrics.
 
I love the ribald lyrics.
I love the raunchy lyrics!
+
The lyrics of the accompaniment are so funny!
I love raunchy poetry!
+
The lyrics are so funny!
 
This poetry is so funny!
 
This poetry is so funny!
 
I love the raunchy lyrics of the accompaniment!
 
I love the raunchy lyrics of the accompaniment!
These lyrics are too breezy.
+
I hate riddles.
I prefer more weighty subject matter myself.
+
The lyrics of the accompaniment are so embarrassing!
I love light poetry.
+
The lyrics are so embarrassing!
Couldn't the lyrics of the accompaniment be a bit more somber?
+
This poetry is so embarrassing!
I love the light lyrics of the accompaniment.
+
sunset
I love the light lyrics.
+
out there.
These lyrics are simply unacceptable.
+
I wonder what the weather is like outside.
I hate this sleazy sort of poetry.
+
What is this? 
This legendary hunt has saved us from a mighty enemy!
+
Seems a pleasant enough
This magnificent hunt has saved us from a fearsome enemy!
+
night
These lyrics are too austere.
+
dawn
I can't stand poetry this serious.
+
day
I love solemn poetry.
+
Looks to be snowing outside.
The lyrics of the accompaniment are way too serious.
+
Look at the fog out there!
I love the solemn lyrics of the accompaniment.
+
There is fog outside.
I love the solemn lyrics.
+
There is a mist outside.
That was a worthy hunt.
+
It is freezing cold!
That was hunter's work.
+
Is that
That was a magnificent hunt!
+
falling outside?
That was a great hunt!
+
Looks like rain outside.
This hunt has rid us of a nuisance.
 
That was a legendary hunt!
 
This great hunt has saved us from a dangerous enemy!
 
This worthy hunt has rid us of an enemy.
 
 
What a wind!
 
What a wind!
 
   And what a wind!
 
   And what a wind!
 +
It is a nice temperature today.
 +
worthlessness
 +
The stars are bold tonight.
 +
It is a starless night.
 
It is hot.
 
It is hot.
 
It is cold.
 
It is cold.
The stars are bold tonight.
+
I hope this mist passes.
It is a starless night.
+
Look at those clouds!
 
The weather does not look too bad today.
 
The weather does not look too bad today.
 
The weather looks to be fine today.
 
The weather looks to be fine today.
nuances
+
It is raining.
It is a nice temperature today.
+
It is snowing.
 +
Curse this fog!  I cannot see a thing.
 +
I hope this fog lifts soon.
 +
months ago
 +
a year ago
 +
a few years ago
 +
several years ago
 +
a week ago
 +
a few weeks ago
 +
a month ago
 +
a few months ago
 +
a few hours ago
 +
not one day ago
 +
a few days ago
 +
several days ago
 +
a few minutes ago
 +
not a quarter hour ago
 +
not a half hour ago
 +
not one hour ago
 +
died
 
many died
 
many died
by the forces of  
+
the forces of  
 +
It is scorching hot!
 
many foes
 
many foes
 
  was slain
 
  was slain
 +
by a
 +
by the forces of
 +
a creature
 +
creatures
 
a member
 
a member
 
the forces
 
the forces
Looks to be snowing outside.
+
many years ago
Look at the fog out there!
+
long ago
falling outside?
+
long, long ago
Looks like rain outside.
+
I slew
It is freezing cold!
+
emptiness
Is that
+
exasperation
the forces of
+
exhilaration
It is scorching hot!
+
fright
sunset
+
distress
out there.
+
eagerness
Seems a pleasant enough
+
elation
There is fog outside.
+
embarrassment
There is a mist outside.
+
delight
I hope this mist passes.
+
disappointment
Look at those clouds!
+
disgust
Curse this fog!  I cannot see a thing.
+
dismay
I hope this fog lifts soon.
+
confusion
It is raining.
+
contempt
It is snowing.
+
contentment
I wonder what the weather is like outside.
+
dejection
What is this? 
+
interest
 +
irritation
 +
isolation
 +
jolliness
 +
hatred
 +
hopelessness
 +
humiliation
 +
insult
 +
grouchiness
 +
grumpiness
 +
guilt
 
happiness
 
happiness
misery
+
frustration
Please be respectful of the materials.
+
glee
How are you, my
+
gloom
.  What can I do for you?
+
glumness
You are welcome at  
+
fear
It is good to finally meet you!  
+
sadness
Welcome home, my child.
+
bliss
 +
vengefulness
 +
grief
 +
grim
 +
satisfaction
 +
leisure
 +
suspicion
 +
alarm
 +
shock
 +
value
 +
nuances
 +
martial
 +
prowess
 +
arousal
 +
astonishment
 +
bitterness
 +
boredom
 +
anger
 +
annoyance
 +
anxiety
 +
apathy
 +
alienation
 +
amazement
 +
ambivalence
 +
amusement
 +
terror
 +
acceptance
 +
agitation
 +
aggravation
 +
Hey
 +
I'm a true
 +
I thought you called yourself
 +
An honor as alwaysHow can I be of service?
 +
Greetings.
 +
Salutations
 +
Greetings
 +
Hello
 +
excitement
 +
([LIP])
 +
([lip])
 +
expectancy
 +
enthusiasm
 +
pessimism
 +
euphoria
 +
It's great to have a friend like you!
 +
And what exactly do you want?
 +
Are you ready to learn?
 +
Been in any good scraps today?
 +
.  What can I do for you?
 +
You are welcome at  
 +
. Please be respectful of the materials.
 +
How are you, my  
 
It is an honor.   
 
It is an honor.   
 
Your name precedes you.  Thank you for all that you have done.   
 
Your name precedes you.  Thank you for all that you have done.   
Long live the cause!
+
It is good to finally meet you!
Thank you for keeping us safe.
+
Welcome home, my child.
Let's not hurt anybody.
+
It is good to see you.
Make any good deals lately?
+
is dumbstruck for a moment.
Are you ready to learn?
 
Been in any good scraps today?
 
It's great to have a friend like you!
 
And what exactly do you want?
 
It really is a pleasure to speak with you again.
 
Do you have wisdom to share, preacher?
 
I have nothing for you.
 
I value your loyalty.
 
Thank you for protecting our wisdom.
 
Don't try to throw your weight around.
 
Don't let the enemy rest.
 
Are you hunting for treasure?
 
Are you stalking a dangerous beast?
 
Don't walk off with anything.
 
Are in a foul mood?
 
You'll get nothing from me with your flattery.
 
Is it time to make music?
 
Are you still dancing?
 
Do you have a story to tell?
 
Have you written a new poem?
 
Greetings
 
Greetings.
 
Salutations
 
([LIP])
 
([lip])
 
 
A legend?  Here?  I can scarcely believe it.   
 
A legend?  Here?  I can scarcely believe it.   
 
I am honored to be in your presence.   
 
I am honored to be in your presence.   
It is good to see you.
+
pride
  is dumbstruck for a moment.
+
rapture
I thought you called yourself
+
rejection
An honor as always. How can I be of service?
+
relief
I'm a true
+
optimism
 +
outrage
 +
panic
 +
passion
 +
misery
 +
mortification
 +
nervousness
 +
nostalgia
 +
joviality
 +
jubilation
 +
loneliness
 +
lust
 +
worry
 +
wrath
 +
zeal
 +
angst
 +
shame
 +
thrill
 +
uneasiness
 +
unhappiness
 +
righteous
 +
indignation
 +
self
 +
pity
 +
regret
 +
remorse
 +
repentance
 +
resentment
 +
I hear that there is an insurrection against
 +
I hear that
 +
lost
 +
after an insurrection
 +
that tribute would no longer be offered
 +
  I hear
 +
has a real mean streak.
 +
  Best keep your head down.
 +
  to stop the conflict between
 +
refused an offer of peace from
 +
regarding the conflict between
 +
informed
 +
offer of tribute from
 +
refused
 +
demand of tribute from
 +
  accepted a peace offer from
 +
moved on in search of a better future
 +
  after the horrible mismanagement of
 +
We had to pull out of  
 +
We banded up as
 +
This place has been conquered
 +
has been conquered
 
We formed  
 
We formed  
 
  in order to find better lives
 
  in order to find better lives
This place has been conquered
+
We founded
has been conquered
+
I hear that a group from
 
  left to reclaim the ruins
 
  left to reclaim the ruins
 
  left to found a new settlement
 
  left to found a new settlement
We founded
+
waited out an insurrection in
I hear that a group from
+
crushed an insurrection in
just before an army
+
We reclaimed
and escaped
+
I hear that a group calling itself
I hear that refugees calling themselves
+
Do you have a story to tell?
We had to pull out of
+
Have you written a new poem?
We banded up as
+
Is it time to make music?
moved on in search of a better future
+
Are you still dancing?
after the horrible mismanagement of
+
I have nothing for you.
is not in
+
I value your loyalty.
is in
+
It really is a pleasure to speak with you again.
I have
+
Do you have wisdom to share, preacher?
I heard that there was an incident.
+
Don't let the enemy rest.
  was destroyed.
+
Are you hunting for treasure?
  descended upon the place.
+
Thank you for protecting our wisdom.
I heard that
+
Don't try to throw your weight around.
ENTITY
+
Let's not hurt anybody.
something
+
Make any good deals lately?
CONTEXT
+
Long live the cause!
I do not have
+
Thank you for keeping us safe.
  does not possess
+
Night is falling. You'd better stay indoors, or the bogeyman will get you.
 +
The sun will set soon. Be careful that the bogeyman doesn't get you.
 +
Don't travel alone at night, or the bogeyman will get you.
 +
agreed to
 +
Traveling alone in the wilds?!  You know better than that.
 +
Only a hero such as yourself can travel at night. The bogeyman would get me.
 
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
 
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
 
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
 
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
Traveling alone in the wilds?! You know better than that.
+
It is amazing how far you've come. Welcome home.
Only a hero such as yourself can travel at night.  The bogeyman would get me.
+
It's good to see you have companions to travel with on your adventures.
 
I know you can handle yourself, but be careful out there.
 
I know you can handle yourself, but be careful out there.
 
Hopefully your friends can dissuade you from this foolishness.
 
Hopefully your friends can dissuade you from this foolishness.
It is amazing how far you've come.  Welcome home.
+
Are in a foul mood?
It's good to see you have companions to travel with on your adventures.
+
You'll get nothing from me with your flattery.
demand of tribute from
+
Are you stalking a dangerous beast?
accepted a peace offer from
+
Don't walk off with anything.
offer of tribute from
+
CRIME
refused
+
REGION_WEATHER
Don't travel alone at night, or the bogeyman will get you.
+
CREATION_ZONE
agreed to
+
VEHICLE
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
+
INTERACTION_INSTANCE
The sun will set soon.  Be careful that the bogeyman doesn't get you.
+
WRITTEN_CONTENT
has a real mean streak.
+
IDENTITY
  Best keep your head down.
+
INCIDENT
that tribute would no longer be offered
+
FORMATION
  I hear
+
ACTIVITY
regarding the conflict between
+
BREED
informed
+
BATTLEFIELD
to stop the conflict between
+
DEF_SPHERE
refused an offer of peace from
+
ARCH_ELEMENT
We reclaimed
+
JUSTIFICATION
I hear that a group calling itself
+
SQUAD
waited out an insurrection in
 
crushed an insurrection in
 
after an insurrection
 
I hear that there is an insurrection against
 
I hear that
 
BELIEF_SYSTEM
 
 
IMAGE_SET
 
IMAGE_SET
 +
DIVINATION_SET
 +
SPEAKER
 +
AUDIENCE
 +
SCALE
 
RHYTHM
 
RHYTHM
 
OCCUPATION
 
OCCUPATION
DANCE_FORM
+
BELIEF_SYSTEM
 +
AGREEMENT
 
POETIC_FORM
 
POETIC_FORM
 
MUSICAL_FORM
 
MUSICAL_FORM
A great beast threatens to bring ruin upon our people.
+
DANCE_FORM
We have been under siege by an ancient force of nature.
+
ARMY
An evil lurks within.
+
ARMY_CONTROLLER
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
+
ARMY_TRACKING_INFO
AUDIENCE
+
CULTURAL_IDENTITY
A night creature has infiltrated our communities and now makes prey of us.
+
I do not have  
DIVINATION_SET
+
does not possess
SPEAKER
+
stops and pays attention to you.
A vile monster from the bowels of the earth has been preying on our people.
+
(to
A beast from underground has been assailing us.
+
is in
The forces of darkness have descended upon us.
+
I have  
A terror most foul from the evil depths nigh the underworld plagues us.
+
has
A beast horrible beyond imagining threatens us.
+
is not in  
A creature of the night has our people cowering in fear.
+
descended upon the place.
It is time to send our cursed enemy back to the underworld.
+
I heard that
Our people have been tormented by a fearsome foe.
+
I heard that there was an incident.
Vanquishing a great beast on our behalf would bring us all much glory.
+
was destroyed.
Mastering the forces of nature would glorify us in the eyes of the world.
+
and escaped
A ferocious unnatural beast has become the bane of our people.
+
I hear that refugees calling themselves
A beast from the wilds has been harassing our people.
+
fled
A savage beast from the thick of the wilds hunts us at will.
+
just before an army
A ferocious wild animal has been set on us by nature.
 
At times, creeping things slither out from below ground.
 
We are besieged by a terrifying monster from the harshest wilderness.
 
ORDINAL
 
 
UNIT_NAME
 
UNIT_NAME
 +
RACE
 +
INDEF_FAMILY_RELATIONSHIP
 +
SPHERE
 +
SUBREGION
 
FAMILY_RELATIONSHIP
 
FAMILY_RELATIONSHIP
 
NUMBER
 
NUMBER
SUBREGION
+
ORDINAL
 +
ENTITY
 
HIST_FIG
 
HIST_FIG
 
ABSTRACT_BUILDING
 
ABSTRACT_BUILDING
FORMATION
+
SITE
ARCH_ELEMENT
+
PLACE
JUSTIFICATION
+
something
SPHERE
+
CONTEXT
DEF_SPHERE
+
ANY
INDEF_FAMILY_RELATIONSHIP
+
A marauding warband is threatening our people.
INCIDENT
+
Malicious outlaws have brought terror to our doorsteps.
WRITTEN_CONTENT
+
Particular outlaws have been causing us much hardship.
IDENTITY
+
A sprawling criminal organization has left our people living in fear.
BATTLEFIELD
+
Our people have been pestered by skulking villains.
INTERACTION_INSTANCE
+
A highly-organized military order is threatening our people.
ACTIVITY
+
An organized military order have brought terror to our doorsteps.
CULTURAL_IDENTITY
+
A small but organized military order have been causing us much hardship.
AGREEMENT
+
Seek this place if you hunt
ARMY_CONTROLLER
+
The creature is
ARMY_TRACKING_INFO
+
  Body corrupted beyond reckoning,
VEHICLE
+
assumes a beastly form to terrorize us.
REGION_WEATHER
+
You might win fame by putting down a wild beast of great renown.
CREATION_ZONE
+
Sometimes animals just get out of control.
has been harassing people over in
+
Seek this place if you wish to confront
 +
This insidious evil is
 
The army of  
 
The army of  
 +
is marching here!
 +
is marching on
 +
There's absolutely nothing interesting around here.
 +
A bandit gang calling itself
 
, led by  
 
, led by  
 
has been harassing people right here on the streets of  
 
has been harassing people right here on the streets of  
around here
+
has been harassing people over in
A bandit gang calling itself
+
  They have a
 
  called  
 
  called  
 
  somewhere  
 
  somewhere  
forgetful guard
+
around here
I am a slave of
+
A scheming criminal gang has eluded capture for far too long.
of the
+
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
, as are you
+
There are foul goings-on
There's absolutely nothing interesting around here.
+
over at
I am a  
+
A beast from underground has been assailing us.
is marching here!
+
At times, creeping things slither out from below ground.
is marching on
+
We are besieged by a terrifying monster from the harshest wilderness.
Can you lead me to battle and a warrior's death?
+
A savage beast from the thick of the wilds hunts us at will.
is our family's ancestor.
+
A creature of the night has our people cowering in fear.
I've always dreamed of seeing far-away places.
+
The forces of darkness have descended upon us.
I would give anything to be away from here.  I can't stand the boredom!
+
A terror most foul from the evil depths nigh the underworld plagues us.
But mostly I just like to drink.
+
A vile monster from the bowels of the earth has been preying on our people.
How I long for some excitement in my life...
+
We have been under siege by an ancient force of nature.
I am a prisoner of  
+
It is time to send our cursed enemy back to the underworld.
Please help me to escape from this place.
+
Our people have been tormented by a fearsome foe.
named
+
A beast horrible beyond imagining threatens us.
There is a tavern there
+
A night creature has infiltrated our communities and now makes prey of us.
]  No...  I don't want to talk about it.
+
An evil lurks within.
There is a great keep there
+
As you know, we are at war. You might be able to strike our enemies where our armies cannot reach.
The head of the family is
+
A great beast threatens to bring ruin upon our people.
is overcome for a moment.
 
  is the head of the family.
 
Our family's ancestor is
 
A great monster from the underground is said to have emerged from the darkness.
 
 
A vile beast from the caverns now walks the land.
 
A vile beast from the caverns now walks the land.
 +
A lurking pest has come up from the underground.
 +
At the end of the world dwell the fiercest beasts of legend.
 +
Creatures grow mighty out in the wildest regions.
 +
The world is safer for travelers when night creatures no longer stalk the darkness.
 
A force of evil has arisen in the world.
 
A force of evil has arisen in the world.
 
Something truly horrifying has vomited itself forth from the depths of the world.
 
Something truly horrifying has vomited itself forth from the depths of the world.
Terrible monstrosities live deep under the ground.
+
A great monster from the underground is said to have emerged from the darkness.
The world is safer for travelers when night creatures no longer stalk the darkness.
+
Mastering the forces of nature would glorify us in the eyes of the world.
 
Demons from the underworld must not be permitted to walk freely upon the land.
 
Demons from the underworld must not be permitted to walk freely upon the land.
 
Not far from here, a fearsome creature has made its home.
 
Not far from here, a fearsome creature has made its home.
This insidious evil is
+
Terrible monstrosities live deep under the ground.
Seek this place if you hunt
+
A ferocious wild animal has been set on us by nature.
Sometimes animals just get out of control.
+
A ferocious unnatural beast has become the bane of our people.
Seek this place if you wish to confront
+
A beast from the wilds has been harassing our people.
Creatures grow mighty out in the wildest regions.
+
Vanquishing a great beast on our behalf would bring us all much glory.
You might win fame by putting down a wild beast of great renown.
+
We are in
A lurking pest has come up from the underground.
+
  [You receive a detailed description.]
At the end of the world dwell the fiercest beasts of legend.
+
I've heard of a place called
A small but organized military order have been causing us much hardship.
+
The surrounding area is called
A marauding warband is threatening our people.
+
[PRO_SUB]
A highly-organized military order is threatening our people.
+
[PRO_OBJ]
An organized military order have brought terror to our doorsteps.
+
[PRO_POS]
assumes a beastly form to terrorize us.
+
I've defeated many fearsome opponents!
Our people have been pestered by skulking villains.
+
I am the
The creature is  
+
STRANGUS
  Body corrupted beyond reckoning,
+
AUGIS
over at
+
STORKIS
  They have a
+
!  It's terrifying.
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
+
have been known to hunt out there.
There are foul goings-on
+
roam freely out there.
A sprawling criminal organization has left our people living in fear.
+
I don't know very much about it.
A scheming criminal gang has eluded capture for far too long.
+
I'm not sure exactly where to look.
Malicious outlaws have brought terror to our doorsteps.
 
Particular outlaws have been causing us much hardship.
 
 
  to the  
 
  to the  
I've always wanted to travel the worldLet us be off!
+
Search first in
Excitement!  Adventure!  I am thrilled to join you.
+
a dark tower
Surely any place is better than thisLet's set off immediately!
+
the dungeon
Nothing beats the open roadLet us be off!
+
is our family's ancestor.
I'm not sure exactly where to look.
+
is the head of the family.
Hey...  that sounds like a great idea!
+
Our family's ancestor is
That's such a fantastic idea.  I can't wait to be off!
+
The head of the family is
 +
How I long for some excitement in my life...
 +
I've always dreamed of seeing far-away places.
 +
I would give anything to be away from hereI can't stand the boredom!
 +
Can you lead me to battle and a warrior's death?
 +
I am a slave of
 +
I am a prisoner of
 +
Please help me to escape from this place.
 +
But mostly I just like to drink.
 +
I am a
 +
of the
 +
, as are you
 +
forgetful guard
 +
looks around nervously and leans forward, speaking quietly.
 +
  It is rumored that the dead rise and stalk the living!
 +
That place is blessed.
 +
Savage beasts call it their home.
 +
There is a tomb
 +
  housing
 +
is there.
 +
It is a place of great evil.
 +
There is a tavern there
 +
There is a temple
 +
there
 +
There is a library there
 +
  is overcome for a moment.
 +
]  No...  I don't want to talk about it.
 +
There is a great keep there
 +
named
 +
feeling
 +
emotion
 +
State your values (new menu)
 +
state
 +
Demand an item (barter screen)
 +
object
 +
Express your emotions (new menu)
 +
express
 +
Nevermind
 +
nevermind
 +
Summarize the many troubles
 +
trouble
 +
I would...  rather not.
 +
Greet listener
 +
greet
 +
hello
 +
pet
 +
Express horror at the gift
 +
Express thanks for the gift
 +
thanks
 +
Claim this site for yourself (group naming menu)
 +
Claim this site for yourself and
 +
Name pet (new menu)
 +
Gift a (large) pet or mount (new menu)
 +
favor
 +
request
 +
Create a performance troupe together (group naming menu)
 +
troupe
 +
Investigate or interrogate (new menu)
 +
investigate
 +
interrogate
 +
Ask favor, place request, make demand or issue order (new menu)
 
It's such a noble pursuit.  Let's go immediately!
 
It's such a noble pursuit.  Let's go immediately!
 +
It would be so great to perform and make people happy.
 +
I so love the performing arts.  It's time to go!
 +
I'd love to travel and create art.
 +
Let us leave as soon as possible.
 
This is a cause worthy of struggle.
 
This is a cause worthy of struggle.
 
I'm sorry.  My duty is here.
 
I'm sorry.  My duty is here.
Take me away from here.
+
That's such a fantastic idea. I can't wait to be off!
Let us leave as soon as possible.
+
Excitement!  Adventure!  I am thrilled to join you.
 
I will agree to guide you if you lead me to glory and death.
 
I will agree to guide you if you lead me to glory and death.
 
I will agree to travel with you if you lead me to glory and death.
 
I will agree to travel with you if you lead me to glory and death.
A demonstration of your skill might convince me.
+
Take me away from here.
 +
Hey...  that sounds like a great idea!
 +
Surely any place is better than this.  Let's set off immediately!
 +
Nothing beats the open road.  Let us be off!
 +
I've always wanted to travel the world.  Let us be off!
 +
I cannot give up my quest for
 +
I cannot abandon my pilgrimage.
 +
I cannot, for I am on an important journey.
 +
I am unfit to brave danger with you.
 +
Ha!  Such enthusiasm from one such as yourself.
 +
With a band so large, what share of the glory would I have?
 +
I'm sorry.  I can't go with you.
 +
I have no interest in your objectives.
 
Keep practicing!
 
Keep practicing!
 +
Maybe after you've improved.  Prove you have what it takes.  The life of the traveling performer is a hard one.
 +
Can you manage a troupe so large?
 +
It is I that would lead you, but I have no need of your protection.
 +
The performing arts are so important.  Let's go!
 
Let's spread the joy!
 
Let's spread the joy!
 
The performances will be great.
 
The performances will be great.
I'd love to travel and create art.
+
A demonstration of your skill might convince me.
The performing arts are so important.  Let's go!
+
kill
It would be so great to perform and make people happy.
+
drive the forces of
I so love the performing arts. It's time to go!
+
drive
It is a place of great evil.
+
Give an order based on
looks around nervously and leans forward, speaking quietly.
+
agreement
housing
+
Tell listener that nothing has changed
is there.
+
nothing
There is a library there
+
Order listener to  
There is a tomb
+
Complain about the agreement
There is a temple
+
complain
there
+
Bring up the journey together
I don't know very much about it.
+
journey
I am the
+
come
have been known to hunt out there.
+
Cancel the agreement
roam freely out there.
+
cancel
Savage beasts call it their home.
+
leave
!  It's terrifying.
+
rebels
  It is rumored that the dead rise and stalk the living!
+
opposition
That place is blessed.
+
stakeholders
I've defeated many fearsome opponents!
+
Summarize your views on the opposition to  
We are in  
+
guards
[PRO_OBJ]
+
forces
[PRO_POS]
+
Summarize the local disposition of the forces of
STORKIS
+
other
[PRO_SUB]
+
land
  STRANGUS
+
Summarize the hold of
  AUGIS
+
  on its territory
a dark tower
+
patrol
the dungeon
+
's relationship with
The surrounding area is called
+
Go into
Search first in
+
diplomacy
  [You receive a detailed description.]
+
relations
I've heard of a place called
+
Ask about
incident
+
beast
I have no interest in your objectives.
+
criminal
I cannot give up my quest for
+
bandit
With a band so large, what share of the glory would I have?
+
Bring up specific incident or rumor (new menu)
I'm sorry. I can't go with you.
+
incident
It is I that would lead you, but I have no need of your protection.
+
rumor
Ha! Such enthusiasm from one such as yourself.
+
tell
Maybe after you've improved.  Prove you have what it takes.  The life of the traveling performer is a hard one.
+
who
Can you manage a troupe so large?
+
Ask for directions (new menu)
I am unfit to brave danger with you.
+
directions
I would...  rather not.
+
where
I cannot abandon my pilgrimage.
+
yes
I cannot, for I am on an important journey.
+
Give
nothing
+
Ask about somebody (new menu)
diplomacy
+
reputation
artifact
+
wait
criminal
+
stay
occupation
+
Ask listener to follow you
conflict
+
follow
treasure
+
Request a guide to
leader
+
Ask for directions to
the destruction of  
+
Ask for the whereabouts of  
writing
+
Ask listener to wait here
conspiracy to slow labor
+
Inquire about any troubles
building
+
troubles
insurrection
+
Offer your service
flight
+
service
crushed
+
skulking
 +
vermin
 +
ruffian
 +
treasure
 +
free
 +
Rent room for
 +
Request free room
 +
extend
 +
List available services
 +
list
 +
Yell out service order
 +
Order
 +
buy
 +
sell
 +
Ask about available services, drinks, rooms, etc.
 +
room
 +
Trade or settle debts
 +
barter
 +
deal
 +
debts
 +
structure
 +
Ask about the listener's master or boss
 +
boss
 +
Ask about the listener's schemes and plots
 +
offer
 +
Ask listener to join you (new menu)
 +
join
 +
Ask about the structure you are in
 +
Exchange, give, take or show personal items
 +
exchange
 +
take
 +
show
 +
rent
 +
Extend room rental for
 +
Extend use of free room
 +
Confirm service order
 +
the destruction of
 +
Bring up your reunion with
 +
Bring up the reunion of
 +
Bring up your death
 +
you slew
 +
  (This occurred
 +
  at this location
 +
Bring up
 +
Accuse the speaker of being a troublemaker
 +
Summarize your views on
 +
Discuss the missing artifact
 +
Summarize the conflict in which
 +
overview
 +
Describe the refugees created by the attack of
 +
accuse
 +
troublemaker
 +
Spread rumor of your possession of
 +
absence
 +
's absence from
 +
Spread rumor of your lack of possession of
 +
Spread rumor of your abduction
 +
Spread rumor of the abduction of  
 +
's destruction
 +
's presence in  
 +
Spread rumor of the occupation of
 +
Spread rumor of your reunion with
 +
Spread rumor of the reunion of
 +
death
 +
Bring up the death of
 +
Spread rumor of
 +
Spread rumor of the insurrection
 +
Spread rumor of the  
 +
Demand that the listener yield
 +
yield
 +
surrender
 +
Welcome yourself to your new home
 +
Demand the listener's identity
 +
Demand that the listener drop
 +
drop
 +
rob
 +
homage
 +
Cancel tribute from
 +
Offer peace between
 +
Demand that
 +
Agree to make peace between
 +
Refuse to make peace between
 +
  pay homage to
 +
Offer to have
 +
Accept the position
 +
Refuse the position
 +
Agree to the adoption
 +
Refuse the adoption
 +
position
 +
Offer listener your position as
 +
adopt
 +
Ask listener to adopt
 +
Brag about your past violent acts
 +
brag
 +
boast
 +
transfer
 +
welcome
 +
home
 +
Raise alarm
 +
intruder
 +
pacify
 +
Tell a joke
 +
joke
 +
Ask about listener's family
 +
emotions
 +
Make a flattering remark
 +
flatter
 +
Try to calm the listener
 +
profession
 +
work
 +
Ask how listener is feeling
 +
feelings
 +
scheme
 +
plot
 +
plan
 +
Inquire about listener's profession
 +
Agree to have  
 +
  accept homage from  
 +
agree
 +
Refuse to have  
 +
refusal
 +
Suggest that the listener trade
 +
suggest
 +
Ask the listener for the location of  
 +
stop
 +
Accept that the listener will not trade
 +
the object
 +
accept
 +
Ask for permission to stay for a day
 +
permission
 +
Ask for a cease to hostilities
 +
cease
 +
subject
 +
back
 +
Return to current topic (new menu)
 +
return
 +
bypass
 +
skip
 +
Change the subject (new menu)
 +
change
 +
done
 +
quit
 +
Say goodbye
 +
Bypass greeting (new menu)
 +
creature
 +
Impatiently say goodbye
 +
goodbye
 +
bye
 +
task
 +
Request duty or advice pertaining to service as a
 +
advice
 +
Ask to be made a  
 +
duty
 +
report
 +
Praise listener for completing the task
 +
praise
 +
what
 +
happened
 +
Ask listener to join you and be rescued
 +
Give report pertaining to service as a  
 +
Refuse to share this information
 +
Say that you have no family
 +
Say that you don't remember
 +
Ask what happened
 +
Ask if anybody fled from this site
 +
flee
 +
fled
 +
Ask about the local ruler
 +
scout
 +
Ask about other groups with a stake in this site
 +
groups
 +
exile
 +
withdraw
 +
Ask about the position of this group's forces
 +
guard
 +
armies
 +
Ask listener why they are traveling
 +
travel
 +
Ask how strong this group's hold over its lands is
 +
hold
 +
invoke
 +
banish
 +
Invoke true name to compel service from listener
 +
Accuse listener of being a night creature
 +
Ask about the surrounding area
 +
surroundings
 +
area
 +
Invoke true name to banish listener
 
weather
 
weather
creature
+
Offer encouragement
subject
+
encourage
intruder
+
Comment on natural surroundings
position
+
Ask about this site's neighbors and trade partners
 +
neighbors
 +
village
 +
Comment on weather
 +
impersonate
 +
State
 +
's location
 +
to be
 +
Reply to greeting
 +
reply
 +
Refuse conversation
 +
Reply to greeting (impersonation)
 +
revoke
 +
Invite listener to become a
 +
Ask to become a
 +
Ask to be rescued
 +
Accept invitation to become a
 +
Refuse request to become a
 +
Accept as a
 +
Revoke listener's status as a
 +
action
 +
Request suggestion for course of action
 +
Ask listener to join you as entertainer
 +
entertain
 +
Offer condolences
 +
condolences
 +
sorry
 +
Ask listener's course of action
 +
State that you weren't acquainted
 +
Tell listener to enjoy peace and remain vigilant
 +
enjoy
 +
vigilant
 +
Suggest talking to
 +
to offer condolences
 +
Suggest traveling to
 +
to find a relative
 +
Grant listener work as
 +
grant
 +
Grant
 +
work as
 +
doctors
 +
mercenaries
 +
monster slayers
 +
scribes
 +
to made
 +
tavern keepers
 +
performers
 +
scholars
 +
keeper
 +
monster
 
slayer
 
slayer
monster
+
Ask for
tavern
+
Leave
doctors
+
Kick listener out of
 +
kick
 +
Refuse invitation to become a
 +
invite
 +
Accept invitation to join
 +
Refuse invitation to join
 +
decline
 +
Ask to join
 +
Accept into
 +
Refuse request to join
 +
Invite listener to join
 +
diagnosticians
 +
surgeons
 +
bone doctors
 +
Refuse listener work as
 +
State that it was legendary
 +
legendary
 +
State that it was fantastic
 +
fantastic
 +
preaching
 +
calling
 +
State that you enjoyed performing
 +
performing
 +
State that it accords with your faith
 +
accords
 +
faith
 +
State that preaching is your calling
 +
best
 +
State that you don't care
 +
State your general hatred
 +
State your general fear
 +
State that this is your favorite dance
 +
favorite
 +
State that this is your favorite music
 +
State that this is your favorite poetry
 +
State that this is good
 +
State that this is okay
 +
State that this is no good
 +
bad
 +
okay
 +
Agree completely
 +
State that this is fantastic
 +
State that this is great
 +
State that it was great
 +
great
 +
State that it was good
 +
State that it was okay
 +
State opinion that it was inevitable
 +
inevitable
 +
State opinion that this is the life for you
 +
life
 +
Ask listener to join you in an insurrection
 +
State opinion that it must be stopped with violent force
 +
force
 +
State opinion that it is not your problem
 +
place
 +
Respond to join request
 +
respond
 +
Ask listener to join you in a rescue
 +
Ask listener to join you on adventures
 
adventure
 
adventure
 +
Ask listener to guide you to a location
 +
site
 +
conflicted
 +
State that it is terrific
 +
terrific
 +
State that it is for the best
 +
outlaws
 +
State that you are right in all matters
 +
right
 +
State that you are conflicted
 +
State opinion that it is terrifying
 +
terrifying
 +
State that you don't know anything about it
 +
State that they are outlaws
 +
State opinion that it is sad but not unexpected
 +
expected
 +
State opinion that it is terrible
 +
terrible
 +
Lay quest to retrieve
 +
quest
 +
Exhort to finish current quest
 +
exhort
 +
occupied
 +
Refer listener to somebody older
 +
refer
 +
older
 +
comply
 +
Agree to follow
 +
Apologize for being otherwise occupied
 +
apologize
 +
Grant sleep permission
 +
Deny sleep permission
 +
deny
 +
Comply with order
 +
Remind listener of pending service
 +
pending
 +
Tell listener that no services are available
 +
Tell listener both of you must be at location
 +
Ask listener to come to the trade depot later
 +
later
 +
Ask listener to come to your store later
 +
Ask listener to come to the market later
 +
closer
 +
Do business
 +
business
 +
Initiate bartering
 +
finish
 +
Charge to serve
 +
serve
 +
Ask listener to come closer
 +
poems
 +
State that you love ribald poems
 +
ribald
 +
State that you disapprove of ribald poems
 +
State your amusement
 +
funny
 +
State that you love raunchy poems
 +
raunchy
 +
riddle
 +
State that you hate riddles
 +
State that you are embarrassed by this kind of humor
 +
humor
 +
State that you love reflective poetry
 +
reflective
 +
State that you hate reflective poetry
 +
State that you love riddles
 +
State that listener protected the defenseless from outlaws
 
protected
 
protected
performing
+
defenseless
riddle
+
oulaws
 +
saved
 +
enemy
 +
State that listener had a good hunt
 +
State that listener saved you from an enemy
 +
solemn
 +
State that you hate solemn poems
 +
State that listener's hunt saved you from an enemy
 +
hunt
 +
State that you love light poems
 +
light
 +
State that you hate light poems
 +
State that you love solemn poems
 +
Agree to comply with demand
 +
Refuse to comply with demand
 +
Refuse to yield
 +
(not your values)
 +
Yield in terror
 +
Yield
 +
Agree to cease hostilities
 +
Refuse to cease hostilities
 +
prophecy
 +
prophesize
 +
Hawk your wares
 +
hawk
 +
Express astonishment at seeing
 +
surprise
 +
Praise for returning
 +
Prophesize
 +
thank
 +
Accept calming
 +
State that calming was unneeded
 +
unneeded
 +
Reject the compliment
 +
reject
 +
Reject the attempt to calm
 +
Accept the compliment
 +
Deride flattery
 +
deride
 +
flattery
 +
Deride the attempt to calm
 +
Argue
 +
Acquiesce (changes your values)
 +
acquiesce
 +
Flatter the listener
 +
opinion
 +
Provide the location of specific place
 +
Provide the location of
 +
Provide the whereabouts of
 +
Profess total ignorance
 +
Tell the listener that
 +
is dead
 +
Give your opinion of
 +
shopkeeper
 +
Tell listener about
 +
Provide directions to
 +
Recommend
 +
both
 +
Tell listener you don't work here
 +
Mention services to listener
 +
Tell listener to try a shopkeeper
 +
ancestor
 +
Say something about your family
 +
Announce that you are hunting in your lair
 +
lair
 +
Ask listener to wait until you've returned home
 +
Say something general about your emotional state or thoughts
 +
thoughts
 +
Say something about your family's ancestor
 +
Tell the listener that they've found you
 +
found
 +
Grovel before your new master
 +
grovel
 +
Explain your current journey
 +
explain
 +
Say something about this site's trade partners
 +
Say something about the local area
 +
Fail the struggle against great dismay
 +
Fail the struggle against great distress
 +
Fail the struggle against great fright
 +
Fail the struggle against great misery
 +
Fail the struggle against great terror
 +
Fail the struggle against great agony
 +
Fail the struggle against great anguish
 +
Fail the struggle against great despair
 +
Fail the struggle against great grief
 +
Fail the struggle against great rage
 +
Fail the struggle against great fear
 +
Fail the struggle against great sadness
 +
Fail the struggle against great alarm
 +
fail
 +
Fail the struggle against great shock
 +
Fail the struggle against great horror
 +
Verbally struggle against great sadness
 +
State feelings of great satisfaction
 +
State feelings of great love
 +
State feelings of great bliss
 +
Verbally struggle against great grief
 +
State feelings of great triumph
 +
State feelings of great grim satisfaction
 +
Verbally struggle against great fear
 +
Verbally struggle against great alarm
 +
struggle
 +
Verbally struggle against great shock
 +
Verbally struggle against great horror
 +
Fail the struggle against great mortification
 +
Fail the internal struggle, completely shaken
 +
Fail the struggle against existential crisis
 +
State feelings of great suspicion
 +
Dismiss the listener's argument
 +
dismiss
 +
Respond passively
 +
Make terrified outburst regarding fleeing conflict
 +
argue
 +
argument
 +
Agree to drop the argument
 +
end
 +
Express outrage over dismissal
 +
dismissal
 +
Press the argument
 +
press
 +
Approve of the joke
 +
approve
 +
laugh
 +
Reject the joke
 +
announce
 +
State your incredulity
 +
incredulity
 
failed to load conflict report incident
 
failed to load conflict report incident
argument
+
State your age emphatically
 +
age
 +
Say something about your profession
 +
Announce your night creature status
 +
Say something about your schemes
 +
Refuse the interrogation
 +
Mock the repeated failure of the interrogator
 +
mock
 +
outburst
 +
State intention to flee conflict
 +
Say something about your master(s)
 +
talk
 +
State feelings of great exasperation
 +
State feelings of great ferocity
 +
State feelings of great frustration
 +
State feelings of great gloom
 +
State feelings of great eagerness
 +
State feelings of great embarrassment
 +
State feelings of great empathy
 +
State feelings of great emptiness
 +
State feelings of great disgust
 +
State feelings of great disillusionment
 +
State feelings of great dislike
 +
State feelings of great displeasure
 +
State feelings of great confusion
 +
State feelings of great contempt
 +
State feelings of great dejection
 +
State feelings of great disappointment
 +
State feelings of great isolation
 +
State feelings of great loathing
 +
State feelings of great loneliness
 +
State feelings of great lust
 +
State feelings of great humiliation
 +
State feelings of great insult
 +
State feelings of great interest
 +
State feelings of great irritation
 +
State feelings of great guilt
 +
State feelings of great hatred
 +
State feelings of great hope
 +
State feelings of great hopelessness
 +
State feelings of great glumness
 +
State feelings of great gratitude
 +
State feelings of great grouchiness
 +
State feelings of great grumpiness
 +
Verbally struggle against great mortification
 +
Verbally struggle, greatly shaken
 +
State feelings of great acceptance
 +
State feelings of great admiration
 +
Verbally struggle against great dismay
 +
Verbally struggle against great distress
 +
Verbally struggle against great fright
 +
Verbally struggle against great misery
 +
Verbally struggle against great terror
 +
Verbally struggle against great agony
 +
Verbally struggle against great anguish
 +
Verbally struggle against great despair
 +
State feelings of great excitement
 +
State feelings of great gaiety
 +
State feelings of great joy
 +
State feelings of great vengefulness
 +
State feelings of great awe
 +
State feelings of great bitterness
 +
State feelings of great boredom
 +
State feelings of great caring
 +
State feelings of great apathy
 +
State feelings of great arousal
 +
State feelings of great astonishment
 +
State feelings of great aversion
 +
State feelings of great ambivalence
 +
State feelings of great anger
 +
State feelings of great annoyance
 +
State feelings of great anxiety
 +
State feelings of great agitation
 +
State feelings of great aggravation
 +
State feelings of great alienation
 +
State feelings of great amazement
 +
State feelings, greatly thrilled
 +
Verbally struggle against looming existential crisis
 +
Verbally struggle, greatly defeated
 +
State feelings, greatly expectant
 +
State feelings of great jubilation
 +
State feelings of great pleasure
 +
State feelings of great pride
 +
State feelings, greatly enraptured
 +
State feelings of great flee
 +
State feelings of great happiness
 +
State feelings of great jolliness
 +
State feelings of great joviality
 +
State feelings of great enjoyment
 +
State feelings of great exhilaration
 +
State feelings of great fondness
 +
State feelings of great freedom
 +
Verbally struggle against fear
 +
Verbally struggle against sadness
 +
State feelings of satisfaction
 +
State feelings of love
 +
Verbally struggle against grief
 +
State feelings of triumph
 +
Verbally struggle against rage
 +
State feelings of grim satisfaction
 +
State feelings of suspicion
 +
Verbally struggle against alarm
 +
Verbally struggle against shock
 +
Verbally struggle against horror
 +
Verbally struggle against great doubt
 +
State feelings of great enthusiasm
 +
Verbally struggle against great pessimism
 +
State feelings of great euphoria
 +
State feelings of great resentment
 +
State feelings of great restlessness
 +
State feelings of great righteous indignation
 +
State feelings of great self-pity
 +
State feelings of great relief
 +
State feelings of great regret
 +
State feelings of great remorse
 +
State feelings of great repentance
 +
State feelings of great panic
 +
State feelings of great patience
 +
State feelings of great passion
 +
State feelings of great rejection
 +
State feelings of great nervousness
 +
State feelings of great nostalgia
 +
State feelings of great optimism
 +
State feelings of great outrage
 +
State feelings of great amusement
 +
State feelings of great contentment
 +
State feelings of great delight
 +
State feelings of great elation
 +
State feelings of great wrath
 +
State feelings of great zeal
 +
State feelings of great adoration
 +
State feelings of great affection
 +
State feelings of great uneasiness
 +
State feelings of great unhappiness
 +
State feelings of great wonder
 +
State feelings of great worry
 +
State feelings of great servility
 +
State feelings of great shame
 +
State feelings of great sympathy
 +
State feelings of great tenderness
 +
State feelings of emptiness
 +
State feelings of exasperation
 +
State feelings of ferocity
 +
State feelings of frustration
 +
State feelings of displeasure
 +
State feelings of eagerness
 +
State feelings of embarassment
 +
State feelings of empathy
 +
State feelings of disappointment
 +
State feelings of disgust
 +
State feelings of disillusionment
 +
State feelings of dislike
 +
State feelings of caring
 +
State feelings of confusion
 +
State feelings of contempt
 +
State feelings of dejection
 +
State feelings of irritation
 +
State feelings of isolation
 +
State feelings of loathing
 +
State feelings of loneliness
 +
State feelings of hopelessness
 +
State feelings of humiliation
 +
State feelings of insult
 +
State feelings of interest
 +
State feelings of grumpiness
 +
State feelings of guilt
 +
State feelings of hatred
 +
State feelings of hope
 +
State feelings of gloom
 +
State feelings of glumness
 +
State feelings of gratitude
 +
State feelings of grouchiness
 +
Verbally struggle against misery
 +
Verbally struggle against mortification
 +
Verbally struggle, shaken
 +
State feelings of acceptance
 +
Verbally struggle against despair
 +
Verbally struggle against dismay
 +
Verbally struggle against distress
 +
Verbally struggle against fright
 +
State feelings of vengefulness
 +
Verbally struggle against terror
 +
Verbally struggle against agony
 +
Verbally struggle against anguish
 +
State feelings of bliss
 +
State feelings of excitement
 +
State feelings of gaiety
 +
State feelings of joy
 +
State feelings of aversion
 +
State feelings of awe
 +
State feelings of bitterness
 +
State feelings of boredom
 +
State feelings of anxiety
 +
State feelings of apathy
 +
State feelings of arousal
 +
State feelings of astonishment
 +
State feelings of amazement
 +
State feelings of ambivalence
 +
State feelings of anger
 +
State feelings of annoyance
 +
State feelings of admiration
 +
State feelings of agitation
 +
State feelings of aggravation
 +
State feelings of alienation
 +
State feelings, enraptured
 +
State feelings, thrilled
 +
Verbally struggle against existential crisis
 +
Verbally struggle, defeated
 +
State feelings of joviality
 +
State feelings of jubilation
 +
State feelings of pleasure
 +
State feelings of pride
 +
State feelings of freedom
 +
State feelings of glee
 +
State feelings of happiness
 +
State feelings of jolliness
 +
State feelings of elation
 +
State feelings of enjoyment
 +
State feelings of exhilaration
 +
State feelings of fondness
 +
State minor feeling of grim satisfaction
 +
Dismiss minor feeling of fear
 +
Dismiss minor feeling of sadness
 +
State minor feeling of satisfaction
 +
Dismiss minor feeling of horror
 +
Dismiss minor feeling of grief
 +
State minor feeling of triumph
 +
Dismiss minor feeling of rage
 +
State feelings of euphoria
 +
State minor feeling of suspicion
 +
Dismiss minor feeling of alarm
 +
Dismiss minor feeling of shock
 +
State feelings, expectant
 +
Verbally struggle against doubt
 +
State feelings of enthusiasm
 +
Verbally struggle against pessimism
 +
State feelings of repentance
 +
State feelings of resentment
 +
State feelings of restlessness
 +
State feelings of righteous indignation
 +
State feelings of rejection
 +
State feelings of relief
 +
State feelings of regret
 +
State feelings of remorse
 +
State feelings of outrage
 +
State feelings of panic
 +
State feelings of patience
 +
State feelings of passion
 +
State feelings of lust
 +
State feelings of nervousness
 +
State feelings of nostalgia
 +
State feelings of optimism
 +
State feelings of affection
 +
State feelings of amusement
 +
State feelings of contentment
 +
State feelings of delight
 +
State feelings of worry
 +
State feelings of wrath
 +
State feelings of zeal
 +
State feelings of adoration
 +
State feelings of tenderness
 +
State feelings of uneasiness
 +
State feelings of unhappiness
 +
State feelings of wonder
 +
State feelings of self-pity
 +
State feelings of servility
 +
State feelings of shame
 +
State feelings of sympathy
 +
State minor feeling of empathy
 +
State minor feeling of emptiness
 +
State minor feeling of exasperation
 +
State minor feeling of ferocity
 +
State minor feeling of dislike
 +
State minor feeling of displeasure
 +
State minor feeling of eagerness
 +
State minor feeling of embarrassment
 +
State minor feeling of dejection
 +
State minor feeling of disappointment
 +
State minor feeling of disgust
 +
State minor feeling of disillusionment
 +
State minor feeling of boredom
 +
State minor feeling of caring
 +
State minor feeling of confusion
 +
State minor feeling of contempt
 +
State minor feeling of interest
 +
State minor feeling of irritation
 +
State minor feeling of isolation
 +
State minor feeling of loathing
 +
State minor feeling of hope
 +
State minor feeling of hopelessness
 +
State minor feeling of humiliation
 +
State minor feeling of insult
 +
State minor feeling of grouchiness
 +
State minor feeling of grumpiness
 +
State minor feeling of guilt
 +
State minor feeling of hatred
 +
State minor feeling of frustration
 +
State minor feeling of gloom
 +
State minor feeling of glumness
 +
State minor feeling of gratitude
 +
Dismiss minor feeling of fright
 +
Dismiss minor feeling of misery
 +
Dismiss minor feeling of mortification
 +
Dismiss minor feeling of being shaken
 +
Dismiss minor feeling of anguish
 +
Dismiss minor feeling of despair
 +
Dismiss minor feeling of dismay
 +
Dismiss minor feeling of distress
 +
State minor feeling of joy
 +
State minor feeling of vengefulness
 +
Dismiss minor feeling of terror
 +
Dismiss minor feeling of agony
 +
State minor feeling of love
 +
State minor feeling of bliss
 +
State minor feeling of excitement
 +
State minor feeling of gaiety
 +
State minor feeling of astonishment
 +
State minor feeling of aversion
 +
State minor feeling of awe
 +
State minor feeling of bitterness
 +
State minor feeling of annoyance
 +
State minor feeling of anxiety
 +
State minor feeling of apathy
 +
State minor feeling of arousal
 +
State minor feeling of alienation
 +
State minor feeling of amazement
 +
State minor feeling of ambivalence
 +
State minor feeling of anger
 +
State minor feeling of acceptance
 +
State minor feeling of admiration
 +
State minor feeling of agitation
 +
State minor feeling of aggravation
 +
State minor feeling of pride
 +
State feelings, somewhat enraptured
 +
State feelings, somewhat thrilled
 +
Dismiss minor existential crisis
 +
State minor feeling of jolliness
 +
State minor feeling of joviality
 +
State minor feeling of jubilation
 +
State minor feeling of pleasure
 +
State minor feeling of fondness
 +
State minor feeling of freedom
 +
State minor feeling of glee
 +
State minor feeling of happiness
 +
State minor feeling of delight
 +
State minor feeling of elation
 +
State minor feeling of enjoyment
 +
State minor feeling of exhilaration
 +
Acknowledge lack of rage
 +
Acknowledge lack of grim satisfaction
 +
Acknowledge lack of fear
 +
Acknowledge lack of sadness
 +
Acknowledge lack of shock
 +
Acknowledge lack of horror
 +
Acknowledge lack of grief
 +
Acknowledge lack of triumph
 +
Dismiss minor feeling of pessimism
 +
State minor feeling of euphoria
 +
Acknowledge lack of suspicion
 +
Acknowledge lack of alarm
 +
Dismiss minor feeling of defeat
 +
State feelings, somewhat expectant
 +
Dismiss minor doubts
 +
State minor feeling of enthusiasm
 +
State minor feeling of remorse
 +
State minor feeling of repentance
 +
State minor feeling of resentment
 +
State minor feeling of restlessness
 +
State minor feeling of passion
 +
State minor feeling of rejection
 +
State minor feeling of relief
 +
State minor feeling of regret
 +
State minor feeling of optimism
 +
State minor feeling of outrage
 +
State minor feeling of panic
 +
State minor feeling of patience
 +
State minor feeling of loneliness
 +
State minor feeling of lust
 +
State minor feeling of nervousness
 +
State minor feeling of nostalgia
 +
State minor feeling of adoration
 +
State minor feeling of affection
 +
State minor feeling of amusement
 +
State minor feeling of contentment
 +
State minor feeling of wonder
 +
State minor feeling of worry
 +
State minor feeling of wrath
 +
State minor feeling of zeal
 +
State minor feeling of sympathy
 +
State minor feeling of tenderness
 +
State minor feeling of uneasiness
 +
State minor feeling of unhappiness
 +
State minor feeling of righteous indignation
 +
State minor feeling of self-pity
 +
State minor feeling of servility
 +
State minor feeling of shame
 +
Acknowledge lack of embarrassment
 +
Acknowledge lack of empathy
 +
Acknowledge lack of emptiness
 +
Acknowledge lack of exasperation
 +
Acknowledge lack of disillusionment
 +
Acknowledge lack of dislike
 +
Acknowledge lack of displeasure
 +
Acknowledge lack of eagerness
 +
Acknowledge lack of contempt
 +
Acknowledge lack of dejection
 +
Acknowledge lack of disappointment
 +
Acknowledge lack of disgust
 +
Acknowledge lack of bitterness
 +
Acknowledge lack of boredom
 +
Acknowledge lack of caring
 +
Acknowledge lack of confusion
 +
Acknowledge lack of insult
 +
Acknowledge lack of interest
 +
Acknowledge lack of irritation
 +
Acknowledge lack of isolation
 +
Acknowledge lack of hatred
 +
Acknowledge lack of hope
 +
Acknowledge lack of hopelessness
 +
Acknowledge lack of humiliation
 +
Acknowledge lack of gratitude
 +
Acknowledge lack of grouchiness
 +
Acknowledge lack of grumpiness
 +
Acknowledge lack of guilt
 +
Acknowledge lack of ferocity
 +
Acknowledge lack of frustration
 +
Acknowledge lack of gloom
 +
Acknowledge lack of glumness
 +
Acknowledge lack of distress
 +
Acknowledge lack of fright
 +
Acknowledge lack of misery
 +
Acknowledge lack of mortification
 +
Acknowledge lack of agony
 +
Acknowledge lack of anguish
 +
Acknowledge lack of despair
 +
Acknowledge lack of dismay
 +
Acknowledge lack of gaiety
 +
Acknowledge lack of joy
 +
Acknowledge lack of vengefulness
 +
Acknowledge lack of terror
 +
Acknowledge lack of satisfaction
 +
Acknowledge lack of love
 +
Acknowledge lack of bliss
 +
Acknowledge lack of excitement
 +
Acknowledge lack of arousal
 +
Acknowledge lack of astonishment
 +
Acknowledge lack of aversion
 +
Acknowledge lack of awe
 +
Acknowledge lack of anger
 +
Acknowledge lack of annoyance
 +
Acknowledge lack of anxiety
 +
Acknowledge lack of apathy
 +
Acknowledge lack of aggravation
 +
Acknowledge lack of alienation
 +
Acknowledge lack of amazement
 +
Acknowledge lack of ambivalence
 +
Acknowledge lack of being shaken
 +
Acknowledge lack of acceptance
 +
Acknowledge lack of admiration
 +
Acknowledge lack of agitation
 +
Acknowledge lack of pleasure
 +
Acknowledge lack of pride
 +
Acknowledge lack of rapture
 +
Acknowledge lack of a thrill
 +
Acknowledge lack of happiness
 +
Acknowledge lack of jolliness
 +
Acknowledge lack of joviality
 +
Acknowledge lack of jubilation
 +
Acknowledge lack of exhilaration
 +
Acknowledge lack of fondness
 +
Acknowledge lack of freedom
 +
Acknowledge lack of glee
 +
Acknowledge lack of contentment
 +
Acknowledge lack of delight
 +
Acknowledge lack of elation
 +
Acknowledge lack of enjoyment
 +
Start new conversation with
 +
Shout out to everybody
 +
Assume an identity
 +
Continue shouting
 +
Continue conversation with
 +
View
 +
Acknowledge lack of enthusiasm
 +
Acknowledge lack of pessimism
 +
Acknowledge lack of euphoria
 
somebody whose name I don't know
 
somebody whose name I don't know
VERMIN_SOIL
+
Acknowledge lack of existential crisis
VERMIN_FISH
+
Acknowledge lack of defeat
LOOSE_CLUSTERS
+
Acknowledge lack of expectancy
LARGE_ROAMING
+
Acknowledge lack of doubt
DOES_NOT_EXIST
+
Acknowledge lack of regret
FANCIFUL
+
Acknowledge lack of remorse
 +
Acknowledge lack of repentance
 +
Acknowledge lack of resentment
 +
Acknowledge lack of patience
 +
Acknowledge lack of passion
 +
Acknowledge lack of rejection
 +
Acknowledge lack of relief
 +
Acknowledge lack of nostalgia
 +
Acknowledge lack of optimism
 +
Acknowledge lack of outrage
 +
Acknowledge lack of panic
 +
Acknowledge lack of loathing
 +
Acknowledge lack of loneliness
 +
Acknowledge lack of lust
 +
Acknowledge lack of nervousness
 +
Acknowledge lack of zeal
 +
Acknowledge lack of adoration
 +
Acknowledge lack of affection
 +
Acknowledge lack of amusement
 +
Acknowledge lack of unhappiness
 +
Acknowledge lack of wonder
 +
Acknowledge lack of worry
 +
Acknowledge lack of wrath
 +
Acknowledge lack of shame
 +
Acknowledge lack of sympathy
 +
Acknowledge lack of tenderness
 +
Acknowledge lack of uneasiness
 +
Acknowledge lack of restlessness
 +
Acknowledge lack of righteous indignation
 +
Acknowledge lack of self-pity
 +
Acknowledge lack of servility
 +
PROFESSION_NAME
 +
BIOME
 +
STP
 +
SELECT_CASTE
 +
USE_CASTE
 +
Caste Selection Fails:
 +
SELECT_ADDITIONAL_CASTE
 +
PORTRAIT
 +
CASTE
 +
USE_STANDARD_NEX_BODY_PALETTE
 +
PCG_LAYERING
 +
SELECT_TISSUE
 +
Unrecognized Tissue Template:
 +
PROCEDURAL_CREATURE_GRAPHICS
 +
REMOVE_TISSUE
 
MUNDANE
 
MUNDANE
 
VERMIN_ROTTER
 
VERMIN_ROTTER
 +
CHANGE_FREQUENCY_PERC
 +
FREQUENCY
 +
HIVE_PRODUCT
 +
UBIQUITOUS
 
VERMIN_GROUNDER
 
VERMIN_GROUNDER
 
VERMIN_EATER
 
VERMIN_EATER
HIVE_PRODUCT
+
VERMIN_SOIL
UBIQUITOUS
+
VERMIN_FISH
 
ARTIFICIAL_HIVEABLE
 
ARTIFICIAL_HIVEABLE
 
VERMIN_SOIL_COLONY
 
VERMIN_SOIL_COLONY
GENERAL_CHILD_NAME
+
DOES_NOT_EXIST
GENERAL_BABY_NAME
+
FANCIFUL
TRIGGERABLE_GROUP
+
LOOSE_CLUSTERS
CLUSTER_NUMBER
+
LARGE_ROAMING
POPULATION_NUMBER
+
TISSUE
UNDERGROUND_DEPTH
 
CHANGE_FREQUENCY_PERC
 
FREQUENCY
 
SOLDIER_ALTTILE
 
ALTTILE
 
GLOWTILE
 
CREATURE_SOLDIER_TILE
 
CREATURE_TILE
 
GLOWCOLOR
 
<SWAP>
 
 
REMOVE_MATERIAL
 
REMOVE_MATERIAL
PLUS_MATERIAL
+
USE_TISSUE_TEMPLATE
 +
USE_TISSUE
 
SELECT_MATERIAL
 
SELECT_MATERIAL
 
Unrecognized Material Template:  
 
Unrecognized Material Template:  
 +
ALL
 +
PLUS_MATERIAL
 +
MATERIAL
 +
<SWAP>
 
USE_MATERIAL_TEMPLATE
 
USE_MATERIAL_TEMPLATE
 
USE_MATERIAL
 
USE_MATERIAL
MATERIAL
+
: Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
PROCEDURAL_CREATURE_GRAPHICS
+
:
REMOVE_TISSUE
 
SELECT_TISSUE
 
Unrecognized Tissue Template:
 
USE_TISSUE_TEMPLATE
 
USE_TISSUE
 
TISSUE
 
PROFESSION_NAME
 
Caste Selection Fails:  
 
SELECT_ADDITIONAL_CASTE
 
SELECT_CASTE
 
USE_CASTE
 
PCG_LAYERING
 
DEFAULT
 
Custom butcher object shape not found:
 
: No tissue thickness
 
: Tissue
 
was not found, using first tissue instead
 
, layer
 
has no body parts and creature doesn't have [DOES_NOT_EXIST], adding [DOES_NOT_EXIST] to creature
 
 
  : Special attack interaction token not recognized :  
 
  : Special attack interaction token not recognized :  
 
  : Special attack material missing state -- set to liquid
 
  : Special attack material missing state -- set to liquid
 +
(no mat1)
 +
(empty tissue)
 +
Custom tissue shape not found:
 +
(no mat3)
 +
GO_TO_TAG could not find target, setting to end:
 +
GO_TO_TAG
 +
Creature Tissue Material Failure:
 +
*** Error(s) finalizing the creature
 +
APPLY_CURRENT_CREATURE_VARIATION
 +
Unrecognized Creature Variation:
 +
GO_TO_END
 +
GO_TO_START
 +
Swim
 +
Crawl
 +
ADD_COLOR
 +
Climb
 
LOCAL_CREATURE_MAT
 
LOCAL_CREATURE_MAT
 
Unrecognized Color Token:  
 
Unrecognized Color Token:  
 +
Walk
 +
Fly
 +
Custom butcher object shape not found:
 +
: No tissue thickness
 
: Cannot find SPECIFIC_FOOD:CREATURE token  
 
: Cannot find SPECIFIC_FOOD:CREATURE token  
 
: Cannot find SPECIFIC_FOOD:PLANT token  
 
: Cannot find SPECIFIC_FOOD:PLANT token  
a child
+
, layer
a girl
+
has no body parts and creature doesn't have [DOES_NOT_EXIST], adding [DOES_NOT_EXIST] to creature
null app_mod_selection
+
: Tissue
Tile page token not recognized:
+
was not found, using first tissue instead
ADD_COLOR
+
EVIL
decaplets
+
GOOD
nonuplets
 
octuplets
 
septuplets
 
sextuplets
 
quintuplets
 
quadruplets
 
triplets
 
Unrecognized Creature Token:
 
SOURCE_ENID
 
SOURCE_HFID
 
GENERATED
 
SLAIN_SPEECH
 
PREFSTRING
 
 
EQUIPMENT_WAGON
 
EQUIPMENT_WAGON
 
SAVAGE
 
SAVAGE
 +
GLOWTILE
 +
CREATURE_SOLDIER_TILE
 +
SOLDIER_ALTTILE
 +
ALTTILE
 +
GENERAL_CHILD_NAME
 +
GENERAL_BABY_NAME
 +
CREATURE_TILE
 +
GLOWCOLOR
 +
POPULATION_NUMBER
 +
UNDERGROUND_DEPTH
 +
TRIGGERABLE_GROUP
 +
CLUSTER_NUMBER
 
COPY_TAGS_FROM
 
COPY_TAGS_FROM
 
CREATURE
 
CREATURE
 +
APPLY_CREATURE_VARIATION
 +
Unrecognized Creature Copy (Order is important!):
 +
logs/current_entry.txt
 +
--- Logging Creature
 
SELECT_CREATURE
 
SELECT_CREATURE
 
CUT_CREATURE
 
CUT_CREATURE
logs/current_entry.txt
+
Unrecognized Creature Token:
#NAAM?
+
SOURCE_ENID
 +
logs
 
LOG_CURRENT_ENTRY
 
LOG_CURRENT_ENTRY
GO_TO_TAG could not find target, setting to end:
+
SLAIN_SPEECH
GO_TO_TAG
+
PREFSTRING
GO_TO_END
+
SOURCE_HFID
GO_TO_START
+
GENERATED
APPLY_CURRENT_CREATURE_VARIATION
+
  Color Mod Ending With (
Unrecognized Creature Variation:
+
TL_COLOR_MODIFIER
APPLY_CREATURE_VARIATION
 
Unrecognized Creature Copy (Order is important!):
 
  : Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
 
Custom tissue shape not found:
 
(no mat3)
 
(no mat1)
 
(empty tissue)
 
Creature Tissue Material Failure:
 
*** Error(s) finalizing the creature
 
POP_RATIO
 
SLAIN_CASTE_SPEECH
 
TLCM_GENETIC_MODEL
 
APP_MOD_GENETIC_MODEL
 
TLCM_IMPORTANCE
 
TLCM_NOUN
 
 
TLCM_TIMING
 
TLCM_TIMING
 
) Was Not Used
 
) Was Not Used
AMPHIBIOUS
+
APP_MOD_IMPORTANCE
AQUATIC
+
APP_MOD_NOUN
BABYNAME
+
NO_END
 +
APP_MOD_RATE
 +
BP_APPEARANCE_MODIFIER
 +
BP Remove Type
 +
APP_MOD_DESC_RANGE
 +
BP Mod
 +
BP_ADD_TYPE
 +
Was Not Used
 +
BP_REMOVE_TYPE
 +
BP Add Type
 +
AMPHIBIOUS
 +
AQUATIC
 +
MOUNT_EXOTIC
 +
MOUNT
 +
CASTE_PROFESSION_NAME
 +
BABY
 +
BABYNAME
 
CHILDNAME
 
CHILDNAME
CASTE_PROFESSION_NAME
+
POP_RATIO
 +
SLAIN_CASTE_SPEECH
 +
CHILD
 
FEATURE_ATTACK_GROUP
 
FEATURE_ATTACK_GROUP
SUPERNATURAL
+
TLCM_IMPORTANCE
NATURAL_ANIMAL
+
TLCM_NOUN
NATURAL
+
TLCM_GENETIC_MODEL
MAGICAL
+
APP_MOD_GENETIC_MODEL
VEGETATION
+
decaplets
MOUNT_EXOTIC
+
nonuplets
Unrecognized Creature Caste Body Token:
 
Duplicate Body Token:
 
REMAINS_UNDETERMINED
 
REMAINS_ON_VERMIN_BITE_DEATH
 
DIE_WHEN_VERMIN_BITE
 
COLONY_EXTERNAL
 
VERMIN_HATEABLE
 
zombie
 
NUMBERED_NAME
 
many babies
 
quindecaplets
 
quattuordecaplets
 
tredecaplets
 
 
duodecaplets
 
duodecaplets
 
undecaplets
 
undecaplets
 +
sextuplets
 +
quintuplets
 +
octuplets
 +
septuplets
 +
twins
 +
a child
 +
quadruplets
 +
triplets
 +
null app_mod_selection
 +
Tile page token not recognized:
 +
a boy
 +
a girl
 
TISSUE_LAYER_APPEARANCE_MODIFIER
 
TISSUE_LAYER_APPEARANCE_MODIFIER
 
TSU_NOUN
 
TSU_NOUN
 +
Shearable Tissue
 +
SHEARABLE_TISSUE_LAYER
 +
SET_TL_GROUP
 +
PLUS_BP_GROUP
 
TISSUE_STYLE_UNIT
 
TISSUE_STYLE_UNIT
 
PLUS_TL_GROUP
 
PLUS_TL_GROUP
SET_TL_GROUP
+
zombie
PLUS_BP_GROUP
+
NUMBERED_NAME
 
SET_BP_GROUP
 
SET_BP_GROUP
 
BODY_APPEARANCE_MODIFIER
 
BODY_APPEARANCE_MODIFIER
BP_APPEARANCE_MODIFIER
+
quattuordecaplets
BP Remove Type
+
tredecaplets
BP_REMOVE_TYPE
+
many babies
BP Add Type
+
quindecaplets
BP_ADD_TYPE
+
ATTACK_FLAG_CANLATCH
Was Not Used
+
ATTACK_FLAG_BAD_MULTIATTACK
Shearable Tissue
 
SHEARABLE_TISSUE_LAYER
 
Color Mod Ending With (
 
TL_COLOR_MODIFIER
 
NO_END
 
APP_MOD_RATE
 
APP_MOD_IMPORTANCE
 
APP_MOD_NOUN
 
APP_MOD_DESC_RANGE
 
BP Mod
 
LAYS_UNUSUAL_EGGS
 
NATURAL_SKILL
 
NOSMELLYROT
 
SPECIALATTACK_SUCK_BLOOD
 
SPECIALATTACK_INJECT_EXTRACT
 
SPECIALATTACK_INTERACTION
 
 
ATTACK_FLAG_EDGE
 
ATTACK_FLAG_EDGE
 
ATTACK_FLAG_WITH
 
ATTACK_FLAG_WITH
 +
ATTACK_VELOCITY_MODIFIER
 +
MAIN
 +
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
 +
ATTACK_PREPARE_AND_RECOVER
 +
ATTACK_CONTACT_PERC
 +
ATTACK_VERB
 +
ATTACK_PRIORITY
 +
ATTACK_PENETRATION_PERC
 +
Attack
 +
CHILD_TISSUE_LAYER_GROUP
 +
ATTACK_SKILL
 +
seems to have correct format but could not find proper BPs in any caste, so not added
 
NOFEAR
 
NOFEAR
 
GETS_INFECTIONS_FROM_ROT
 
GETS_INFECTIONS_FROM_ROT
 +
PARALYZEIMMUNE
 +
NOSTUCKINS
 +
UNDERSWIM
 +
BEACH_FREQUENCY
 
GETS_WOUND_INFECTIONS
 
GETS_WOUND_INFECTIONS
 
CANOPENDOORS
 
CANOPENDOORS
UNDERSWIM
+
LAYS_UNUSUAL_EGGS
BEACH_FREQUENCY
+
NATURAL_SKILL
 
ITEMCORPSE_QUALITY
 
ITEMCORPSE_QUALITY
 
ITEMCORPSE
 
ITEMCORPSE
NOEXERT
+
SPECIALATTACK_INJECT_EXTRACT
HASSHELL
+
SPECIALATTACK_INTERACTION
NOMEAT
+
NOSMELLYROT
NOBONES
+
SPECIALATTACK_SUCK_BLOOD
NOSKIN
+
Unrecognized Creature Caste Body Token:
NOSKULL
+
Duplicate Body Token:  
PARALYZEIMMUNE
 
NOSTUCKINS
 
NO_THOUGHT_CENTER_FOR_MOVEMENT
 
ARENA_RESTRICTED
 
NOTHOUGHT
 
CAVE_ADAPT
 
LIGAMENTS
 
HAS_NERVES
 
TENDONS
 
NOPAIN
 
CDI token precedes any CAN_DO_INTERACTION tag:
 
CAN_DO_INTERACTION
 
RETRACT_INTO_BP
 
RELSIZE
 
Unrecognized Creature Caste Body Gloss Token:  
 
 
BODYGLOSS
 
BODYGLOSS
 
Body Token Recognized But Could Not Connect:  
 
Body Token Recognized But Could Not Connect:  
 +
REMAINS_ON_VERMIN_BITE_DEATH
 +
DIE_WHEN_VERMIN_BITE
 +
BODY
 +
REMAINS_UNDETERMINED
 +
SUPERNATURAL
 +
NATURAL_ANIMAL
 +
COLONY_EXTERNAL
 +
VERMIN_HATEABLE
 +
VEGETATION
 +
PEARL
 +
NATURAL
 +
MAGICAL
 
BODYPART
 
BODYPART
 
ATTACK
 
ATTACK
 +
CHILD_BODYPART_GROUP
 +
TISSUE_LAYER
 +
EBO_ITEM
 +
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
 
EBO_SHAPE
 
EBO_SHAPE
 
ANY_HARD_STONE
 
ANY_HARD_STONE
EBO_ITEM
+
CDI token precedes any CAN_DO_INTERACTION tag:
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
+
CDI
 
EXTRA_BUTCHER_OBJECT
 
EXTRA_BUTCHER_OBJECT
 
Unrecognized CDI Token:  
 
Unrecognized CDI Token:  
ATTACK_CONTACT_PERC
+
RELSIZE
ATTACK_VERB
+
Unrecognized Creature Caste Body Gloss Token:
ATTACK_SKILL
+
CAN_DO_INTERACTION
seems to have correct format but could not find proper BPs in any caste, so not added
+
RETRACT_INTO_BP
Attack
+
GENERAL_MATERIAL_FORCE_MULTIPLIER
CHILD_TISSUE_LAYER_GROUP
+
MATERIAL_FORCE_MULTIPLIER
CHILD_BODYPART_GROUP
 
TISSUE_LAYER
 
ATTACK_FLAG_CANLATCH
 
ATTACK_FLAG_BAD_MULTIATTACK
 
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
 
ATTACK_PREPARE_AND_RECOVER
 
ATTACK_VELOCITY_MODIFIER
 
ATTACK_PRIORITY
 
ATTACK_PENETRATION_PERC
 
VISION_ARC
 
CLUTCH_SIZE
 
EGG_SIZE
 
LAYS_EGGS
 
PRONE_TO_RAGE
 
GRAZER
 
 
STANDARD_GRAZER
 
STANDARD_GRAZER
 +
SOUND
 +
CREATURE_CLASS
 +
ROOT_AROUND
 +
LISP
 +
PERSONALITY
 +
SYNDROME_DILUTION_FACTOR
 +
CARNIVORE
 +
GOBBLE_VERMIN_CLASS
 +
GOBBLE_VERMIN_CREATURE
 +
CANNOT_CLIMB
 +
CANNOT_JUMP
 +
BONECARN
 +
BLOODSUCKER
 
DIURNAL
 
DIURNAL
 
ALL_ACTIVE
 
ALL_ACTIVE
 +
CREPUSCULAR
 +
NOCTURNAL
 +
CAN_SPEAK
 +
SLOW_LEARNER
 
EQUIPS
 
EQUIPS
 
UTTERANCES
 
UTTERANCES
CAN_SPEAK
+
VISION_ARC
SLOW_LEARNER
+
CLUTCH_SIZE
 
CAN_LEARN
 
CAN_LEARN
 
INTELLIGENT
 
INTELLIGENT
FEATURE_BEAST
+
PRONE_TO_RAGE
SEMIMEGABEAST
+
GRAZER
MEGABEAST
+
EGG_SIZE
VESPERTINE
+
LAYS_EGGS
MATUTINAL
+
NO_THOUGHT_CENTER_FOR_MOVEMENT
CREPUSCULAR
+
ARENA_RESTRICTED
NOCTURNAL
 
NIGHT_CREATURE_BOGEYMAN
 
NIGHT_CREATURE_HUNTER
 
NIGHT_CREATURE
 
NIGHT_CREATURE_EXPERIMENTER
 
SPREAD_EVIL_SPHERES_IF_RULER
 
UNIQUE_DEMON
 
SMELL_TRIGGER
 
LOW_LIGHT_VISION
 
SENSE_CREATURE_CLASS
 
NONAUSEA
 
NOSTUN
 
TRANCES
 
 
NOEMOTION
 
NOEMOTION
 
NO_CONNECTIONS_FOR_MOVEMENT
 
NO_CONNECTIONS_FOR_MOVEMENT
OPPOSED_TO_LIFE
+
LIGAMENTS
NO_PHYS_ATT_RUST
+
HAS_NERVES
NO_PHYS_ATT_GAIN
+
NOTHOUGHT
EXTRAVISION
+
CAVE_ADAPT
 +
NOEXERT
 +
HASSHELL
 +
TENDONS
 +
NOPAIN
 +
NOSKIN
 +
NOSKULL
 +
NOMEAT
 +
NOBONES
 +
OPPOSED_TO_LIFE
 +
NO_PHYS_ATT_RUST
 +
STANCE_CLIMBER
 +
CRAZED
 
NO_FEVERS
 
NO_FEVERS
 
NO_DIZZINESS
 
NO_DIZZINESS
 +
NO_PHYS_ATT_GAIN
 +
EXTRAVISION
 +
SMELL_TRIGGER
 +
LOW_LIGHT_VISION
 
ODOR_STRING
 
ODOR_STRING
 
ODOR_LEVEL
 
ODOR_LEVEL
SYNDROME_DILUTION_FACTOR
+
NOSTUN
CARNIVORE
+
TRANCES
BONECARN
+
SENSE_CREATURE_CLASS
BLOODSUCKER
+
NONAUSEA
CANNOT_CLIMB
+
remains
CANNOT_JUMP
+
SMALL_REMAINS
STANCE_CLIMBER
 
CRAZED
 
GENERAL_MATERIAL_FORCE_MULTIPLIER
 
MATERIAL_FORCE_MULTIPLIER
 
PERSONALITY
 
CREATURE_CLASS
 
ROOT_AROUND
 
GOBBLE_VERMIN_CLASS
 
GOBBLE_VERMIN_CREATURE
 
IMMOBILE
 
REMAINS_COLOR
 
CASTE_GLOWCOLOR
 
CASTE_COLOR
 
CASTE_NAME
 
 
SPECIFIC_FOOD
 
SPECIFIC_FOOD
 
REMAINS
 
REMAINS
 +
NO_WINTER
 +
NO_AUTUMN
 +
BENIGN
 +
LARGE_PREDATOR
 +
IMMOLATE
 +
ADOPTS_OWNER
 +
NO_SUMMER
 +
NO_SPRING
 +
RETURNS_VERMIN_KILLS_TO_OWNER
 +
AT_PEACE_WITH_WILDLIFE
 +
DIVE_HUNTS_VERMIN
 +
HUNTS_VERMIN
 
NO_UNIT_TYPE_COLOR
 
NO_UNIT_TYPE_COLOR
 
NO_DRINK
 
NO_DRINK
 +
COMMON_DOMESTIC
 +
NO_SLEEP
 +
NOT_LIVING
 +
VERMIN_MICRO
 
NO_EAT
 
NO_EAT
 
CANNOT_UNDEAD
 
CANNOT_UNDEAD
NOT_LIVING
+
IMMOBILE
VERMIN_MICRO
+
REMAINS_COLOR
 
LIGHT_GEN
 
LIGHT_GEN
 
IMMOBILE_LAND
 
IMMOBILE_LAND
LOCAL_POPS_CONTROLLABLE
+
CASTE_NAME
LOCAL_POPS_PRODUCE_HEROES
+
PLANT
STRANGE_MOODS
+
CASTE_GLOWCOLOR
PACK_ANIMAL
+
CASTE_COLOR
WAGON_PULLER
+
NIGHT_CREATURE_BOGEYMAN
COMMON_DOMESTIC
+
NIGHT_CREATURE_HUNTER
NO_SLEEP
 
THICKWEB
 
WEBBER
 
TRAINABLE_WAR
 
TRAINABLE_HUNTING
 
TRAINABLE
 
PET_EXOTIC
 
OUTSIDER_CONTROLLABLE
 
TRAPAVOID
 
LOCKPICKER
 
AMBUSHPREDATOR
 
NOBREATHE
 
ALCOHOL_DEPENDENT
 
MULTIPART_FULL_VISION
 
 
MEANDERER
 
MEANDERER
 
NIGHT_CREATURE_NIGHTMARE
 
NIGHT_CREATURE_NIGHTMARE
 +
SPREAD_EVIL_SPHERES_IF_RULER
 +
UNIQUE_DEMON
 +
NIGHT_CREATURE
 +
NIGHT_CREATURE_EXPERIMENTER
 +
FEATURE_BEAST
 +
SEMIMEGABEAST
 +
DEMON
 +
TITAN
 +
VESPERTINE
 +
MATUTINAL
 +
MEGABEAST
 +
POWER
 
CURIOUSBEAST_GUZZLER
 
CURIOUSBEAST_GUZZLER
 
CURIOUSBEAST_ITEM
 
CURIOUSBEAST_ITEM
 +
VERMINHUNTER
 +
FLEEQUICK
 +
COOKABLE_LIVE
 +
MISCHIEVOUS
 
CURIOUSBEAST_EATER
 
CURIOUSBEAST_EATER
 
PATTERNFLIER
 
PATTERNFLIER
COOKABLE_LIVE
+
TRAPAVOID
MISCHIEVOUS
+
LOCKPICKER
 
MISCHIEVIOUS
 
MISCHIEVIOUS
 
NOT_BUTCHERABLE
 
NOT_BUTCHERABLE
IMMOLATE
+
ALCOHOL_DEPENDENT
ADOPTS_OWNER
+
MULTIPART_FULL_VISION
DIVE_HUNTS_VERMIN
+
AMBUSHPREDATOR
HUNTS_VERMIN
+
NOBREATHE
RETURNS_VERMIN_KILLS_TO_OWNER
+
MODVALUE
AT_PEACE_WITH_WILDLIFE
+
ATTACK_TRIGGER
VERMINHUNTER
 
FLEEQUICK
 
remains
 
SMALL_REMAINS
 
BENIGN
 
LARGE_PREDATOR
 
NO_WINTER
 
NO_AUTUMN
 
NO_SUMMER
 
NO_SPRING
 
TRADE_CAPACITY
 
SWIMS_INNATE
 
SWIMS_LEARNED
 
GRASSTRAMPLE
 
NO_VEGETATION_PERTURB
 
DIFFICULTY
 
 
BUILDINGDESTROYER
 
BUILDINGDESTROYER
 
VIEWRANGE
 
VIEWRANGE
 +
SWIM
 +
FLY
 +
CLIMB
 +
CRAWL
 +
STEALTH_SLOWS
 +
AGILITY
 +
WALK
 +
Unknown GAIT flag
 +
NO_BUILD_UP
 +
GAIT
 +
STRENGTH
 +
LAYERS_SLOW
 +
BLOOD
 
TEST_ALL
 
TEST_ALL
 +
SECRETION
 +
PUS
 +
LAIR_CHARACTERISTIC
 +
LAIR
 
HABIT_NUM
 
HABIT_NUM
LAIR_CHARACTERISTIC
+
HABIT
 +
TRADE_CAPACITY
 +
SWIMS_INNATE
 
LAIR_HUNTER_SPEECH
 
LAIR_HUNTER_SPEECH
 
LAIR_HUNTER
 
LAIR_HUNTER
CASTE_SOLDIER_TILE
+
NO_VEGETATION_PERTURB
CASTE_TILE
+
DIFFICULTY
EGG_MATERIAL
+
SWIMS_LEARNED
EXERTION
+
GRASSTRAMPLE
EXTREME_EMOTION
+
THICKWEB
CONTINUOUS
+
WEBBER
SECRETION
 
SPOUSE_CONVERSION_TARGET
 
SPOUSE_CONVERTER
 
CONVERTED_SPOUSE
 
MILKABLE
 
EXTRACT
 
CASTE_SOLDIER_ALTTILE
 
CASTE_ALTTILE
 
CASTE_GLOWTILE
 
NO_GENDER
 
FEMALE
 
FIREIMMUNE_SUPER
 
FIREIMMUNE
 
MAGMA_VISION
 
 
MULTIPLE_LITTER_RARE
 
MULTIPLE_LITTER_RARE
 
WEBIMMUNE
 
WEBIMMUNE
 +
TRAINABLE
 +
PET_EXOTIC
 +
TRAINABLE_WAR
 +
TRAINABLE_HUNTING
 +
LOCAL_POPS_CONTROLLABLE
 +
LOCAL_POPS_PRODUCE_HEROES
 +
PET
 +
OUTSIDER_CONTROLLABLE
 +
PACK_ANIMAL
 +
WAGON_PULLER
 +
STRANGE_MOODS
 +
FLIER
 
BODY_SIZE
 
BODY_SIZE
 
PETVALUE_DIVISOR
 
PETVALUE_DIVISOR
 +
CHANGE_BODY_SIZE_PERC
 +
GRAVITATE_BODY_SIZE
 +
GNAWER
 +
MAXAGE
 
PETVALUE
 
PETVALUE
 
DESCRIPTION
 
DESCRIPTION
GNAWER
+
NO_GENDER
MAXAGE
+
MALE
 
LITTERSIZE
 
LITTERSIZE
 
ORIENTATION
 
ORIENTATION
STEALTH_SLOWS
+
FIREIMMUNE
AGILITY
+
MAGMA_VISION
STRENGTH
+
FEMALE
LAYERS_SLOW
+
FIREIMMUNE_SUPER
NO_BUILD_UP
+
FIXED_TEMP
CHANGE_BODY_SIZE_PERC
+
HOMEOTHERM
GRAVITATE_BODY_SIZE
 
MODVALUE
 
ATTACK_TRIGGER
 
Unknown GAIT flag
 
Attribute range not in increasing order, repaired
 
PHYS_ATT_RANGE
 
SKILL_RUST_RATES
 
SKILL_LEARN_RATES
 
SKILL_RATES
 
SKILL_LEARN_RATE
 
 
SKILL_RUST_RATE
 
SKILL_RUST_RATE
 
SKILL_RATE
 
SKILL_RATE
 +
VERMIN_NOROAM
 +
FISHITEM
 +
VERMIN_NOTRAP
 +
VERMIN_NOFISH
 +
MANNERISM_LEG
 +
MANNERISM_TONGUE
 +
PENETRATEPOWER
 +
VERMIN_BITE
 +
MANNERISM_FEET
 +
MANNERISM_NAILS
 +
MANNERISM_HANDS
 +
MANNERISM_ARMS
 
MENT_ATT_RATES
 
MENT_ATT_RATES
 
MENT_ATT_RANGE
 
MENT_ATT_RANGE
 +
TISSUE_LAYER_UNDER
 +
MENT_ATT_CAP_PERC
 +
PHYS_ATT_RATES
 +
Attribute range greater than
 
Attribute cap perc less than 100, set to 100
 
Attribute cap perc less than 100, set to 100
 
PHYS_ATT_CAP_PERC
 
PHYS_ATT_CAP_PERC
PHYS_ATT_RATES
+
Attribute range not in increasing order, repaired
Attribute range greater than
+
PHYS_ATT_RANGE
 
, repaired
 
, repaired
 
Attribute range less than  
 
Attribute range less than  
SELECT_TISSUE_LAYER
+
SKILL_RATES
Tissue layer not added because no BP found:
+
SKILL_LEARN_RATE
Unknown Body Part Position Token:
+
SKILL_RUST_RATES
Unknown Body Group/Relation Token(s):
+
SKILL_LEARN_RATES
NORMAL
+
SPOUSE_CONVERSION_TARGET
TISSUE_LAYER_OVER
+
SPOUSE_CONVERTER
TISSUE_LAYER_UNDER
 
MENT_ATT_CAP_PERC
 
Body detail plan not found:
 
BODY_DETAIL_PLAN
 
PLUS_TISSUE_LAYER
 
MANNERISM_EYELIDS
 
MANNERISM_STRETCH
 
MANNERISM_POSTURE
 
MANNERISM_BREATH
 
MANNERISM_SIT
 
MANNERISM_WALK
 
 
MANNERISM_SMILE
 
MANNERISM_SMILE
 
MANNERISM_LAUGH
 
MANNERISM_LAUGH
 +
EXTRACT
 +
CASTE_SOLDIER_ALTTILE
 +
CONVERTED_SPOUSE
 +
MILKABLE
 +
CASTE_SOLDIER_TILE
 +
CASTE_TILE
 +
CASTE_ALTTILE
 +
CASTE_GLOWTILE
 +
EXTREME_EMOTION
 +
CONTINUOUS
 +
EGG_MATERIAL
 +
EXERTION
 
MANNERISM_KNUCKLES
 
MANNERISM_KNUCKLES
 
MANNERISM_HAIR
 
MANNERISM_HAIR
 +
MANNERISM_CHEEK
 +
MANNERISM_LIPS
 +
MANNERISM_HEAD
 +
MANNERISM_EAR
 
MANNERISM_MOUTH
 
MANNERISM_MOUTH
 
MANNERISM_EYES
 
MANNERISM_EYES
MANNERISM_HEAD
+
MANNERISM_EYELIDS
MANNERISM_EAR
+
MANNERISM_STRETCH
 
MANNERISM_NOSE
 
MANNERISM_NOSE
 
MANNERISM_FINGERS
 
MANNERISM_FINGERS
MANNERISM_LEG
+
MANNERISM_SIT
MANNERISM_TONGUE
+
MANNERISM_WALK
MANNERISM_HANDS
+
MANNERISM_POSTURE
MANNERISM_ARMS
+
MANNERISM_BREATH
MANNERISM_FEET
+
SIGHT
MANNERISM_NAILS
+
BREATHE
MANNERISM_CHEEK
 
MANNERISM_LIPS
 
FIXED_TEMP
 
HOMEOTHERM
 
VERMIN_NOTRAP
 
VERMIN_NOFISH
 
VERMIN_NOROAM
 
FISHITEM
 
PENETRATEPOWER
 
VERMIN_BITE
 
TISSUE_MAT_STATE
 
SUBORDINATE_TO_TISSUE
 
TISSUE_SHAPE
 
STYLEABLE
 
COSMETIC
 
INSULATION
 
 
MAJOR_ARTERIES
 
MAJOR_ARTERIES
 
CONNECTS
 
CONNECTS
 +
SMELL
 +
MUSCULAR
 +
FLIGHT
 +
HEAR
 +
FUNCTIONAL
 +
SPLINTABLE
 +
THOUGHT
 +
NERVOUS
 +
STRUCTURAL
 +
SCARS
 +
SETTABLE
 +
CONNECTIVE_TISSUE_ANCHOR
 
CV_ADD_TAG
 
CV_ADD_TAG
 
CV_NEW_TAG
 
CV_NEW_TAG
 +
CV_NEW_CTAG
 +
CV_REMOVE_TAG
 +
Unrecognized Tissue Template Token:
 +
TISSUE_TEMPLATE
 
*** Error(s) finalizing the template  
 
*** Error(s) finalizing the template  
 
LOCAL_PLANT_MAT
 
LOCAL_PLANT_MAT
Unrecognized Tissue Template Token:
+
TISSUE_MAT_STATE
TISSUE_TEMPLATE
+
SUBORDINATE_TO_TISSUE
 
Tissue Template  
 
Tissue Template  
 
TISSUE_LEAKS
 
TISSUE_LEAKS
CVCT_TARGET
+
COSMETIC
CVCT_MASTER
+
INSULATION
CV_CONVERT_CTAG
+
TISSUE_SHAPE
CV_CONVERT_TAG
+
STYLEABLE
CV_REMOVE_CTAG
+
ARG5
CV_ADD_CTAG
+
ARG4
CV_NEW_CTAG
+
TL_RELATIVE_THICKNESS
CV_REMOVE_TAG
+
SET_LAYER_TISSUE
needs 3 tokens:  
+
ARG1
BP_POSITION
+
Body detail plan not found:
ADD_TISSUE
+
ARG3
needs 2 tokens:
+
ARG2
ADD_MATERIAL
+
SELECT_TISSUE_LAYER
Unrecognized Creature Variation Token:  
+
Tissue layer not added because no BP found:  
CREATURE_VARIATION
+
BODY_DETAIL_PLAN
CVCT_REPLACEMENT
+
PLUS_TISSUE_LAYER
TISSUE_NAME
+
NORMAL
TL_PAIN_RECEPTORS
+
TISSUE_LAYER_OVER
TL_VASCULAR
+
Unknown Body Part Position Token:
TL_HEALING_RATE
+
Unknown Body Group/Relation Token(s):
TL_MAJOR_ARTERIES
 
TL_CONNECTS
 
TL_RELATIVE_THICKNESS
 
SET_LAYER_TISSUE
 
 
THICKENS_ON_STRENGTH
 
THICKENS_ON_STRENGTH
 
PAIN_RECEPTORS
 
PAIN_RECEPTORS
 +
ARTERIES
 +
THICKENS_ON_ENERGY_STORAGE
 +
RELATIVE_THICKNESS
 +
TISSUE_MATERIAL
 
VASCULAR
 
VASCULAR
 
HEALING_RATE
 
HEALING_RATE
RELATIVE_THICKNESS
+
TISSUE_NAME
TISSUE_MATERIAL
+
TL_PAIN_RECEPTORS
 
  missing plural string
 
  missing plural string
 
Tissue Definition  
 
Tissue Definition  
FUNCTIONAL
+
TL_MAJOR_ARTERIES
SPLINTABLE
+
TL_CONNECTS
SETTABLE
+
TL_VASCULAR
CONNECTIVE_TISSUE_ANCHOR
+
TL_HEALING_RATE
STRUCTURAL
+
is very large and bears great lard rolls and impressive muscles
ARTERIES
+
is gigantic
THICKENS_ON_ENERGY_STORAGE
 
BREATHE
 
FLIGHT
 
MUSCULAR
 
THOUGHT
 
NERVOUS
 
isn't strong but is very large
 
is very large yet weak
 
is very weak despite being very large overall
 
is very large with strong muscles
 
is very large and very muscular
 
is incredibly muscular and very large
 
is weak and skinny yet has a large build overall
 
 
is very large yet also very weak and incredibly skinny
 
is very large yet also very weak and incredibly skinny
is incredibly muscular and fat, with a large build overall
+
is very large, fat and muscular
 +
is incredibly skinny yet gigantic overall
 +
is gigantic and quite fat
 +
is enormous yet skinny
 +
has an enormous build but is very skinny
 +
isn't very muscular but has a gigantic build
 +
is enormous yet very weak
 +
is very fat and enormous overall
 +
bears untold amounts of fat over a gigantic frame
 +
is very muscular and just gigantic overall
 +
is gigantic with incredible muscles
 +
is gigantic yet incredibly weak
 +
is gigantic and muscular
 
is very large
 
is very large
 
is skinny but with a very large body overall
 
is skinny but with a very large body overall
 +
is large, muscular and fat
 +
is incredibly muscular and fat, with a large build overall
 +
is fat and has a very large body overall
 +
has a very large body with quite a bit of fat on it
 
is very large yet quite skinny as well
 
is very large yet quite skinny as well
 
has a very large frame but is incredibly skinny
 
has a very large frame but is incredibly skinny
is fat and has a very large body overall
+
is very large yet weak
has a very large body with quite a bit of fat on it
+
is very weak despite being very large overall
 
is very large and just incredibly fat
 
is very large and just incredibly fat
has a large body but is quite weak
+
isn't strong but is very large
is large yet frail
+
is incredibly muscular and very large
is large and muscular
+
is weak and skinny yet has a large build overall
is very muscular with a large body
+
is very large with strong muscles
has bulky muscles on a large body
+
is very large and very muscular
is weak and skinny yet has a reasonably large body overall
+
needs 3 tokens:  
has a large body but it is very skinny and frail
+
BP_POSITION
is large, muscular and fat
 
is large
 
is large yet skinny
 
is large yet very skinny
 
has a large body but is incredibly skinny
 
is large and fat
 
has a large body and is very fat
 
has a large body made larger still by mounds of fat
 
has ill-defined muscles but is large overall
 
Unrecognized Body Detail Plan Token:  
 
BP_LAYERS_OVER
 
BP_LAYERS_UNDER
 
BP_LAYERS
 
BP_RELSIZE
 
 
  needs 6 tokens:  
 
  needs 6 tokens:  
 
BP_RELATION
 
BP_RELATION
is gigantic but incredibly skinny with virtually no muscles to speak of
+
ADD_MATERIAL
 +
Unrecognized Creature Variation Token:
 +
ADD_TISSUE
 +
needs 2 tokens:
 +
CVCT_TARGET
 +
CVCT_MASTER
 +
CREATURE_VARIATION
 +
CVCT_REPLACEMENT
 +
CV_REMOVE_CTAG
 +
CV_ADD_CTAG
 +
CV_CONVERT_CTAG
 +
CV_CONVERT_TAG
 
is huge, muscular and fat
 
is huge, muscular and fat
 
is gigantic with huge muscles and hanging rolls of lard
 
is gigantic with huge muscles and hanging rolls of lard
 +
is gigantic yet weak and skinny
 +
is gigantic but incredibly skinny with virtually no muscles to speak of
 +
[OBJECT:CREATURE]
 +
creature_layer
 
body part
 
body part
 
[CREATURE:
 
[CREATURE:
[OBJECT:CREATURE]
+
chunk
creature_layer
+
Unrecognized Body Detail Plan Token:  
 +
Null color selection at pregnancy start, creature
 
chunks
 
chunks
bears untold amounts of fat over a gigantic frame
+
BP_LAYERS
isn't very muscular but has a gigantic build
+
BP_RELSIZE
is enormous yet very weak
+
BP_LAYERS_OVER
is gigantic yet incredibly weak
+
BP_LAYERS_UNDER
is gigantic and muscular
+
has a short, broad frame with almost no fat on it
is very muscular and just gigantic overall
+
is short, broad and fat
is gigantic with incredible muscles
 
is gigantic yet weak and skinny
 
is very large, fat and muscular
 
is very large and bears great lard rolls and impressive muscles
 
is gigantic
 
is enormous yet skinny
 
has an enormous build but is very skinny
 
is incredibly skinny yet gigantic overall
 
is gigantic and quite fat
 
is very fat and enormous overall
 
is has large muscles on a incredibly broad body
 
is incredibly muscular and broad-bodied
 
has an incredibly broad body that is somewhat weak with only a little fat on it
 
has an extremely broad frame with few traces of either muscle or fat
 
has an incredibly broad body with some muscle and fat on it
 
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
 
is stout
 
 
has a short, broad build overall but is somewhat skinny
 
has a short, broad build overall but is somewhat skinny
has an incredibly broad body with almost no fat on it
+
has a short, broad body with very little fat
 +
has a short broad body with ill-defined muscles
 +
has a short broad body with little in the way of muscles
 +
has a short broad body with a lot of fat on it
 +
is short, broad and morbidly obese
 +
is stout and very muscular
 +
is stout and incredibly muscular
 +
has a short broad body but is very frail
 +
has a stout muscular body
 +
is stout, muscular and fat
 +
has a short, broad body stacked thick with muscles and lard
 +
has a short broad body but is kind of weak and skinny at the same time
 +
has a short body that is broad yet with few traces of muscle or fat
 
is fat with an extremely broad body
 
is fat with an extremely broad body
 
has an extremely broad body with lots of fat on it
 
has an extremely broad body with lots of fat on it
 +
has an extremely broad body with very little fat
 +
has an incredibly broad body with almost no fat on it
 +
has an extremely broad body but is weak
 +
has an incredibly broad body but is very frail
 
has an incredibly broad body hung with curtains of lard
 
has an incredibly broad body hung with curtains of lard
 
is somewhat weak and has a body that is incredibly broad
 
is somewhat weak and has a body that is incredibly broad
has an extremely broad body but is weak
+
is incredibly muscular and broad-bodied
has an incredibly broad body but is very frail
+
has an incredibly broad body that is somewhat weak with only a little fat on it
 
is muscular with an extremely broad body
 
is muscular with an extremely broad body
is incredibly muscular and has a very broad body
+
is has large muscles on a incredibly broad body
has a very broad body overall but it is weak with little fat on it
+
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
has a very broad body but it is frail with very little fat on it
+
is stout
has a very broad, muscular, fat body
+
has an extremely broad frame with few traces of either muscle or fat
has a very broad body, with enormous lard pockets packed in with the giant muscles
+
has an incredibly broad body with some muscle and fat on it
is incredibly broad-bodied
+
is large yet skinny
has an extremely broad body with little fat
+
is large yet very skinny
has an extremely broad body with very little fat
 
is fat and very broad
 
is very broad and fat
 
has a very broad body and is incredibly fat
 
has a broad body that is somewhat weak
 
has ill-defined muscles on an otherwise broad body
 
has a very broad body but it is frail
 
is muscular and very broad
 
is very muscular and broad
 
is lanky and frail
 
is muscular, tall and thin
 
is tall, thin and very muscular
 
is tall and thin with incredible muscles
 
is tall and thin, weak with few traces of fat
 
has a tall, skinny body that is very frail
 
is lanky, with strong muscles and some fat
 
 
would be lanky were it not for the massive muscles and slabs of lard
 
would be lanky were it not for the massive muscles and slabs of lard
has a tall, thin body with little fat
+
is large
 +
has a large body and is very fat
 +
has a large body made larger still by mounds of fat
 +
has a large body but is incredibly skinny
 +
is large and fat
 +
is large yet frail
 +
is large and muscular
 +
has ill-defined muscles but is large overall
 +
has a large body but is quite weak
 +
is weak and skinny yet has a reasonably large body overall
 +
has a large body but it is very skinny and frail
 +
is very muscular with a large body
 +
has bulky muscles on a large body
 
has a tall, thin frame with very little fat on it
 
has a tall, thin frame with very little fat on it
 
has a tall, narrow body that is just incredibly skinny
 
has a tall, narrow body that is just incredibly skinny
 +
is lanky
 +
has a tall, thin body with little fat
 +
packs extraordinary obesity on to what was once a tall and thin body
 +
is lanky with ill-defined muscles
 
has a tall, thin body layered with some fat
 
has a tall, thin body layered with some fat
 
has a tall, thin frame but manages to be very fat
 
has a tall, thin frame but manages to be very fat
packs extraordinary obesity on to what was once a tall and thin body
+
is muscular, tall and thin
is lanky with ill-defined muscles
+
is tall, thin and very muscular
 
is lanky and weak
 
is lanky and weak
has a stout muscular body
+
is lanky and frail
is stout and very muscular
+
has a tall, skinny body that is very frail
is stout and incredibly muscular
+
is lanky, with strong muscles and some fat
has a short broad body but is kind of weak and skinny at the same time
+
is tall and thin with incredible muscles
has a short body that is broad yet with few traces of muscle or fat
+
is tall and thin, weak with few traces of fat
is stout, muscular and fat
+
is long, thin and somewhat weak
has a short, broad body stacked thick with muscles and lard
+
is long, weak and thin
is lanky
 
has a short, broad body with very little fat
 
has a short, broad frame with almost no fat on it
 
is short, broad and fat
 
has a short broad body with a lot of fat on it
 
is short, broad and morbidly obese
 
has a short broad body with ill-defined muscles
 
has a short broad body with little in the way of muscles
 
has a short broad body but is very frail
 
has managed to put some muscle and fat on an extremely thin frame
 
could be incredibly thin but has massive lardy rolls and enormous muscles
 
is long and slim
 
has a long, thin frame with little fat
 
has a long, thin body with very little fat
 
has a long, thin body with almost no fat on it
 
has a long, thin body with some fat on it
 
 
has a long, thin body with a lot of fat on it
 
has a long, thin body with a lot of fat on it
is extremely thin with ill-defined muscles
+
has a long, thin frame hidden beneath copious rolls of lard
 +
is long and thin with strong muscles
 +
has a long, thin frame strapped with incredible muscles
 +
is long and thin but very weak
 +
is long, thin and muscular
 +
has a long, thin body, thickened by muscle and fat
 +
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
 +
has a long, thin body that is somewhat weak with little fat
 +
has a long, thin frame, frail with very little fat
 +
has a broad body with very little fat
 +
has a broad body with almost no fat on it
 +
has a broad body
 +
has a broad body with little fat
 
is very weak and extremely thin
 
is very weak and extremely thin
 
is extremely thin and frail
 
is extremely thin and frail
 +
has an extremely thin frame underlying a massive lardy edifice
 +
is extremely thin with ill-defined muscles
 +
has an extremely thin body packed with huge muscles
 +
is weak with little fat and just incredibly thin overall
 
is muscular and extremely thin
 
is muscular and extremely thin
 
is very muscular and incredibly thin
 
is very muscular and incredibly thin
has an extremely thin body packed with huge muscles
+
could be incredibly thin but has massive lardy rolls and enormous muscles
is weak with little fat and just incredibly thin overall
+
is long and slim
 
is a frail, extremely skinny thing
 
is a frail, extremely skinny thing
has a very thin build buried underneath endless muscles and fat
+
has managed to put some muscle and fat on an extremely thin frame
is incredibly thin
+
has a long, thin body with almost no fat on it
has an incredibly thin body with little fat
+
has a long, thin body with some fat on it
has an extremely thin body with very litte fat on it
+
has a long, thin frame with little fat
has an extremely thin body with almost no fat on it
+
has a long, thin body with very little fat
has an incredibly thin frame with some fat on it
+
is very broad and fat
has an extremely thin frame with a lot of fat on it
+
has a very broad body and is incredibly fat
has an extremely thin frame underlying a massive lardy edifice
 
is weak and very thin
 
is very thin and weak
 
is muscular and very thin
 
is very muscular and thin
 
is incredibly muscular and very thin
 
is weak and has a very thin body with very little fat
 
has a very thin, frail body without visible traces of fat
 
would be very thin but has opted for some muscle and fat
 
is broad-bodied, though weak and skinny
 
is frail and very skinny yet with an overall broad body
 
is broad-bodied, muscular and fat
 
has a broad body bearing impressive muscles and a great load of fat
 
is very broad-bodied
 
has a very broad body with little fat
 
has a very broad frame with very little fat on it
 
 
has a very broad body but almost no fat
 
has a very broad body but almost no fat
is broad-bodied and very fat
+
is fat and very broad
 +
has a very broad body but it is frail
 +
is muscular and very broad
 +
has a broad body that is somewhat weak
 +
has ill-defined muscles on an otherwise broad body
 +
has a very broad body overall but it is weak with little fat on it
 +
has a very broad body but it is frail with very little fat on it
 +
is very muscular and broad
 +
is incredibly muscular and has a very broad body
 +
is incredibly broad-bodied
 +
has an extremely broad body with little fat
 +
has a very broad, muscular, fat body
 +
has a very broad body, with enormous lard pockets packed in with the giant muscles
 
has a broad body made broader still by no shortage of surrounding lard
 
has a broad body made broader still by no shortage of surrounding lard
 
is broad with little muscle
 
is broad with little muscle
 +
is broad and fat
 +
is broad-bodied and very fat
 +
is broad and muscular
 +
is very muscular with a broad body
 
is broad yet weak
 
is broad yet weak
 
has a broad body but it is very frail
 
has a broad body but it is very frail
is broad and muscular
+
is frail and very skinny yet with an overall broad body
is very muscular with a broad body
+
is broad-bodied, muscular and fat
 
has incredible muscles stretched over a broad body
 
has incredible muscles stretched over a broad body
has a long, thin frame, frail with very little fat
+
is broad-bodied, though weak and skinny
has a long, thin body, thickened by muscle and fat
+
has a very broad body with little fat
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
+
has a very broad frame with very little fat on it
has a broad body
+
has a broad body bearing impressive muscles and a great load of fat
has a broad body with little fat
+
is very broad-bodied
has a broad body with very little fat
+
is very muscular and extremely tall
has a broad body with almost no fat on it
+
is incredibly tall and muscular
is broad and fat
+
is incredibly tall but has a frail body
has a long, thin frame hidden beneath copious rolls of lard
+
is muscular and incredibly tall
is long, thin and somewhat weak
+
is incredibly tall with strong muscles and some fat
is long, weak and thin
+
is incredibly tall, layered with massive muscles and hanging sacks of lard
is long and thin but very weak
+
is incredibly tall and a bit skinny, with ill-defined muscles
is long, thin and muscular
+
is very frail with an extremely tall and skinny body
is long and thin with strong muscles
+
has a thin body with very little fat
has a long, thin frame strapped with incredible muscles
+
has a thin body with almost no fat on it
has a long, thin body that is somewhat weak with little fat
+
is thin
is very skinny and even more tall
+
has a thin body with little fat
is incredibly tall and skinny
+
has what was once a thin frame, now bearing enormous, thick layers of fat
is fat and extremely tall
+
is thin and scrawny
is very fat and extremely tall
+
has a thin frame with some fat on it
is incredibly tall and fat
+
has a once-thin frame, now belarded
is scrawny yet extremely tall
 
is incredibly tall yet weak
 
is incredibly tall but has a frail body
 
is very tall and muscular
 
 
is very tall with huge muscles
 
is very tall with huge muscles
 
is weak and skinny but very tall overall
 
is weak and skinny but very tall overall
 +
is muscular and very tall
 +
is very tall and muscular
 +
is very tall with huge muscles and great lardy rolls
 +
is incredibly tall
 
is very tall and skinny but also very weak
 
is very tall and skinny but also very weak
 
is very tall with plenty of muscle and fat
 
is very tall with plenty of muscle and fat
is very tall with huge muscles and great lardy rolls
+
is incredibly tall and skinny
is incredibly tall
+
is fat and extremely tall
 
is skinny and extremely tall
 
is skinny and extremely tall
is very tall and incredibly skinny
+
is very skinny and even more tall
is fat and very tall
+
is scrawny yet extremely tall
is very tall and fat
+
is incredibly tall yet weak
is very tall with a hanging apron of lard
+
is very fat and extremely tall
is very tall yet somewhat weak
+
is incredibly tall and fat
is very tall yet weak
+
is very thin and weak
is very tall yet frail
+
is muscular and very thin
is muscular and very tall
 
has loaded a tall body with incredible muscles
 
is tall, weak and skinny
 
is tall, extremely skinny and frail
 
is tall, muscular and fat
 
is very muscular, tall and obese
 
is very tall
 
is skinny and very tall
 
is very tall and skinny
 
is very thin
 
has a very thin body with little fat
 
has a very thin frame with very little fat
 
has a very thin body with almost no fat on it
 
has a very thin frame with a bit of fat on it
 
has much fat on a very thin frame
 
would be very thin but bears an enormous lardy burden
 
 
is somewhat scrawny and very thin
 
is somewhat scrawny and very thin
is thin and frail
+
is weak and very thin
 +
is weak and has a very thin body with very little fat
 +
has a very thin, frail body without visible traces of fat
 +
is very muscular and thin
 +
is incredibly muscular and very thin
 +
is incredibly thin
 +
has an incredibly thin body with little fat
 +
would be very thin but has opted for some muscle and fat
 +
has a very thin build buried underneath endless muscles and fat
 +
has an incredibly thin frame with some fat on it
 +
has an extremely thin frame with a lot of fat on it
 +
has an extremely thin body with very litte fat on it
 +
has an extremely thin body with almost no fat on it
 
is wiry
 
is wiry
 
is thin and very muscular
 
is thin and very muscular
 +
is thin and weak
 +
is thin and frail
 +
is thin, frail and incredibly skinny
 +
has a generally thin build with some muscle and fat on it
 
is thin but has incredible muscles
 
is thin but has incredible muscles
 
is thin, skinny and weak
 
is thin, skinny and weak
is thin, frail and incredibly skinny
+
has a very thin body with little fat
has a generally thin build with some muscle and fat on it
+
has a very thin frame with very little fat
 
has a thin frame but it is loaded with muscles and great layers of fat
 
has a thin frame but it is loaded with muscles and great layers of fat
has a thin body with little fat
+
is very thin
has a thin body with very little fat
+
has much fat on a very thin frame
has a thin body with almost no fat on it
+
would be very thin but bears an enormous lardy burden
has a thin frame with some fat on it
+
has a very thin body with almost no fat on it
has a once-thin frame, now belarded
+
has a very thin frame with a bit of fat on it
has what was once a thin frame, now bearing enormous, thick layers of fat
+
is very long, muscular and fat
is thin and scrawny
+
is extremely muscular and lardy and also very long
is thin and weak
+
is weak and skinny with a very long body overall
is muscular and incredibly tall
+
has a very long body, frail and skinny
is very muscular and extremely tall
+
is very skinny and extremely long
is incredibly tall and muscular
+
is incredibly long and skinny
is incredibly tall and a bit skinny, with ill-defined muscles
+
is incredibly long
is very frail with an extremely tall and skinny body
+
is skinny and incredibly long
is incredibly tall with strong muscles and some fat
+
is incredibly long, encapsulated in massive layers of lard
is incredibly tall, layered with massive muscles and hanging sacks of lard
+
is somewhat weak and extremely long
is thin
+
is fat and incredibly long
has a very long body that is beset by a morbid corpulence
+
is extremely long and very fat
is somewhat weak and very long
+
is muscular and extremely long
is weak and very long
+
is very muscular and incredibly long
is very long and frail
+
is weak and extremely long
is muscular and very long
+
is very frail and incredibly long
is very long and muscular
 
is very long and incredibly muscular
 
is weak and skinny with a very long body overall
 
is long, muscular and fat
 
 
is extremely muscular, obese and long
 
is extremely muscular, obese and long
 
is very long
 
is very long
 +
has a frail body, long and incredibly skinny
 +
is long, muscular and fat
 +
is very long and incredibly skinny
 +
is fat and very long
 
is skinny and very long
 
is skinny and very long
 
is very long and skinny
 
is very long and skinny
is very long and incredibly skinny
+
is somewhat weak and very long
is fat and very long
+
is weak and very long
 
is very long and fat
 
is very long and fat
is long and scrawny
+
has a very long body that is beset by a morbid corpulence
is long but weak
+
is very long and muscular
is long with a frail body
+
is very long and incredibly muscular
is long and muscular
+
is very long and frail
is very muscular with a long body
+
is muscular and very long
has an incredibly muscular, long body
+
is tall, weak and skinny
is long, weak and skinny
+
is tall, extremely skinny and frail
has a frail body, long and incredibly skinny
 
is incredibly short yet has extremely strong muscles hidden under massive lardy rolls
 
is long
 
is long and skinny
 
is long and very skinny
 
is long and incredibly skinny
 
is fat and long
 
is long and very fat
 
is long and incredibly fat
 
is tall and fat
 
is tall and very fat
 
is tall and belarded by great hanging sacks of fat
 
is tall and scrawny
 
is tall but has quite ill-defined muscles
 
is pretty tall but also very frail
 
is tall and muscular
 
 
is tall and very muscular
 
is tall and very muscular
is incredibly long yet is also weak and skinny
+
has loaded a tall body with incredible muscles
 +
is very tall
 +
is skinny and very tall
 +
is tall, muscular and fat
 +
is very muscular, tall and obese
 +
is fat and very tall
 +
is very tall and fat
 +
is very tall and skinny
 +
is very tall and incredibly skinny
 +
is very tall yet weak
 +
is very tall yet frail
 +
is very tall with a hanging apron of lard
 +
is very tall yet somewhat weak
 
is frail and really skinny but also extremely long
 
is frail and really skinny but also extremely long
 
is extremely long with muscle and fat in equal measure
 
is extremely long with muscle and fat in equal measure
 +
is incredibly long and muscular
 +
is incredibly long yet is also weak and skinny
 +
is tall and skinny
 +
is tall and very skinny
 
is incredibly long with impressive muscles and great sacks of lard
 
is incredibly long with impressive muscles and great sacks of lard
 
is tall
 
is tall
is tall and skinny
+
is tall and very fat
is tall and very skinny
+
is tall and belarded by great hanging sacks of fat
 
is tall and incredibly skinny
 
is tall and incredibly skinny
is extremely long and very fat
+
is tall and fat
is incredibly long, encapsulated in massive layers of lard
+
is pretty tall but also very frail
is somewhat weak and extremely long
+
is tall and muscular
is weak and extremely long
+
is tall and scrawny
is very frail and incredibly long
+
is tall but has quite ill-defined muscles
is muscular and extremely long
+
is very short and skinny
is very muscular and incredibly long
+
is very short and incredibly skinny
is incredibly long and muscular
 
has a very long body, frail and skinny
 
is very long, muscular and fat
 
is extremely muscular and lardy and also very long
 
is incredibly long
 
is skinny and incredibly long
 
is very skinny and extremely long
 
is incredibly long and skinny
 
is fat and incredibly long
 
is short and muscular
 
is short with well-defined muscles
 
isn't tall but has incredible muscles
 
is weak, short and skinny
 
is short, very weak and incredibly skinny
 
isn't very tall but makes up for it with muscle and fat
 
is short yet layered with equal parts of giant muscles and lardy slabs
 
 
is very short
 
is very short
is short and very skinny
+
is skinny and very short
is short and incredibly skinny
+
carries massive amounts of fat, especially for one so short
 +
is somewhat weak and very short
 +
is fat and very short
 +
is very short and fat
 +
is very short with well-defined muscular
 +
is very muscular and very short
 +
is weak and really short
 +
is very weak and very short
 +
is very short, very weak and very skinny
 +
is very short yet muscular and fat
 +
packs enormous muscles on to a very short body
 +
is weak, skinny and very short
 +
is short and incredibly skinny
 
is short and fat
 
is short and fat
 +
is short and skinny
 +
is short and very skinny
 +
is short and not very strong
 +
is weak and short
 
is short and obese
 
is short and obese
 
is short and just incredibly fat
 
is short and just incredibly fat
is short and not very strong
+
is short with well-defined muscles
is weak and short
+
isn't tall but has incredible muscles
 
is short and very weak
 
is short and very weak
is very muscular if incredibly short
+
is short and muscular
has an extremely short body that is incredibly muscular
+
isn't very tall but makes up for it with muscle and fat
is weak and skinny as well as incredibly short
+
is short yet layered with equal parts of giant muscles and lardy slabs
is incredibly short, skinny and frail
+
is weak, short and skinny
is incredibly short, if muscular and fat
+
is short, very weak and incredibly skinny
is as short as can be yet has great muscles and rolls of lard
+
is long
is short
+
is long and skinny
is short and skinny
 
is very short yet impressively muscular and enormously fat
 
is skinny and extremely short
 
is very skinny and even more short
 
has an incredibly short body but still manages to be very fat
 
is incredibly short and bears massive lardy rolls
 
is scrawny and extremely short
 
is weak as well as incredibly short
 
is as short as they come and very frail on top of that
 
is weak and extremely short
 
is incredibly short and frail
 
is muscular and extremely short
 
is very muscular and incredibly short
 
has put on an extreme amount of muscle, especially for one so short
 
is weak, skinny and incredibly short
 
is extremely short, weak and thin
 
 
is muscular and fat yet at the same time incredibly short
 
is muscular and fat yet at the same time incredibly short
is incredibly short
+
is incredibly short yet has extremely strong muscles hidden under massive lardy rolls
 +
is fat and long
 +
is long and very fat
 +
is long and very skinny
 +
is long and incredibly skinny
 +
is long but weak
 +
is long with a frail body
 +
is long and incredibly fat
 +
is long and scrawny
 +
has an incredibly muscular, long body
 +
is long, weak and skinny
 +
is long and muscular
 +
is very muscular with a long body
 
is skinny and incredibly short
 
is skinny and incredibly short
 
is very skinny and extremely short
 
is very skinny and extremely short
 +
is very short but covered with great amounts of lard and with huge muscles
 +
is incredibly short
 +
is very fat and extremely short
 +
is incredibly short but somehow packs in an enormous amount of fat
 
is incredibly short and skinny
 
is incredibly short and skinny
 
is fat and incredibly short
 
is fat and incredibly short
is very fat and extremely short
+
is incredibly short and frail
is incredibly short but somehow packs in an enormous amount of fat
+
is muscular and extremely short
 
is extremely short with little muscle
 
is extremely short with little muscle
is very weak and very short
+
is weak and extremely short
is very short with well-defined muscular
+
is weak, skinny and incredibly short
is very muscular and very short
+
is extremely short, weak and thin
packs enormous muscles on to a very short body
+
is very muscular and incredibly short
is weak, skinny and very short
+
has put on an extreme amount of muscle, especially for one so short
is very short, very weak and very skinny
+
is very fat
is very short yet muscular and fat
+
is corpulent
is very short but covered with great amounts of lard and with huge muscles
 
is skinny and very short
 
is very short and skinny
 
is very short and incredibly skinny
 
is fat and very short
 
is very short and fat
 
carries massive amounts of fat, especially for one so short
 
is somewhat weak and very short
 
is weak and really short
 
has a small build and is weak and skinny
 
has a small build and is very weak and incredibly skinny
 
has a small build but is muscular and fat
 
has a small build yet is strapped with massive amounts of muscle and lard
 
is average in size
 
is skinny
 
is very skinny
 
 
is incredibly skinny
 
is incredibly skinny
has a small build but is very fat
+
is fat
packs massive amounts of fat on to a small build
+
is very weak
is small and scrawny
+
is muscular
is weak and small
+
is scrawny
is very weak and small
+
is weak
is small yet muscular
+
is weak and skinny
 +
is very weak and incredibly skinny
 +
is very muscular
 +
is incredibly muscular
 +
is short and very fat
 +
is short and incredibly fat
 +
is muscular and fat
 +
is strapped with massive amounts of muscle and lard
 +
packs massive amounts of fat on to a small build
 +
is small and scrawny
 +
is small and fat
 +
has a small build but is very fat
 +
is small yet muscular
 
is very muscular yet has a small build
 
is very muscular yet has a small build
 +
is weak and small
 +
is very weak and small
 +
has a small build and is very weak and incredibly skinny
 +
has a small build but is muscular and fat
 
has incredible muscles over a small build
 
has incredible muscles over a small build
is very weak, skinny and small
+
has a small build and is weak and skinny
is muscular and fat yet has a very small overall build
+
is skinny
is very small yet with huge slabs of lard and muscle
+
is very skinny
is small
+
has a small build yet is strapped with massive amounts of muscle and lard
is skinny with a small build
+
is average in size
is very skinny with a small build
+
is skinny and extremely short
is incredibly skinny with a small build
+
is very skinny and even more short
is small and fat
 
is very small and fat
 
has a very small body bedecked with lardy rolls
 
is very small with ill-defined muscles
 
is weak and very small
 
is muscular and very small
 
is very small yet very muscular
 
is incredibly muscular for one so small
 
is weak, skinny and very small
 
is very short and quite weak
 
is very short and frail
 
is muscular and very short
 
is very short and muscular
 
carries great muscles on a very short body
 
is weak and skinny and also very short
 
is very short, weak and skinny
 
 
is very short in length but muscular and fat as well
 
is very short in length but muscular and fat as well
is short and weak
+
is very short yet impressively muscular and enormously fat
 +
is scrawny and extremely short
 +
is weak as well as incredibly short
 +
has an incredibly short body but still manages to be very fat
 +
is incredibly short and bears massive lardy rolls
 +
has an extremely short body that is incredibly muscular
 +
is weak and skinny as well as incredibly short
 +
is as short as they come and very frail on top of that
 +
is very muscular if incredibly short
 +
is as short as can be yet has great muscles and rolls of lard
 +
is short
 +
is incredibly short, skinny and frail
 +
is incredibly short, if muscular and fat
 
is very muscular with a short body
 
is very muscular with a short body
 
is incredibly muscular if a little short
 
is incredibly muscular if a little short
 +
is short and scrawny
 +
is short and weak
 +
is short with great muscles and copious amounts of lard
 +
has a very short body buttressed by rolls of lard
 
is weak, skinny and short
 
is weak, skinny and short
 
is short in length but muscular and fat
 
is short in length but muscular and fat
is short with great muscles and copious amounts of lard
+
is very short and frail
has a very short body buttressed by rolls of lard
+
is muscular and very short
 
is very short with ill-defined muscles
 
is very short with ill-defined muscles
is incredibly muscular
+
is very short and quite weak
is weak and skinny
+
is weak and skinny and also very short
is very weak and incredibly skinny
+
is very short, weak and skinny
is muscular and fat
+
is very short and muscular
is strapped with massive amounts of muscle and lard
+
carries great muscles on a very short body
is short and very fat
+
cut open
is short and incredibly fat
+
have compound fractures
is short and scrawny
 
is fat
 
is very fat
 
is corpulent
 
is scrawny
 
is weak
 
is very weak
 
is muscular
 
is very muscular
 
oozing
 
dripping
 
running with
 
spraying
 
gushing
 
gouting
 
torn open
 
 
broken open
 
broken open
completely swollen
+
smashed open
 +
broken. 
 +
has been partially butchered. 
 +
has a compound fracture
 +
fractured. 
 +
is mangled beyond recognition. 
 +
is tiny
 +
is gelded. 
 +
are spilled. 
 +
is tiny overall and in particular incredibly skinny
 +
is fat yet tiny
 +
is incredibly small and skinny
 +
is very skinny with an overall minuscule build
 
blistered
 
blistered
 
condensed
 
condensed
frozen
+
heavily swollen
boiled
+
completely swollen
 
melted
 
melted
 
frost-bitten
 
frost-bitten
 +
frozen
 +
boiled
 +
dripping
 +
running with
 
  dented.   
 
  dented.   
slightly swollen
+
oozing
swollen
+
gouting
quite swollen
+
torn open
very swollen
+
spraying
heavily swollen
+
gushing
sunken
+
has a very small body bedecked with lardy rolls
small-irised
+
is very small with ill-defined muscles
large-irised
 
wide-set
 
close-set
 
narrow
 
is incredibly small, weak and skinny, so as to be almost nothing
 
is muscular and fat and very, very small
 
is tiny yet incredibly muscular and lardy
 
is very small
 
is skinny and very small
 
is very small and skinny
 
is incredibly skinny and very small
 
 
is fat and very small
 
is fat and very small
bears an enormous amount of fat for one so tiny
+
is very small and fat
 +
is very small yet very muscular
 +
is incredibly muscular for one so small
 +
is weak and very small
 +
is muscular and very small
 +
is muscular and fat yet has a very small overall build
 +
is very small yet with huge slabs of lard and muscle
 +
is weak, skinny and very small
 +
is very weak, skinny and small
 +
is very skinny with a small build
 +
is incredibly skinny with a small build
 +
is small
 +
is skinny with a small build
 
is tiny with ill-defined muscles
 
is tiny with ill-defined muscles
 
is tiny and weak
 
is tiny and weak
 +
is tiny yet very fat
 +
bears an enormous amount of fat for one so tiny
 +
has an extremely small body but it is very muscular
 +
is a minuscule bundle of muscles
 
is tiny and utterly weak
 
is tiny and utterly weak
 
is muscular yet with a incredibly small body overall
 
is muscular yet with a incredibly small body overall
has an extremely small body but it is very muscular
+
is muscular and fat and very, very small
is a minuscule bundle of muscles
+
is tiny yet incredibly muscular and lardy
 
is tiny, skinny and weak
 
is tiny, skinny and weak
are spilled. 
+
is incredibly small, weak and skinny, so as to be almost nothing
is mangled beyond recognition. 
+
is very small and skinny
is tiny
+
is incredibly skinny and very small
is incredibly small and skinny
+
is very small
is very skinny with an overall minuscule build
+
is skinny and very small
is tiny overall and in particular incredibly skinny
+
deep-voiced
is fat yet tiny
+
dry
is tiny yet very fat
 
smashed open
 
cut open
 
have compound fractures
 
has a compound fracture
 
fractured. 
 
broken. 
 
has been partially butchered. 
 
is gelded. 
 
somewhat short
 
very short
 
somewhat tall
 
extremely tall
 
is gone. 
 
body is
 
clear-voiced
 
 
raspy-voiced
 
raspy-voiced
extremely short
+
high-voiced
 +
round-chinned
 +
square-chinned
 +
greasy
 +
round
 +
narrow-chinned
 +
broad-chinned
 +
recess-chinned
 +
jutting-chinned
 +
crowded
 +
gapped
 +
low-cheekboned
 +
high-cheekboned
 
somewhat long
 
somewhat long
 
quite long
 
quite long
 +
incredibly high
 +
extremely short
 +
extremely narrow
 +
somewhat broad
 
extremely long
 
extremely long
 
somewhat narrow
 
somewhat narrow
extremely narrow
+
very short
somewhat broad
+
somewhat tall
 
extraordinarily broad
 
extraordinarily broad
slightly wide-set
+
somewhat short
very wide-set
+
body is
slightly close-set
+
clear-voiced
incredibly close-set
+
extremely tall
slightly low
+
is gone. 
extremely low
+
small-irised
somewhat high
+
large-irised
incredibly high
 
have very thin irises
 
have slightly large irises
 
have large irises
 
have very large irises
 
slightly protruding
 
bulging
 
slightly sunken
 
deeply sunken
 
straight
 
concave
 
convex
 
smooth
 
wrinkled
 
 
protruding
 
protruding
great-lobed
+
sunken
 +
long
 +
narrow
 +
wide-set
 +
close-set
 +
tall
 +
[P]
 +
broad
 +
short
 +
quite swollen
 +
very swollen
 +
slightly swollen
 +
swollen
 
flattened
 
flattened
 
splayed out
 
splayed out
 +
fuse-lobed
 +
great-lobed
 +
thin
 +
thick
 
hooked
 
hooked
 
upturned
 
upturned
 +
straight
 +
curly
 
sparse
 
sparse
jutting-chinned
+
dense
narrow-chinned
+
smooth
broad-chinned
+
wrinkled
low-cheekboned
+
concave
high-cheekboned
+
convex
crowded
+
sharply hooked
gapped
+
slightly upturned
fuse-lobed
 
high-voiced
 
deep-voiced
 
greasy
 
round-chinned
 
square-chinned
 
recess-chinned
 
are fuse-lobed
 
are free-lobed
 
have large hanging lobes
 
have great swinging lobes
 
slightly flattened
 
very flattened
 
somewhat splayed out
 
 
very splayed out
 
very splayed out
tangled
+
slightly hooked
 +
very thin
 +
slightly thick
 +
incredibly upturned
 +
somewhat thin
 +
quite sparse
 +
extremely sparse
 +
very thick
 +
slightly sparse
 +
extremely dense
 +
somewhat concave
 +
slightly dense
 +
quite dense
 
widely-spaced
 
widely-spaced
 
small-lobed
 
small-lobed
 +
very round
 +
tangled
 +
hanging-lobed
 +
have small lobes
 
nearly fuse-lobed
 
nearly fuse-lobed
 
free-lobed
 
free-lobed
hanging-lobed
+
are free-lobed
have small lobes
+
have large hanging lobes
 
have nearly fused lobes
 
have nearly fused lobes
spots
+
are fuse-lobed
mottled
+
very flattened
striped
+
somewhat splayed out
crinkly
+
have great swinging lobes
somewhat greasy
+
slightly flattened
slightly rounded
+
have slightly large irises
very round
+
have large irises
has a high-pitched, grating voice
 
has a high-pitched, clear voice
 
has a deep, guttural voice
 
stripes
 
mixed with
 
with some
 
with flecks of
 
with a touch of
 
extremely wrinkled
 
slightly thin-irised
 
thin-irised
 
very thin-irised
 
slightly large-irised
 
very large-irised
 
have slightly thin irises
 
 
have thin irises
 
have thin irises
slightly convex
+
have very thin irises
very convex
+
bulging
incredibly straight
+
slightly sunken
coiled
+
have very large irises
 +
slightly protruding
 +
very wide-set
 +
slightly close-set
 +
deeply sunken
 +
slightly wide-set
 +
extremely low
 +
somewhat high
 +
incredibly close-set
 +
slightly low
 +
very convex
 +
incredibly straight
 +
incredibly concave
 +
slightly convex
 
slightly smooth
 
slightly smooth
 
very smooth
 
very smooth
 +
wavy
 +
coiled
 +
slightly thin-irised
 +
thin-irised
 
slightly wrinkled
 
slightly wrinkled
slightly sparse
+
extremely wrinkled
quite sparse
+
very large-irised
extremely sparse
+
have slightly thin irises
slightly dense
+
very thin-irised
quite dense
+
slightly large-irised
extremely dense
+
has a very narrow
somewhat concave
+
has a broad
incredibly concave
 
slightly hooked
 
sharply hooked
 
slightly upturned
 
incredibly upturned
 
somewhat thin
 
very thin
 
slightly thick
 
very thick
 
has a round chin
 
has a very round chin
 
has an angular chin
 
has a square chin
 
has a deeply recessed
 
has a recessed
 
has a prominent
 
 
has a jutting
 
has a jutting
tied in a pony tail
+
has a narrow
 +
has a narrow, prominent
 +
has a broad, recessed
 +
has a very broad
 +
has a narrow, recessed
 +
has a narrow, jutting
 +
has a deeply recessed, broad
 +
has a broad, prominent
 +
has a deeply recessed, narrow
 +
round chin
 +
square chin
 +
has a massive
 +
chin
 
arranged in double braids
 
arranged in double braids
 
braided
 
braided
 +
unkempt
 +
tied in a pony tail
 +
clean-shaven
 +
medium-length
 
neatly combed
 
neatly combed
 
stubble
 
stubble
clean-shaven
+
has a very round chin
medium-length
+
has an angular chin
 
very long
 
very long
very long
+
has a round chin
massive
+
has a recessed
the marks of old wounds, including
+
has a prominent
the marks of numerous old wounds, the chief among them
+
has a square chin
bears
+
has a deeply recessed
unkempt
+
has a high-pitched, clear voice
very large
+
has a deep, guttural voice
straight scar. 
 
curving scar. 
 
very short
 
short
 
has a grating, raspy voice
 
has a clear voice
 
has a very clear voice
 
has a high, clear voice
 
has a low, clear voice
 
has a high squeaky voice
 
has a fairly deep and raspy voice
 
 
has a clear, deep voice
 
has a clear, deep voice
has low cheekbones
+
has a high-pitched, grating voice
 +
with some
 +
with flecks of
 +
stripes
 +
mixed with
 +
mottled
 +
striped
 +
with a touch of
 +
spots
 +
slit
 +
slightly rounded
 +
crinkly
 +
somewhat greasy
 
has high cheekbones
 
has high cheekbones
 
has very high cheekbones
 
has very high cheekbones
 +
has very low cheekbones
 +
has low cheekbones
 +
has a high voice
 +
has a very high-pitched voice
 
has a low voice
 
has a low voice
 
has a very deep voice
 
has a very deep voice
has a high voice
+
has a clear voice
has a very high-pitched voice
+
has a very clear voice
 
has a scratchy voice
 
has a scratchy voice
has a deeply recessed, narrow
+
has a grating, raspy voice
has a narrow, jutting
+
has a high squeaky voice
has a deeply recessed, broad
+
has a fairly deep and raspy voice
has a massive
+
has a high, clear voice
round chin
+
has a low, clear voice
square chin
+
square-chin
has very low cheekbones
+
low-cheekbones
has a narrow
+
massive-chin
has a very narrow
+
round-chin
has a broad
+
scratchy-voiced
has a very broad
+
squeaky-voiced
has a narrow, recessed
+
high-cheekbones
has a narrow, prominent
+
low-voiced
has a broad, recessed
+
splayed
has a broad, prominent
+
average
 +
grating-voiced
 +
guttural-voiced
 +
scrawny
 +
squat
 +
tiny
 +
small
 +
NEX_BODY
 
narrow-chin
 
narrow-chin
 +
jutting-chin
 +
recessed-chin
 
broad-chin
 
broad-chin
 
prominent-chin
 
prominent-chin
jutting-chin
+
huge
recessed-chin
+
straight scar. 
massive-chin
+
small
 +
very large
 +
very short
 +
short
 +
curving scar. 
 +
tiny
 +
massive  
 +
a
 +
long
 +
very long
 +
bear
 +
bears
 +
the marks of old wounds, including
 +
the marks of numerous old wounds, the chief among them
 +
lanky
 +
big
 +
towering
 +
stout
 +
chubby
 +
fat
 +
slim
 +
skinny
 
muscular
 
muscular
 
very large
 
very large
 +
obese
 +
frail
 +
dent. 
 +
very small
 
gigantic
 
gigantic
 
jagged scar.   
 
jagged scar.   
dent. 
+
[!@
very small
+
(!@
small
+
P)!@
skinny
+
)!@
chubby
+
V!@
guttural-voiced
+
rE@
splayed
+
rE@
average
+
sE@
scrawny
+
sE@
towering
+
rE@
round-chin
+
rE@
square-chin
+
sE@
low-cheekbones
+
wE@
high-cheekbones
+
wE@
low-voiced
+
wE@
scratchy-voiced
+
vE@
squeaky-voiced
+
SMALL
grating-voiced
 
CON_CAT
 
CONTYPE
 
STANCE
 
Unrecognized Creature Bodypart CONTYPE Token:
 
UPPERBODY
 
LOWERBODY
 
 
INTERNAL
 
INTERNAL
CIRCULATION
+
EMBEDDED
GELDABLE
+
APERTURE
THROAT
+
TOTEMABLE
 +
VERMIN_BUTCHER_ITEM
 
SKELETON
 
SKELETON
 
UNDER_PRESSURE
 
UNDER_PRESSURE
TOTEMABLE
+
THROAT
VERMIN_BUTCHER_ITEM
+
JOINT
EMBEDDED
+
Unrecognized Creature Bodypart CONTYPE Token:
APERTURE
+
LIMB
 +
GRASP
 +
STANCE
 +
CON_CAT
 +
CONTYPE
 
Unrecognized Creature Bodypart Token:  
 
Unrecognized Creature Bodypart Token:  
 
Unrecognized Creature Body Token:  
 
Unrecognized Creature Body Token:  
 +
: number capped at 32
 +
INDIVIDUAL_NAME
 +
CATEGORY
 +
DEFAULT_RELSIZE
 +
SOCKET
 +
MOUTH
 
CONNECTOR
 
CONNECTOR
 
PREVENTS_PARENT_COLLAPSE
 
PREVENTS_PARENT_COLLAPSE
SOCKET
+
LEFT
CATEGORY
+
DIGIT
DEFAULT_RELSIZE
+
GELDABLE
: number capped at 32
+
RIGHT
INDIVIDUAL_NAME
+
CIRCULATION
 +
GUTS
 +
HEAD
 +
CON
 +
UPPERBODY
 +
LOWERBODY
 +
p n@
 +
p n@
 +
` n@
 +
P n@
 +
n@
 +
n@
 +
@ n@
 +
@ n@
 +
0 n@
 +
  n@
 +
ape
 +
WEREBEAST_ANTELOPE
 +
antelope
 +
WEREBEAST_ANTEATER
 
anteater
 
anteater
WEREBEAST_ANTEATER
+
capybara
antelope
+
WEREBEAST_BULL
WEREBEAST_ANTELOPE
+
bull
WEREBEAST_ELK
+
WEREBEAST_BUFFALO
WEREBEAST_FOX
+
buffalo
WEREBEAST_GECKO
+
WEREBEAST_BISON
gila monster
+
bison
WEREBEAST_GILA_MONSTER
+
WEREBEAST_BEAVER
giraffe
+
beaver
WEREBEAST_COYOTE
+
WEREBEAST_BEAR
WEREBEAST_DEER
+
bear
donkey
+
WEREBEAST_BADGER
WEREBEAST_DONKEY
+
badger
elephant
+
WEREBEAST_ARMADILLO
WEREBEAST_ELEPHANT
+
armadillo
 +
WEREBEAST_APE
 +
jackal
 +
WEREBEAST_IGUANA
 +
iguana
 +
WEREBEAST_HYENA
 +
hyena
 +
WEREBEAST_HORSE
 +
horse
 
WEREBEAST_HEDGEHOG
 
WEREBEAST_HEDGEHOG
WEREBEAST_HORSE
+
hedgehog
WEREBEAST_HYENA
+
WEREBEAST_HARE
iguana
+
hare
WEREBEAST_IGUANA
+
WEREBEAST_GOPHER
jackal
+
gopher
 +
WEREBEAST_GOAT
 +
goat
 
WEREBEAST_GIRAFFE
 
WEREBEAST_GIRAFFE
WEREBEAST_GOAT
+
marmot
gopher
+
WEREBEAST_MAMMOTH
WEREBEAST_GOPHER
+
mammoth
WEREBEAST_HARE
+
WEREBEAST_LORIS
hedgehog
+
loris
WEREBEAST_BEAVER
+
WEREBEAST_LLAMA
WEREBEAST_BISON
+
llama
buffalo
+
WEREBEAST_LIZARD
WEREBEAST_BUFFALO
+
lizard
WEREBEAST_BULL
+
WEREBEAST_LEMUR
capybara
+
lemur
WEREBEAST_APE
+
WEREBEAST_KOALA
armadillo
+
koala
WEREBEAST_ARMADILLO
+
WEREBEAST_KANGAROO
badger
+
kangaroo
WEREBEAST_BADGER
+
WEREBEAST_JACKAL
WEREBEAST_BEAR
+
coyote
beaver
+
WEREBEAST_COATI
 +
coati
 +
WEREBEAST_CIVET
 +
civet
 +
WEREBEAST_CHINCHILLA
 +
chinchilla
 
WEREBEAST_CHAMELEON
 
WEREBEAST_CHAMELEON
chinchilla
+
chameleon
WEREBEAST_CHINCHILLA
+
WEREBEAST_CAVY
WEREBEAST_CIVET
+
cavy
WEREBEAST_COATI
+
WEREBEAST_CAT
coyote
+
cat
 +
WEREBEAST_CAMEL
 +
camel
 
WEREBEAST_CAPYBARA
 
WEREBEAST_CAPYBARA
WEREBEAST_CAMEL
+
giraffe
WEREBEAST_CAT
+
WEREBEAST_GILA_MONSTER
WEREBEAST_CAVY
+
gila monster
chameleon
+
WEREBEAST_GECKO
WEREBEAST_PORCUPINE
+
gecko
rabbit
+
WEREBEAST_FOX
WEREBEAST_RABBIT
+
fox
raccoon
+
WEREBEAST_ELK
WEREBEAST_RACCOON
+
elk
WEREBEAST_RAT
+
WEREBEAST_ELEPHANT
rhinoceros
+
elephant
WEREBEAST_PANDA
+
WEREBEAST_DONKEY
pangolin
+
donkey
WEREBEAST_PANGOLIN
+
WEREBEAST_DEER
panther
+
deer
WEREBEAST_PANTHER
+
WEREBEAST_COYOTE
WEREBEAST_PIG
 
porcupine
 
WEREBEAST_SKUNK
 
WEREBEAST_SLOTH
 
squirrel
 
WEREBEAST_SQUIRREL
 
WEREBEAST_TAPIR
 
 
tortoise
 
tortoise
 +
WEREBEAST_TAPIR
 +
tapir
 +
WEREBEAST_SQUIRREL
 +
squirrel
 +
WEREBEAST_SLOTH
 +
sloth
 +
WEREBEAST_SKUNK
 +
skunk
 +
WEREBEAST_SKINK
 +
skink
 +
WEREBEAST_SHREW
 +
shrew
 +
WEREBEAST_SHEEP
 +
sheep
 
WEREBEAST_RHINOCEROS
 
WEREBEAST_RHINOCEROS
WEREBEAST_SHEEP
+
WEREBEAST_ZEBRA
WEREBEAST_SHREW
+
zebra
WEREBEAST_SKINK
+
WEREBEAST_WOMBAT
WEREBEAST_LIZARD
+
wombat
WEREBEAST_LLAMA
+
WEREBEAST_WOLF
WEREBEAST_LORIS
+
wolf
mammoth
+
WEREBEAST_WEASEL
WEREBEAST_MAMMOTH
+
weasel
marmot
+
WEREBEAST_WARTHOG
WEREBEAST_JACKAL
+
warthog
kangaroo
+
WEREBEAST_TORTOISE
WEREBEAST_KANGAROO
+
panda
WEREBEAST_KOALA
+
WEREBEAST_OPOSSUM
WEREBEAST_LEMUR
+
opossum
lizard
+
WEREBEAST_MOUSE
 +
mouse
 +
WEREBEAST_MONKEY
 +
monkey
 
WEREBEAST_MOOSE
 
WEREBEAST_MOOSE
monkey
+
moose
WEREBEAST_MONKEY
+
WEREBEAST_MONITOR_LIZARD
WEREBEAST_MOUSE
+
monitor
opossum
+
WEREBEAST_MONGOOSE
WEREBEAST_OPOSSUM
+
mongoose
 +
WEREBEAST_MOLE
 +
mole
 
WEREBEAST_MARMOT
 
WEREBEAST_MARMOT
WEREBEAST_MOLE
+
rhinoceros
mongoose
+
WEREBEAST_RAT
WEREBEAST_MONGOOSE
+
rat
monitor
+
WEREBEAST_RACCOON
WEREBEAST_MONITOR_LIZARD
+
raccoon
assigndesjobs
+
WEREBEAST_RABBIT
assignbuildingjobs
+
rabbit
season_count
+
WEREBEAST_PORCUPINE
precise_phase
+
porcupine
cursor
+
WEREBEAST_PIG
gamemode
+
pig
season
+
WEREBEAST_PANTHER
season_timer
+
panther
cur_rain
+
WEREBEAST_PANGOLIN
cur_snow
+
pangolin
cur_rain_counter
+
WEREBEAST_PANDA
cur_snow_counter
+
index1_15
cur_weather
+
index1_14
weathertimer
+
index1_13
 +
index1_12
 +
index1_11
 +
index1_10
 +
index1_9
 
index1_8
 
index1_8
index1_9
+
index1_7
index1_10
+
index1_6
index1_11
+
index1_5
index1_12
+
index1_4
index1_13
+
index1_3
index1_14
+
index1_2
index1_15
+
index1_1
 
gametype
 
gametype
index1_1
+
index1_31
index1_2
+
index1_30
index1_3
+
index1_29
index1_4
+
index1_28
index1_5
+
index1_27
index1_6
+
index1_26
index1_7
+
index1_25
WEREBEAST_WOMBAT
+
index1_24
WEREBEAST_ZEBRA
+
index1_23
WEREBEAST_TORTOISE
+
index1_22
warthog
+
index1_21
WEREBEAST_WARTHOG
+
index1_20
weasel
+
index1_19
WEREBEAST_WEASEL
+
index1_18
WEREBEAST_WOLF
+
index1_17
wombat
+
index1_16
 +
linechar
 +
line
 +
linelim
 +
scrollz
 +
scrolly
 +
scrollx
 +
buildreq
 
jobvalue_setter
 
jobvalue_setter
buildreq
+
jobvalue
scrollx
+
plot_event
scrolly
+
event_flow
scrollz
+
movie_version
linelim
+
min_load_version
linechar
 
 
version
 
version
min_load_version
+
gview
movie_version
+
gamemode
event_flow
+
point
plot_event
+
cursor
jobvalue
+
precise_phase
index1_56
+
season_count
index1_57
+
assignbuildingjobs
index1_58
+
assigndesjobs
index1_59
+
year
index1_60
+
weathertimer
index1_61
+
cur_weather
index1_62
+
cur_snow_counter
index1_63
+
cur_rain_counter
index1_48
+
cur_snow
index1_49
+
cur_rain
index1_50
+
season_timer
index1_51
+
season
index1_52
+
index1_79
index1_53
+
index1_78
index1_54
+
index1_77
index1_55
+
index1_76
 +
index1_75
 +
index1_74
 +
index1_73
 
index1_72
 
index1_72
index1_73
+
index1_71
index1_74
+
index1_70
index1_75
+
index1_69
index1_76
+
index1_68
index1_77
+
index1_67
index1_78
+
index1_66
index1_79
+
index1_65
 
index1_64
 
index1_64
index1_65
+
index1_95
index1_66
+
index1_94
index1_67
+
index1_93
index1_68
+
index1_92
index1_69
+
index1_91
index1_70
+
index1_90
index1_71
+
index1_89
index1_24
+
index1_88
index1_25
+
index1_87
index1_26
+
index1_86
index1_27
+
index1_85
index1_28
+
index1_84
index1_29
+
index1_83
index1_30
+
index1_82
index1_31
+
index1_81
index1_16
+
index1_80
index1_17
+
index1_47
index1_18
+
index1_46
index1_19
+
index1_45
index1_20
+
index1_44
index1_21
+
index1_43
index1_22
+
index1_42
index1_23
+
index1_41
 
index1_40
 
index1_40
index1_41
+
index1_39
index1_42
+
index1_38
index1_43
+
index1_37
index1_44
+
index1_36
index1_45
+
index1_35
index1_46
+
index1_34
index1_47
+
index1_33
 
index1_32
 
index1_32
index1_33
+
index1_63
index1_34
+
index1_62
index1_35
+
index1_61
index1_36
+
index1_60
index1_37
+
index1_59
index1_38
+
index1_58
index1_39
+
index1_57
index1_120
+
index1_56
index1_121
+
index1_55
index1_122
+
index1_54
index1_123
+
index1_53
index1_124
+
index1_52
index1_125
+
index1_51
index1_126
+
index1_50
index1_127
+
index1_49
index1_112
+
index1_48
index1_113
+
addingtask_sub
index1_114
+
addingtask
index1_115
+
selectingtaskobject
index1_116
+
modeseason
index1_117
+
modeitem
index1_118
+
modejob
index1_119
+
gamemode_cansave
 
index1_136
 
index1_136
gamemode_cansave
+
index1_135
modejob
+
index1_134
modeitem
+
index1_133
modeseason
+
index1_132
selectingtaskobject
+
index1_131
addingtask
+
index1_130
addingtask_sub
+
index1_129
 
index1_128
 
index1_128
index1_129
+
modeunit
index1_130
+
buildjob_item1
index1_131
+
buildjob_flowz
index1_132
+
buildjob_flowy
index1_133
+
buildjob_flowx
index1_134
+
buildjob_building
index1_135
+
buildjob_item
index1_88
+
buildjob_unit
index1_89
+
buildjob_selected
index1_90
+
buildjob_type
index1_91
+
buildjob_popback
index1_92
+
buildjob_give_to
index1_93
+
buildjob_mastering
index1_94
+
buildjob_assignroom
index1_95
+
buildjob_sizeroom
index1_80
+
buildjob_sizerad
index1_81
+
index1_111
index1_82
+
index1_110
index1_83
+
index1_109
index1_84
+
index1_108
index1_85
+
index1_107
index1_86
+
index1_106
index1_87
+
index1_105
 
index1_104
 
index1_104
index1_105
+
index1_103
index1_106
+
index1_102
index1_107
+
index1_101
index1_108
+
index1_100
index1_109
+
index1_99
index1_110
+
index1_98
index1_111
+
index1_97
 
index1_96
 
index1_96
index1_97
+
index1_127
index1_98
+
index1_126
index1_99
+
index1_125
index1_100
+
index1_124
index1_101
+
index1_123
index1_102
+
index1_122
index1_103
+
index1_121
standingorder_smelter
+
index1_120
standingorder_other
+
index1_119
standingorder_gatherrefuse_outside
+
index1_118
standingorder_gatherrefuse_outside_vermin
+
index1_117
standingorder_gatherrefuse_chasm_corpses
+
index1_116
standingorder_gatherrefuse_chasm_skulls
+
index1_115
standingorder_gatherrefuse_chasm_skins
+
index1_114
standingorder_gatherrefuse_chasm_bones
+
index1_113
standingorder_zone_drinking
+
index1_112
standingorder_zone_fishing
+
index2_3
standingorder_slaughter
+
index2_2
standingorder_butcher
+
index2_1
standingorder_tan
+
standingorder_forbid_toppled_building_items
standingorder_fishery
+
standingorder_forbid_cages_from_sprung_traps
standingorder_kitchen
+
standingorder_forbid_rearming_traps
standingorder_kiln
+
standingorder_forbid_trap_cleaning
 
standingorder_forbid_floor_and_wall_cleaning
 
standingorder_forbid_floor_and_wall_cleaning
standingorder_forbid_trap_cleaning
+
standingorder_autoforbid_other_items
standingorder_forbid_rearming_traps
+
standingorder_autoforbid_your_items
standingorder_forbid_cages_from_sprung_traps
+
standingorder_autoforbid_other_corpse
standingorder_forbid_toppled_building_items
+
standingorder_autoforbid_your_corpse
index2_1
+
standingorder_autoforbid_projectile
index2_2
+
standingorder_gatherrefuse_chasm_othernonmetal
index2_3
 
standingorder_gatherrefuse_chasm_strand_tissue
 
 
standingorder_gatherrefuse_chasm_shell
 
standingorder_gatherrefuse_chasm_shell
standingorder_gatherrefuse_chasm_othernonmetal
+
standingorder_gatherrefuse_chasm_strand_tissue
standingorder_autoforbid_projectile
+
game
standingorder_autoforbid_your_corpse
+
world
standingorder_autoforbid_other_corpse
+
plotinfo
standingorder_autoforbid_your_items
+
itemmade_number
standingorder_autoforbid_other_items
+
itemmade_subcat2
buildjob_unit
+
itemmade_subcat1
buildjob_item
+
itemmade_subtype
buildjob_building
+
itemmade
buildjob_flowx
+
index2_11
buildjob_flowy
+
index2_10
buildjob_flowz
+
index2_9
buildjob_item1
+
index2_8
modeunit
+
index2_7
buildjob_sizerad
+
index2_6
buildjob_sizeroom
+
index2_5
buildjob_assignroom
+
index2_4
buildjob_mastering
+
standingorder_collect_web
buildjob_give_to
+
standingorder_dyed_clothes
buildjob_popback
+
standingorder_loom
buildjob_type
+
standingorder_allharvest
buildjob_selected
+
standingorder_gatherfurniture
 +
standingorder_gatheranimals
 +
standingorder_gatherrefuse
 
standingorder_gatherbodies
 
standingorder_gatherbodies
standingorder_gatherrefuse
+
standingorder_gatherfood
standingorder_gatheranimals
+
standingorder_gatherwood
standingorder_gatherfurniture
+
standingorder_gatherstone
standingorder_allharvest
+
paused
standingorder_loom
+
modestation
standingorder_dyed_clothes
+
modepage
standingorder_collect_web
+
modeview
 
squadcount
 
squadcount
modeview
+
standingorder_gatherrefuse_chasm_bones
modepage
+
standingorder_gatherrefuse_chasm_skins
modestation
+
standingorder_gatherrefuse_chasm_skulls
paused
+
standingorder_gatherrefuse_chasm_corpses
standingorder_gatherstone
+
standingorder_gatherrefuse_outside_vermin
standingorder_gatherwood
+
standingorder_gatherrefuse_outside
standingorder_gatherfood
+
standingorder_other
throwitem
+
standingorder_smelter
dung_target
+
standingorder_kiln
dung_targlist
+
standingorder_kitchen
interactitem
+
standingorder_fishery
interactinvslot
+
standingorder_tan
dung_attackmode
+
standingorder_butcher
dung_dodgemode
+
standingorder_slaughter
dung_chargedefendmode
+
standingorder_zone_fishing
oscrollz
+
standingorder_zone_drinking
dunginv_relitem
+
next_incident_global_id
dunginv
+
next_identity_global_id
dunginv_inv
+
next_written_content_global_id
dunginv_depth
+
next_interaction_instance_global_id
dunginv_flag
+
next_activity_global_id
dunginv_index
+
next_formation_global_id
next_civ_global_id
+
next_squad_global_id
next_nem_global_id
+
next_task_global_id
next_artifact_global_id
+
next_art_imagechunk_global_id
next_job_global_id
+
next_unitchunk_global_id
next_schedule_global_id
+
next_histeventcol_global_id
next_proj_global_id
+
next_histevent_global_id
 +
next_histfig_global_id
 +
next_flow_guide_global_id
 +
next_machine_global_id
 
next_building_global_id
 
next_building_global_id
next_machine_global_id
+
next_divination_set_global_id
dung_swimmode
+
next_image_set_global_id
handleannounce
+
next_belief_system_global_id
preserveannounce
+
next_occupation_global_id
updatelightstate
+
next_rhythm_global_id
dung_buildinginteract
+
next_scale_global_id
next_item_global_id
+
next_dance_form_global_id
next_unit_global_id
+
next_musical_form_global_id
next_soul_global_id
+
next_poetic_form_global_id
itemmade
+
next_agreement_global_id
itemmade_subtype
+
next_cultural_identity_global_id
itemmade_subcat1
+
next_army_tracking_info_global_id
itemmade_subcat2
+
next_army_controller_global_id
itemmade_number
+
next_army_global_id
plotinfo
+
next_vehicle_global_id
index2_4
+
next_crime_global_id
index2_5
+
oscrolly
index2_6
+
oscrollx
index2_7
+
olookz
index2_8
+
olooky
index2_9
+
olookx
index2_10
+
looklist
index2_11
+
menuposition
 
unitprintstack_clear
 
unitprintstack_clear
menuposition
+
unitprintstack_start
looklist
+
unitprintstack_cur
olookx
+
unitprintstack
olooky
+
d_init
olookz
+
init
oscrollx
+
texture
oscrolly
 
 
mainview
 
mainview
texture
+
gps
d_init
+
next_proj_global_id
unitprintstack
+
next_schedule_global_id
unitprintstack_cur
+
next_job_global_id
unitprintstack_start
+
next_artifact_global_id
 +
next_nem_global_id
 +
next_civ_global_id
 +
next_soul_global_id
 +
next_unit_global_id
 +
next_item_global_id
 +
updatelightstate
 +
dung_swimmode
 +
dung_chargedefendmode
 +
dung_dodgemode
 +
dung_attackmode
 +
page
 +
oscrollz
 +
BEAST_SNAKE
 +
BEAST_AMORPHOUS_SHELL_BACK
 +
BEAST_AMORPHOUS
 +
unitst_set_automatic_professions
 +
unitst_make_own
 +
history_figurest_create
 +
translate_name
 +
buildingst_enddestruction
 +
building_handlerst_create_building
 +
item_handlerst_create_item
 +
unitst_more_convenient_create
 +
world_summon_unit
 +
unitst_create
 +
unitst_choptree
 +
buildingst_completebuild
 +
job_handlerst_remove_job
 +
BEAST_WORM_LONG_MANDIBLES
 +
BEAST_WORM_LONG
 +
BEAST_SNAKE_ANTENNAE
 +
BEAST_SNAKE_TRUNK
 +
BEAST_SNAKE_SHELL_BACK
 +
BEAST_SNAKE_EYE_THREE
 +
BEAST_SNAKE_EYE_TWO
 +
BEAST_SNAKE_EYE_ONE
 +
BEAST_SNAKE_WINGS_BAT_FRONT
 +
BEAST_SNAKE_WINGS_BAT_BACK
 +
BEAST_SNAKE_WINGS_FEATHERED_FRONT
 +
BEAST_SNAKE_WINGS_FEATHERED_BACK
 +
BEAST_SNAKE_WINGS_LACY_FRONT
 +
BEAST_SNAKE_WINGS_LACY_BACK
 +
BEAST_SNAKE_HORNS
 +
BEAST_SNAKE_MANDIBLES
 +
DEBUG_VISIBLEAMBUSHERS
 +
DEBUG_NOSLEEP
 +
DEBUG_NOHUNGER
 +
DEBUG_NOTHIRST
 +
DEBUG_NOANIMALS
 
DEBUG_SAFEDWARVES
 
DEBUG_SAFEDWARVES
DEBUG_NOANIMALS
+
DEBUG_NOMOOD
DEBUG_NOTHIRST
+
DEBUG_CONTINUOUS
DEBUG_NOHUNGER
+
DEBUG_FASTCAVEIN
DEBUG_NOSLEEP
+
DEBUG_SHOW_RIVER
DEBUG_VISIBLEAMBUSHERS
+
filecomp_buffer2_aux
DEBUG_QUICKMODE_MINING
+
filecomp_buffer_aux
DEBUG_ALWAYSHAPPY
+
filecomp_buffer2
 
filecomp_buffer
 
filecomp_buffer
filecomp_buffer2
+
manucomp2
filecomp_buffer_aux
+
manucomp
filecomp_buffer2_aux
+
game.external_flag
DEBUG_SHOW_RIVER
+
enabler
DEBUG_FASTCAVEIN
+
mt_virtual_seed_type
DEBUG_CONTINUOUS
 
DEBUG_NOMOOD
 
mt_virtual_buffer
 
 
mt_buffer
 
mt_buffer
mt_virtual_seed_type
+
mt_virtual_buffer
enabler
+
mt_cur_buffer
game.external_flag
+
mt_index
BEAST_AMORPHOUS
+
start_dwarf_count
BEAST_AMORPHOUS_SHELL_BACK
+
standingorder_mixfoods
BEAST_SNAKE
+
option_exceptions
 +
DEBUG_MEGAFAST
 +
DEBUG_GAMELOG
 +
DEBUG_DISABLEHUMANCARAVAN
 
DEBUG_NEVERBERSERK
 
DEBUG_NEVERBERSERK
DEBUG_DISABLEHUMANCARAVAN
+
DEBUG_ALWAYSHAPPY
DEBUG_GAMELOG
+
DEBUG_QUICKMODE_MINING
DEBUG_MEGAFAST
+
BEAST_SPIDER_EYE_TWO
option_exceptions
+
BEAST_SPIDER_EYE_ONE
standingorder_mixfoods
+
BEAST_SPIDER_WINGS_BAT_FRONT
mt_index
+
BEAST_SPIDER_WINGS_FEATHERED_FRONT
mt_cur_buffer
+
BEAST_SPIDER_WINGS_LACY_FRONT
next_formation_global_id
+
BEAST_SPIDER_HORNS
next_activity_global_id
+
BEAST_SPIDER_MANDIBLES
next_interaction_instance_global_id
 
next_written_content_global_id
 
next_identity_global_id
 
next_incident_global_id
 
next_crime_global_id
 
next_vehicle_global_id
 
next_flow_guide_global_id
 
next_histfig_global_id
 
next_histevent_global_id
 
next_histeventcol_global_id
 
next_unitchunk_global_id
 
next_art_imagechunk_global_id
 
next_task_global_id
 
next_squad_global_id
 
next_scale_global_id
 
next_rhythm_global_id
 
next_occupation_global_id
 
next_belief_system_global_id
 
next_image_set_global_id
 
next_divination_set_global_id
 
manucomp
 
manucomp2
 
next_army_global_id
 
next_army_controller_global_id
 
next_army_tracking_info_global_id
 
next_cultural_identity_global_id
 
next_agreement_global_id
 
next_poetic_form_global_id
 
next_musical_form_global_id
 
next_dance_form_global_id
 
BEAST_WORM_SHORT_SHELL_BACK
 
BEAST_WORM_SHORT_TRUNK
 
BEAST_WORM_SHORT_ANTENNAE
 
BEAST_INSECT
 
BEAST_INSECT_MANDIBLES
 
BEAST_INSECT_HORNS
 
BEAST_INSECT_WINGS_LACY_BACK
 
BEAST_INSECT_WINGS_FEATHERED_FRONT
 
BEAST_WORM_SHORT_WINGS_LACY_BACK
 
BEAST_WORM_SHORT_WINGS_LACY_FRONT
 
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
 
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
 
BEAST_WORM_SHORT_WINGS_BAT_BACK
 
BEAST_WORM_SHORT_EYE_ONE
 
BEAST_WORM_SHORT_EYE_TWO
 
BEAST_WORM_SHORT_EYE_THREE
 
 
BEAST_SPIDER
 
BEAST_SPIDER
BEAST_SPIDER_MANDIBLES
+
BEAST_INSECT_ANTENNAE
BEAST_SPIDER_HORNS
+
BEAST_INSECT_TRUNK
BEAST_SPIDER_WINGS_LACY_FRONT
+
BEAST_INSECT_SHELL_BACK
BEAST_SPIDER_WINGS_FEATHERED_FRONT
+
BEAST_INSECT_PROBOSCIS
BEAST_SPIDER_WINGS_BAT_FRONT
+
BEAST_INSECT_EYE_THREE
BEAST_SPIDER_EYE_ONE
+
BEAST_INSECT_EYE_TWO
BEAST_SPIDER_EYE_TWO
+
BEAST_INSECT_EYE_ONE
 
BEAST_INSECT_WINGS_BAT_FRONT
 
BEAST_INSECT_WINGS_BAT_FRONT
BEAST_INSECT_EYE_ONE
+
BEAST_SCORPION_EYE_THREE
BEAST_INSECT_EYE_TWO
+
BEAST_SCORPION_EYE_TWO
BEAST_INSECT_EYE_THREE
+
BEAST_SCORPION_EYE_ONE
BEAST_INSECT_PROBOSCIS
+
BEAST_SCORPION_WINGS_BAT_FRONT
BEAST_INSECT_SHELL_BACK
+
BEAST_SCORPION_WINGS_BAT_BACK
BEAST_INSECT_TRUNK
+
BEAST_SCORPION_WINGS_FEATHERED_FRONT
BEAST_INSECT_ANTENNAE
+
BEAST_SCORPION_WINGS_FEATHERED_BACK
BEAST_SNAKE_EYE_ONE
+
BEAST_SCORPION_WINGS_LACY_FRONT
BEAST_SNAKE_EYE_TWO
+
BEAST_SCORPION_WINGS_LACY_BACK
BEAST_SNAKE_EYE_THREE
+
BEAST_SCORPION_HORNS
BEAST_SNAKE_SHELL_BACK
+
BEAST_SCORPION_MANDIBLES
BEAST_SNAKE_TRUNK
+
BEAST_SCORPION
BEAST_SNAKE_ANTENNAE
+
BEAST_SPIDER_ANTENNAE
BEAST_WORM_LONG
+
BEAST_SPIDER_TRUNK
BEAST_WORM_LONG_MANDIBLES
+
BEAST_SPIDER_SHELL_FRONT
BEAST_SNAKE_MANDIBLES
+
BEAST_SPIDER_EYE_THREE
BEAST_SNAKE_HORNS
+
BEAST_WORM_SHORT_HORNS
BEAST_SNAKE_WINGS_LACY_BACK
+
BEAST_WORM_SHORT_MANDIBLES
BEAST_SNAKE_WINGS_LACY_FRONT
+
BEAST_WORM_SHORT
BEAST_SNAKE_WINGS_FEATHERED_BACK
+
BEAST_WORM_LONG_ANTENNAE
BEAST_SNAKE_WINGS_FEATHERED_FRONT
+
BEAST_WORM_LONG_TRUNK
BEAST_SNAKE_WINGS_BAT_BACK
+
BEAST_WORM_LONG_SHELL_BACK
BEAST_SNAKE_WINGS_BAT_FRONT
+
BEAST_WORM_LONG_EYE_THREE
 
BEAST_WORM_LONG_EYE_TWO
 
BEAST_WORM_LONG_EYE_TWO
BEAST_WORM_LONG_EYE_THREE
+
BEAST_WORM_LONG_EYE_ONE
BEAST_WORM_LONG_SHELL_BACK
+
BEAST_WORM_LONG_WINGS_BAT_FRONT
BEAST_WORM_LONG_TRUNK
+
BEAST_WORM_LONG_WINGS_BAT_BACK
BEAST_WORM_LONG_ANTENNAE
+
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
BEAST_WORM_SHORT
+
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
BEAST_WORM_SHORT_MANDIBLES
+
BEAST_WORM_LONG_WINGS_LACY_FRONT
BEAST_WORM_SHORT_HORNS
+
BEAST_WORM_LONG_WINGS_LACY_BACK
 
BEAST_WORM_LONG_HORNS
 
BEAST_WORM_LONG_HORNS
BEAST_WORM_LONG_WINGS_LACY_BACK
+
BEAST_INSECT_WINGS_FEATHERED_FRONT
BEAST_WORM_LONG_WINGS_LACY_FRONT
+
BEAST_INSECT_WINGS_LACY_BACK
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
+
BEAST_INSECT_HORNS
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
+
BEAST_INSECT_MANDIBLES
BEAST_WORM_LONG_WINGS_BAT_BACK
+
BEAST_INSECT
BEAST_WORM_LONG_WINGS_BAT_FRONT
+
BEAST_WORM_SHORT_ANTENNAE
BEAST_WORM_LONG_EYE_ONE
+
BEAST_WORM_SHORT_TRUNK
BEAST_HUMANOID_HORNS
+
BEAST_WORM_SHORT_SHELL_BACK
BEAST_HUMANOID_WINGS_LACY_BACK
+
BEAST_WORM_SHORT_EYE_THREE
BEAST_HUMANOID_WINGS_LACY_FRONT
+
BEAST_WORM_SHORT_EYE_TWO
BEAST_HUMANOID_WINGS_FEATHERED_BACK
+
BEAST_WORM_SHORT_EYE_ONE
BEAST_HUMANOID_WINGS_BAT_BACK
+
BEAST_WORM_SHORT_WINGS_BAT_BACK
BEAST_HUMANOID_EYE_ONE
+
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
BEAST_HUMANOID_EYE_TWO
+
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
BEAST_HUMANOID_EYE_THREE
+
BEAST_WORM_SHORT_WINGS_LACY_FRONT
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
+
BEAST_WORM_SHORT_WINGS_LACY_BACK
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
+
BEAST_FRONT_GRASP_EYE_ONE
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
+
BEAST_FRONT_GRASP_WINGS_BAT_BACK
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
+
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
BEAST_BIPEDAL_DINOSAUR_TRUNK
+
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
+
BEAST_FRONT_GRASP_WINGS_LACY_BACK
BEAST_HUMANOID
+
BEAST_FRONT_GRASP_HORNS
BEAST_HUMANOID_MANDIBLES
+
BEAST_FRONT_GRASP_MANDIBLES
 
BEAST_FRONT_GRASP_OCT
 
BEAST_FRONT_GRASP_OCT
BEAST_FRONT_GRASP_MANDIBLES
+
BEAST_FRONT_GRASP_HEX
BEAST_FRONT_GRASP_HORNS
+
BEAST_FRONT_GRASP
BEAST_FRONT_GRASP_WINGS_LACY_BACK
+
BEAST_HUMANOID_ANTENNAE
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
+
BEAST_HUMANOID_TRUNK
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
+
BEAST_HUMANOID_SHELL_BACK
BEAST_FRONT_GRASP_WINGS_BAT_BACK
+
BEAST_HUMANOID_TAIL_THREE
BEAST_FRONT_GRASP_EYE_ONE
+
BEAST_HUMANOID_TAIL_TWO
 
BEAST_HUMANOID_TAIL_ONE
 
BEAST_HUMANOID_TAIL_ONE
BEAST_HUMANOID_TAIL_TWO
+
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
BEAST_HUMANOID_TAIL_THREE
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
BEAST_HUMANOID_SHELL_BACK
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
BEAST_HUMANOID_TRUNK
+
BEAST_QUADRUPED_BULKY_HORNS
BEAST_HUMANOID_ANTENNAE
+
BEAST_QUADRUPED_BULKY_MANDIBLES
BEAST_FRONT_GRASP
+
BEAST_QUADRUPED_BULKY_OCT
BEAST_FRONT_GRASP_HEX
+
BEAST_QUADRUPED_BULKY_HEX
BEAST_SCORPION_WINGS_LACY_FRONT
+
BEAST_QUADRUPED_BULKY
BEAST_SCORPION_WINGS_FEATHERED_BACK
+
BEAST_FRONT_GRASP_ANTENNAE
BEAST_SCORPION_WINGS_FEATHERED_FRONT
+
BEAST_FRONT_GRASP_TRUNK
BEAST_SCORPION_WINGS_BAT_BACK
+
BEAST_FRONT_GRASP_SHELL_BACK
BEAST_SCORPION_WINGS_BAT_FRONT
+
BEAST_FRONT_GRASP_TAIL_THREE
BEAST_SCORPION_EYE_ONE
+
BEAST_FRONT_GRASP_TAIL_TWO
BEAST_SCORPION_EYE_TWO
+
BEAST_FRONT_GRASP_TAIL_ONE
BEAST_SCORPION_EYE_THREE
+
BEAST_FRONT_GRASP_EYE_THREE
BEAST_SPIDER_EYE_THREE
+
BEAST_FRONT_GRASP_EYE_TWO
BEAST_SPIDER_SHELL_FRONT
+
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
BEAST_SPIDER_TRUNK
+
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
BEAST_SPIDER_ANTENNAE
+
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
BEAST_SCORPION
+
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
BEAST_SCORPION_MANDIBLES
+
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
BEAST_SCORPION_HORNS
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
BEAST_SCORPION_WINGS_LACY_BACK
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
 
BEAST_BIPEDAL_DINOSAUR_HORNS
 
BEAST_BIPEDAL_DINOSAUR_HORNS
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
+
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
+
BEAST_BIPEDAL_DINOSAUR
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
+
BEAST_SCORPION_ANTENNAE
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
+
BEAST_SCORPION_TRUNK
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
+
BEAST_SCORPION_SHELL_FRONT
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
+
BEAST_SCORPION_TAIL_THREE
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
+
BEAST_SCORPION_TAIL_TWO
 
BEAST_SCORPION_TAIL_ONE
 
BEAST_SCORPION_TAIL_ONE
BEAST_SCORPION_TAIL_TWO
+
BEAST_HUMANOID_EYE_THREE
BEAST_SCORPION_TAIL_THREE
+
BEAST_HUMANOID_EYE_TWO
BEAST_SCORPION_SHELL_FRONT
+
BEAST_HUMANOID_EYE_ONE
BEAST_SCORPION_TRUNK
+
BEAST_HUMANOID_WINGS_BAT_BACK
BEAST_SCORPION_ANTENNAE
+
BEAST_HUMANOID_WINGS_FEATHERED_BACK
BEAST_BIPEDAL_DINOSAUR
+
BEAST_HUMANOID_WINGS_LACY_FRONT
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
+
BEAST_HUMANOID_WINGS_LACY_BACK
BEAST_QUADRUPED_SLINKY_EYE_THREE
+
BEAST_HUMANOID_HORNS
BEAST_QUADRUPED_SLINKY_TAIL_ONE
+
BEAST_HUMANOID_MANDIBLES
BEAST_QUADRUPED_SLINKY_TAIL_TWO
+
BEAST_HUMANOID
BEAST_QUADRUPED_SLINKY_TAIL_THREE
+
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
+
BEAST_BIPEDAL_DINOSAUR_TRUNK
BEAST_QUADRUPED_SLINKY_TRUNK
+
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
BEAST_QUADRUPED_SLINKY_ANTENNAE
+
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
BEAST_WALRUS
+
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
BEAST_QUADRUPED_SLINKY_HORNS
+
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
+
BEAST_SMALL_AMORPHOUS
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
+
BEAST_WALRUS_ANTENNAE
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
+
BEAST_WALRUS_TRUNK
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
+
BEAST_WALRUS_SHELL_BACK
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
+
BEAST_WALRUS_TAIL_THREE
BEAST_QUADRUPED_SLINKY_EYE_ONE
+
BEAST_WALRUS_TAIL_TWO
BEAST_QUADRUPED_SLINKY_EYE_TWO
+
BEAST_WALRUS_TAIL_ONE
 
BEAST_WALRUS_EYE_THREE
 
BEAST_WALRUS_EYE_THREE
BEAST_WALRUS_TAIL_ONE
+
BEAST_WALRUS_EYE_TWO
BEAST_WALRUS_TAIL_TWO
+
BEAST_WALRUS_EYE_ONE
BEAST_WALRUS_TAIL_THREE
+
BEAST_WALRUS_WINGS_BAT_BACK
BEAST_WALRUS_SHELL_BACK
+
BEAST_WALRUS_WINGS_FEATHERED_FRONT
BEAST_WALRUS_TRUNK
+
BEAST_WALRUS_WINGS_FEATHERED_BACK
BEAST_WALRUS_ANTENNAE
+
BEAST_WALRUS_WINGS_LACY_FRONT
BEAST_SMALL_AMORPHOUS
+
BEAST_WALRUS_WINGS_LACY_BACK
 
BEAST_WALRUS_MANDIBLES
 
BEAST_WALRUS_MANDIBLES
BEAST_WALRUS_WINGS_LACY_BACK
+
BEAST_SMALL_SNAKE_ANTENNAE
BEAST_WALRUS_WINGS_LACY_FRONT
+
BEAST_SMALL_SNAKE_TRUNK
BEAST_WALRUS_WINGS_FEATHERED_BACK
+
BEAST_SMALL_SNAKE_SHELL_BACK
BEAST_WALRUS_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_SNAKE_EYE_THREE
BEAST_WALRUS_WINGS_BAT_BACK
+
BEAST_SMALL_SNAKE_EYE_TWO
BEAST_WALRUS_EYE_ONE
+
BEAST_SMALL_SNAKE_EYE_ONE
BEAST_WALRUS_EYE_TWO
+
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
BEAST_QUADRUPED_BULKY
+
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
BEAST_QUADRUPED_BULKY_HEX
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
BEAST_QUADRUPED_BULKY_OCT
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
BEAST_QUADRUPED_BULKY_MANDIBLES
+
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
BEAST_QUADRUPED_BULKY_HORNS
+
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
+
BEAST_SMALL_SNAKE_HORNS
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
+
BEAST_SMALL_SNAKE_MANDIBLES
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
+
BEAST_SMALL_SNAKE
BEAST_FRONT_GRASP_EYE_TWO
+
BEAST_SMALL_AMORPHOUS_SHELL_BACK
BEAST_FRONT_GRASP_EYE_THREE
+
BEAST_QUADRUPED_SLINKY_MANDIBLES
BEAST_FRONT_GRASP_TAIL_ONE
+
BEAST_QUADRUPED_SLINKY_OCT
BEAST_FRONT_GRASP_TAIL_TWO
+
BEAST_QUADRUPED_SLINKY_HEX
BEAST_FRONT_GRASP_TAIL_THREE
+
BEAST_QUADRUPED_SLINKY
BEAST_FRONT_GRASP_SHELL_BACK
+
BEAST_QUADRUPED_BULKY_ANTENNAE
BEAST_FRONT_GRASP_TRUNK
+
BEAST_QUADRUPED_BULKY_TRUNK
BEAST_FRONT_GRASP_ANTENNAE
+
BEAST_QUADRUPED_BULKY_SHELL_FRONT
 
BEAST_QUADRUPED_BULKY_TAIL_THREE
 
BEAST_QUADRUPED_BULKY_TAIL_THREE
BEAST_QUADRUPED_BULKY_SHELL_FRONT
+
BEAST_QUADRUPED_BULKY_TAIL_TWO
BEAST_QUADRUPED_BULKY_TRUNK
+
BEAST_QUADRUPED_BULKY_TAIL_ONE
BEAST_QUADRUPED_BULKY_ANTENNAE
+
BEAST_QUADRUPED_BULKY_EYE_THREE
BEAST_QUADRUPED_SLINKY
+
BEAST_QUADRUPED_BULKY_EYE_TWO
BEAST_QUADRUPED_SLINKY_HEX
+
BEAST_QUADRUPED_BULKY_EYE_ONE
BEAST_QUADRUPED_SLINKY_OCT
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
BEAST_QUADRUPED_SLINKY_MANDIBLES
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
 
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
 
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
+
BEAST_WALRUS
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
+
BEAST_QUADRUPED_SLINKY_ANTENNAE
BEAST_QUADRUPED_BULKY_EYE_ONE
+
BEAST_QUADRUPED_SLINKY_TRUNK
BEAST_QUADRUPED_BULKY_EYE_TWO
+
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
BEAST_QUADRUPED_BULKY_EYE_THREE
+
BEAST_QUADRUPED_SLINKY_TAIL_THREE
BEAST_QUADRUPED_BULKY_TAIL_ONE
+
BEAST_QUADRUPED_SLINKY_TAIL_TWO
BEAST_QUADRUPED_BULKY_TAIL_TWO
+
BEAST_QUADRUPED_SLINKY_TAIL_ONE
BEAST_SMALL_WORM_SHORT_EYE_TWO
+
BEAST_QUADRUPED_SLINKY_EYE_THREE
BEAST_SMALL_WORM_SHORT_EYE_THREE
+
BEAST_QUADRUPED_SLINKY_EYE_TWO
BEAST_SMALL_WORM_SHORT_SHELL_BACK
+
BEAST_QUADRUPED_SLINKY_EYE_ONE
BEAST_SMALL_WORM_SHORT_TRUNK
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
BEAST_SMALL_WORM_SHORT_ANTENNAE
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
BEAST_SMALL_INSECT
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
BEAST_SMALL_INSECT_MANDIBLES
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
BEAST_SMALL_INSECT_HORNS
+
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
BEAST_SMALL_WORM_SHORT_MANDIBLES
+
BEAST_QUADRUPED_SLINKY_HORNS
BEAST_SMALL_WORM_SHORT_HORNS
+
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
+
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
+
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
+
BEAST_SMALL_SPIDER_HORNS
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_SPIDER_MANDIBLES
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
+
BEAST_SMALL_SPIDER
BEAST_SMALL_WORM_SHORT_EYE_ONE
+
BEAST_SMALL_INSECT_ANTENNAE
 
BEAST_SMALL_INSECT_TRUNK
 
BEAST_SMALL_INSECT_TRUNK
BEAST_SMALL_INSECT_ANTENNAE
+
BEAST_SMALL_INSECT_SHELL_BACK
BEAST_SMALL_SPIDER
+
BEAST_SMALL_INSECT_PROBOSCIS
BEAST_SMALL_SPIDER_MANDIBLES
+
BEAST_SMALL_INSECT_EYE_THREE
BEAST_SMALL_SPIDER_HORNS
+
BEAST_SMALL_INSECT_EYE_TWO
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
+
BEAST_SMALL_INSECT_EYE_ONE
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
 
BEAST_SMALL_INSECT_WINGS_LACY_BACK
 
 
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
 
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
+
BEAST_SMALL_INSECT_WINGS_LACY_BACK
BEAST_SMALL_INSECT_EYE_ONE
+
BEAST_SMALL_SCORPION_EYE_ONE
BEAST_SMALL_INSECT_EYE_TWO
+
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
BEAST_SMALL_INSECT_EYE_THREE
+
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
BEAST_SMALL_INSECT_PROBOSCIS
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
BEAST_SMALL_INSECT_SHELL_BACK
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
+
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
+
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
BEAST_SMALL_SNAKE_EYE_ONE
+
BEAST_SMALL_SCORPION_HORNS
BEAST_SMALL_SNAKE_EYE_TWO
+
BEAST_SMALL_SCORPION_MANDIBLES
BEAST_SMALL_SNAKE_EYE_THREE
+
BEAST_SMALL_SCORPION
BEAST_SMALL_SNAKE_SHELL_BACK
+
BEAST_SMALL_SPIDER_ANTENNAE
BEAST_SMALL_SNAKE_TRUNK
+
BEAST_SMALL_SPIDER_TRUNK
BEAST_SMALL_SNAKE_ANTENNAE
+
BEAST_SMALL_SPIDER_SHELL_FRONT
BEAST_SMALL_AMORPHOUS_SHELL_BACK
+
BEAST_SMALL_SPIDER_EYE_THREE
BEAST_SMALL_SNAKE
+
BEAST_SMALL_SPIDER_EYE_TWO
BEAST_SMALL_SNAKE_MANDIBLES
+
BEAST_SMALL_SPIDER_EYE_ONE
BEAST_SMALL_SNAKE_HORNS
+
BEAST_SMALL_WORM_SHORT
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
+
BEAST_SMALL_WORM_LONG_ANTENNAE
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
+
BEAST_SMALL_WORM_LONG_TRUNK
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
+
BEAST_SMALL_WORM_LONG_SHELL_BACK
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_WORM_LONG_EYE_THREE
 +
BEAST_SMALL_WORM_LONG_EYE_TWO
 +
BEAST_SMALL_WORM_LONG_EYE_ONE
 
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
 
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
BEAST_SMALL_WORM_LONG_EYE_ONE
+
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
BEAST_SMALL_WORM_LONG_EYE_TWO
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
BEAST_SMALL_WORM_LONG_EYE_THREE
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
BEAST_SMALL_WORM_LONG_SHELL_BACK
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
BEAST_SMALL_WORM_LONG_TRUNK
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
BEAST_SMALL_WORM_LONG_ANTENNAE
+
BEAST_SMALL_WORM_LONG_HORNS
BEAST_SMALL_WORM_SHORT
+
BEAST_SMALL_WORM_LONG_MANDIBLES
 
BEAST_SMALL_WORM_LONG
 
BEAST_SMALL_WORM_LONG
BEAST_SMALL_WORM_LONG_MANDIBLES
+
BEAST_SMALL_INSECT_HORNS
BEAST_SMALL_WORM_LONG_HORNS
+
BEAST_SMALL_INSECT_MANDIBLES
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
+
BEAST_SMALL_INSECT
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
+
BEAST_SMALL_WORM_SHORT_ANTENNAE
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
+
BEAST_SMALL_WORM_SHORT_TRUNK
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_WORM_SHORT_SHELL_BACK
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
+
BEAST_SMALL_WORM_SHORT_EYE_THREE
BEAST_SMALL_HUMANOID
+
BEAST_SMALL_WORM_SHORT_EYE_TWO
BEAST_SMALL_HUMANOID_MANDIBLES
+
BEAST_SMALL_WORM_SHORT_EYE_ONE
BEAST_SMALL_HUMANOID_HORNS
+
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
BEAST_SMALL_HUMANOID_EYE_ONE
+
BEAST_SMALL_WORM_SHORT_HORNS
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
+
BEAST_SMALL_WORM_SHORT_MANDIBLES
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
+
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
+
BEAST_SMALL_FRONT_GRASP_HORNS
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
+
BEAST_SMALL_FRONT_GRASP_MANDIBLES
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
+
BEAST_SMALL_FRONT_GRASP_OCT
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
+
BEAST_SMALL_FRONT_GRASP_HEX
 
BEAST_SMALL_FRONT_GRASP
 
BEAST_SMALL_FRONT_GRASP
BEAST_SMALL_FRONT_GRASP_HEX
+
BEAST_SMALL_HUMANOID_ANTENNAE
BEAST_SMALL_FRONT_GRASP_OCT
+
BEAST_SMALL_HUMANOID_TRUNK
BEAST_SMALL_FRONT_GRASP_MANDIBLES
+
BEAST_SMALL_HUMANOID_SHELL_BACK
BEAST_SMALL_FRONT_GRASP_HORNS
+
BEAST_SMALL_HUMANOID_TAIL_THREE
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
 
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
 
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
 
BEAST_SMALL_HUMANOID_EYE_TWO
 
BEAST_SMALL_HUMANOID_EYE_THREE
 
BEAST_SMALL_HUMANOID_TAIL_ONE
 
 
BEAST_SMALL_HUMANOID_TAIL_TWO
 
BEAST_SMALL_HUMANOID_TAIL_TWO
BEAST_SMALL_HUMANOID_TAIL_THREE
+
BEAST_SMALL_HUMANOID_TAIL_ONE
BEAST_SMALL_HUMANOID_SHELL_BACK
+
BEAST_SMALL_HUMANOID_EYE_THREE
BEAST_SMALL_HUMANOID_TRUNK
+
BEAST_SMALL_HUMANOID_EYE_TWO
BEAST_SMALL_HUMANOID_ANTENNAE
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
BEAST_SMALL_SCORPION_HORNS
+
BEAST_SMALL_QUADRUPED_BULKY_HORNS
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
+
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
+
BEAST_SMALL_QUADRUPED_BULKY_OCT
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
+
BEAST_SMALL_QUADRUPED_BULKY_HEX
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_QUADRUPED_BULKY
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
+
BEAST_SMALL_FRONT_GRASP_ANTENNAE
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
+
BEAST_SMALL_FRONT_GRASP_TRUNK
BEAST_SMALL_SCORPION_EYE_ONE
+
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
BEAST_SMALL_SPIDER_EYE_ONE
+
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
BEAST_SMALL_SPIDER_EYE_TWO
+
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
BEAST_SMALL_SPIDER_EYE_THREE
+
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
BEAST_SMALL_SPIDER_SHELL_FRONT
+
BEAST_SMALL_FRONT_GRASP_EYE_THREE
BEAST_SMALL_SPIDER_TRUNK
+
BEAST_SMALL_FRONT_GRASP_EYE_TWO
BEAST_SMALL_SPIDER_ANTENNAE
+
BEAST_SMALL_FRONT_GRASP_EYE_ONE
BEAST_SMALL_SCORPION
+
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
BEAST_SMALL_SCORPION_MANDIBLES
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
 +
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
 +
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
 +
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
 +
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
 +
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
 +
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
 
BEAST_SMALL_BIPEDAL_DINOSAUR
 
BEAST_SMALL_BIPEDAL_DINOSAUR
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
+
BEAST_SMALL_SCORPION_ANTENNAE
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
+
BEAST_SMALL_SCORPION_TRUNK
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
+
BEAST_SMALL_SCORPION_SHELL_FRONT
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
+
BEAST_SMALL_SCORPION_TAIL_THREE
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
+
BEAST_SMALL_SCORPION_TAIL_TWO
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
+
BEAST_SMALL_SCORPION_TAIL_ONE
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
+
BEAST_SMALL_SCORPION_EYE_THREE
 
BEAST_SMALL_SCORPION_EYE_TWO
 
BEAST_SMALL_SCORPION_EYE_TWO
BEAST_SMALL_SCORPION_EYE_THREE
+
BEAST_SMALL_HUMANOID_EYE_ONE
BEAST_SMALL_SCORPION_TAIL_ONE
+
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
BEAST_SMALL_SCORPION_TAIL_TWO
+
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
BEAST_SMALL_SCORPION_TAIL_THREE
+
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
BEAST_SMALL_SCORPION_SHELL_FRONT
+
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
BEAST_SMALL_SCORPION_TRUNK
+
BEAST_SMALL_HUMANOID_HORNS
BEAST_SMALL_SCORPION_ANTENNAE
+
BEAST_SMALL_HUMANOID_MANDIBLES
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
+
BEAST_SMALL_HUMANOID
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
+
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
+
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
BEAST_SMALL_QUADRUPED_SLINKY_OCT
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
+
BEAST_SMALL_WALRUS_TRUNK
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
+
BEAST_SMALL_WALRUS_SHELL_BACK
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
+
BEAST_SMALL_WALRUS_TAIL_THREE
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
+
BEAST_SMALL_WALRUS_TAIL_TWO
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_WALRUS_TAIL_ONE
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
+
BEAST_SMALL_WALRUS_EYE_THREE
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
+
BEAST_SMALL_WALRUS_EYE_TWO
 
BEAST_SMALL_WALRUS_EYE_ONE
 
BEAST_SMALL_WALRUS_EYE_ONE
BEAST_SMALL_WALRUS_EYE_TWO
+
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
BEAST_SMALL_WALRUS_EYE_THREE
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
BEAST_SMALL_WALRUS_TAIL_ONE
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
BEAST_SMALL_WALRUS_TAIL_TWO
+
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
BEAST_SMALL_WALRUS_TAIL_THREE
+
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
BEAST_SMALL_WALRUS_SHELL_BACK
+
BEAST_SMALL_WALRUS_MANDIBLES
BEAST_SMALL_WALRUS_TRUNK
+
BEAST_SMALL_WALRUS
 
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
 
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
BEAST_SMALL_WALRUS
+
EXPERIMENT_HUMANOID_TORSO_SCALES
BEAST_SMALL_WALRUS_MANDIBLES
+
EXPERIMENT_HUMANOID_TORSO_SKIN
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
+
EXPERIMENT_HUMANOID_TORSO_SKINLESS
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
+
EXPERIMENT_HUMANOID_EYE_THREE
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
+
EXPERIMENT_HUMANOID_EYE_TWO
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
+
EXPERIMENT_HUMANOID_EYE_ONE
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
+
EXPERIMENT_HUMANOID_ANTENNAE
BEAST_SMALL_FRONT_GRASP_TRUNK
+
EXPERIMENT_HUMANOID_TRUNK
BEAST_SMALL_FRONT_GRASP_ANTENNAE
+
EXPERIMENT_HUMANOID_MANDIBLES
BEAST_SMALL_QUADRUPED_BULKY
+
EXPERIMENT_HUMANOID_MOUTH
BEAST_SMALL_QUADRUPED_BULKY_HEX
+
EXPERIMENT_HUMANOID_HEAD_FUR
BEAST_SMALL_QUADRUPED_BULKY_OCT
+
EXPERIMENT_HUMANOID_HEAD_FEATHERS
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
+
EXPERIMENT_HUMANOID_HEAD_SCALES
BEAST_SMALL_QUADRUPED_BULKY_HORNS
+
EXPERIMENT_HUMANOID_HEAD_SKIN
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
+
EXPERIMENT_HUMANOID_SHADOW
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
+
BEAST_SMALL_WALRUS_ANTENNAE
BEAST_SMALL_FRONT_GRASP_EYE_ONE
+
BEAST_SMALL_QUADRUPED_SLINKY_HEX
BEAST_SMALL_FRONT_GRASP_EYE_TWO
+
BEAST_SMALL_QUADRUPED_SLINKY
BEAST_SMALL_FRONT_GRASP_EYE_THREE
+
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
+
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
+
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
 
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
 
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
BEAST_SMALL_QUADRUPED_SLINKY
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_HEX
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
 
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
 
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
+
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
+
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
 +
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
 +
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
 +
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
 +
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
 +
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
 +
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
 +
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
 +
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
 +
BEAST_SMALL_QUADRUPED_SLINKY_OCT
 +
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKIN
 +
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SCALES
 +
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FEATHERS
 +
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FUR
 +
EXPERIMENT_HUMANOID_WINGS_BAT
 +
EXPERIMENT_HUMANOID_WINGS_FEATHERED
 +
EXPERIMENT_HUMANOID_WINGS_LACY
 +
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_5
 +
EXPERIMENT_HUMANOID_HORN_BROAD_5
 +
EXPERIMENT_HUMANOID_HORN_STUBBY_5
 +
EXPERIMENT_HUMANOID_HORN_SHORT_5
 +
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_5
 +
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_5
 +
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_4
 +
EXPERIMENT_HUMANOID_HORN_BROAD_4
 +
EXPERIMENT_HUMANOID_HORN_STUBBY_4
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKIN
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SCALES
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FEATHERS
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FUR
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKIN
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SCALES
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FEATHERS
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FUR
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKIN
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SCALES
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FEATHERS
 +
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FUR
 +
EXPERIMENT_HUMANOID_PORTRAIT_EXTERNAL_RIBS
 +
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKINLESS
 +
EXPERIMENT_HUMANOID_HORN_BROAD_1
 +
EXPERIMENT_HUMANOID_HORN_STUBBY_1
 +
EXPERIMENT_HUMANOID_HORN_SHORT_1
 +
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_1
 +
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_1
 +
EXPERIMENT_HUMANOID_ARM_RIGHT
 +
EXPERIMENT_HUMANOID_ARM_LEFT
 +
EXPERIMENT_HUMANOID_LEG_RIGHT
 +
EXPERIMENT_HUMANOID_LEG_LEFT
 +
EXPERIMENT_HUMANOID_HAND_RIGHT
 +
EXPERIMENT_HUMANOID_HAND_LEFT
 +
EXPERIMENT_HUMANOID_FOOT_RIGHT
 +
EXPERIMENT_HUMANOID_FOOT_LEFT
 +
EXPERIMENT_HUMANOID_EXTERNAL_RIBS
 +
EXPERIMENT_HUMANOID_TORSO_FUR
 +
EXPERIMENT_HUMANOID_TORSO_FEATHERS
 +
EXPERIMENT_HUMANOID_HORN_SHORT_4
 +
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_4
 +
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_4
 +
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_3
 +
EXPERIMENT_HUMANOID_HORN_BROAD_3
 +
EXPERIMENT_HUMANOID_HORN_STUBBY_3
 +
EXPERIMENT_HUMANOID_HORN_SHORT_3
 +
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_3
 +
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_3
 +
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_2
 +
EXPERIMENT_HUMANOID_HORN_BROAD_2
 +
EXPERIMENT_HUMANOID_HORN_STUBBY_2
 +
EXPERIMENT_HUMANOID_HORN_SHORT_2
 +
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_2
 +
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_2
 +
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_1
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_3
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_2
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_2
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_2
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_2
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_2
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_2
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_1
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_1
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_1
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_1
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_1
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_1
 +
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_BAT
 +
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_FEATHERED
 +
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_LACY
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_5
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_5
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_5
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_5
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_5
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_4
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_4
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_4
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_4
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_4
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_4
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_3
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_3
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_3
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_3
 +
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_3
 +
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_CURLING
 +
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_TWISTING
 +
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_FAT
 +
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_SHORT
 +
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_LONG
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH
 +
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKINLESS
 +
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_BAT
 +
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_FEATHERED
 +
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_LACY
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_KNOBBING
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_BRANCHING
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SQUAT
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SPINDLY
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_FAN
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_LONG
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_KNOBBING
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_BRANCHING
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SQUAT
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SPINDLY
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_FAN
 +
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_LONG
 +
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_KNOBBY
 +
WEATHER_CREEPING_GAS
 +
FIREBALL
 +
FIREJET
 +
DRAGONFIRE
 +
WEB_SPRAY
 +
UNDIRECTED_DUST
 +
UNDIRECTED_VAPOR
 
UNDIRECTED_GAS
 
UNDIRECTED_GAS
UNDIRECTED_VAPOR
+
SPATTER_LIQUID
UNDIRECTED_DUST
+
SPATTER_POWDER
WEB_SPRAY
+
LIQUID_GLOB
DRAGONFIRE
+
SOLID_GLOB
FIREJET
+
TRAILING_GAS_FLOW
FIREBALL
+
TRAILING_VAPOR_FLOW
WEATHER_CREEPING_GAS
+
TRAILING_DUST_FLOW
 
Unrecognized Usage Hint Token:  
 
Unrecognized Usage Hint Token:  
TRAILING_DUST_FLOW
+
MAKE_INTRODUCTIONS
TRAILING_VAPOR_FLOW
+
ESTABLISH_COLONY_TRADE_AGREEMENTS
TRAILING_GAS_FLOW
+
ACCOUNTING
SOLID_GLOB
+
TRADE
LIQUID_GLOB
+
MANAGE_PRODUCTION
SPATTER_POWDER
+
MEET_WORKERS
SPATTER_LIQUID
+
RECEIVE_DIPLOMATS
 
LAW_ENFORCEMENT
 
LAW_ENFORCEMENT
RECEIVE_DIPLOMATS
+
LAW_MAKING
MEET_WORKERS
+
Unrecognized Breath Attack Token:
MANAGE_PRODUCTION
+
SHARP_ROCK
ACCOUNTING
+
TRAILING_ITEM_FLOW
ESTABLISH_COLONY_TRADE_AGREEMENTS
+
UNDIRECTED_ITEM_CLOUD
MAKE_INTRODUCTIONS
+
WEATHER_FALLING_MATERIAL
 +
WEATHER_CREEPING_DUST
 
WEATHER_CREEPING_VAPOR
 
WEATHER_CREEPING_VAPOR
WEATHER_CREEPING_DUST
+
NO_WATER
WEATHER_FALLING_MATERIAL
+
IN_MAGMA
UNDIRECTED_ITEM_CLOUD
+
IN_WATER
TRAILING_ITEM_FLOW
+
Unrecognized Material State Token:  
SHARP_ROCK
+
ALL_SOLID
Unrecognized Breath Attack Token:  
+
SOLID_PRESSED
LAW_MAKING
+
PRESSED
 
SOLID_PASTE
 
SOLID_PASTE
PRESSED
+
PASTE
SOLID_PRESSED
+
SOLID_POWDER
ALL_SOLID
+
POWDER
Unrecognized Material State Token:
+
GAS
IN_WATER
+
LIQUID
IN_MAGMA
+
SOLID
NO_WATER
 
BEAST_SMALL_WALRUS_ANTENNAE
 
 
Unrecognized Procedural Layer Token:  
 
Unrecognized Procedural Layer Token:  
LIQUID
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_5
POWDER
+
MINOR_BLESSING
SOLID_POWDER
+
MEDIUM_BLESSING
 +
MINOR_CURSE
 +
MEDIUM_CURSE
 +
DEFEND
 +
TORMENT
 +
NEGATIVE_SOCIAL_RESPONSE
 
FLEEING
 
FLEEING
NEGATIVE_SOCIAL_RESPONSE
+
CLEAN_FRIEND
TORMENT
+
CLEAN_SELF
DEFEND
+
GREETING
MEDIUM_CURSE
+
MAJOR_CURSE
MINOR_CURSE
+
Unrecognized Location Hint Token:
MEDIUM_BLESSING
+
OUTSIDE
MINOR_BLESSING
+
NO_THICK_FOG
 
NO_MAGMA
 
NO_MAGMA
NO_THICK_FOG
+
INDEPENDENCE
OUTSIDE
+
COOPERATION
Unrecognized Location Hint Token:
+
ARTWORK
MAJOR_CURSE
+
TRADITION
GREETING
+
DECORUM
CLEAN_SELF
+
FAIRNESS
CLEAN_FRIEND
+
ELOQUENCE
 
CUNNING
 
CUNNING
ELOQUENCE
+
TRUTH
FAIRNESS
+
FRIENDSHIP
DECORUM
+
FAMILY
TRADITION
+
LOYALTY
ARTWORK
+
LAW
COOPERATION
+
Unrecognized Position Responsibility Token:
INDEPENDENCE
+
DELIVER_MESSAGES
 
MAINTAIN_TUNNELS
 
MAINTAIN_TUNNELS
DELIVER_MESSAGES
+
COMMERCE
Unrecognized Position Responsibility Token:
+
LEISURE_TIME
LOYALTY
+
PERSEVERANCE
FAMILY
+
COMPETITION
FRIENDSHIP
+
SACRIFICE
 +
HARD_WORK
 +
SKILL
 
MARTIAL_PROWESS
 
MARTIAL_PROWESS
HARD_WORK
+
CRAFTSMANSHIP
SACRIFICE
+
MERRIMENT
COMPETITION
+
HARMONY
PERSEVERANCE
+
TRANQUILITY
LEISURE_TIME
+
SELF_CONTROL
COMMERCE
+
INTROSPECTION
 +
KNOWLEDGE
 
STOICISM
 
STOICISM
KNOWLEDGE
+
HEALTH_MANAGEMENT
INTROSPECTION
+
BUILD_MORALE
SELF_CONTROL
+
SORT_AMMUNITION
TRANQUILITY
+
EQUIPMENT_MANIFESTS
HARMONY
+
UPGRADE_SQUAD_EQUIPMENT
MERRIMENT
+
MILITARY_STRATEGY
CRAFTSMANSHIP
+
MILITARY_GOALS
 
PATROL_TERRITORY
 
PATROL_TERRITORY
MILITARY_GOALS
+
ATTACK_ENEMIES
MILITARY_STRATEGY
+
RELIGION
UPGRADE_SQUAD_EQUIPMENT
+
TAME_EXOTICS
EQUIPMENT_MANIFESTS
+
EXECUTIONS
SORT_AMMUNITION
+
ESCORT_TAX_COLLECTOR
BUILD_MORALE
+
COLLECT_TAXES
HEALTH_MANAGEMENT
+
MAKE_TOPIC_AGREEMENTS
 
MAKE_PEACE_AGREEMENTS
 
MAKE_PEACE_AGREEMENTS
MAKE_TOPIC_AGREEMENTS
+
MAINTAIN_BRIDGES
COLLECT_TAXES
+
MAINTAIN_ROADS
ESCORT_TAX_COLLECTOR
+
CONSTRUCTION_PERMITS
EXECUTIONS
+
BUILDING_SAFETY
TAME_EXOTICS
+
JUDGE
RELIGION
+
FIRE_SAFETY
ATTACK_ENEMIES
+
FOOD_SUPPLY
 
MAINTAIN_SEWERS
 
MAINTAIN_SEWERS
FOOD_SUPPLY
+
MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
FIRE_SAFETY
+
PREPARE_LEADER_MEALS
BUILDING_SAFETY
+
MANAGE_LEADER_HOUSEHOLD_DRINKS
CONSTRUCTION_PERMITS
+
MANAGE_LEADER_HOUSEHOLD_FOOD
MAINTAIN_ROADS
+
MANAGE_ANIMALS
MAINTAIN_BRIDGES
+
OVERSEE_LEADER_HOUSEHOLD
 +
ADVISE_LEADERS
 
ESPIONAGE
 
ESPIONAGE
ADVISE_LEADERS
+
BRIDGE
OVERSEE_LEADER_HOUSEHOLD
+
TUNNEL
MANAGE_ANIMALS
+
ROAD
MANAGE_LEADER_HOUSEHOLD_FOOD
+
Unrecognized Ethic Response Token:
MANAGE_LEADER_HOUSEHOLD_DRINKS
+
UNTHINKABLE
PREPARE_LEADER_MEALS
+
PUNISH_CAPITAL
MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
+
PUNISH_EXILE
 
PUNISH_SERIOUS
 
PUNISH_SERIOUS
PUNISH_EXILE
+
PUNISH_REPRIMAND
PUNISH_CAPITAL
+
APPALLING
UNTHINKABLE
+
SHUN
Unrecognized Ethic Response Token:
+
MISGUIDED
TUNNEL
+
ONLY_IF_SANCTIONED
BRIDGE
+
JUSTIFIED_IF_SELF_DEFENSE
 +
JUSTIFIED_IF_EXTREME_REASON
 
JUSTIFIED_IF_GOOD_REASON
 
JUSTIFIED_IF_GOOD_REASON
JUSTIFIED_IF_EXTREME_REASON
+
BIRTH
JUSTIFIED_IF_SELF_DEFENSE
+
BEAUTY
ONLY_IF_SANCTIONED
+
BALANCE
MISGUIDED
+
ART
APPALLING
+
ANIMALS
PUNISH_REPRIMAND
+
AGRICULTURE
 +
Unrecognized Season Token:
 
WINTER
 
WINTER
Unrecognized Season Token:  
+
AUTUMN
AGRICULTURE
+
SUMMER
ANIMALS
+
SPRING
BALANCE
+
Unrecognized Religion Token:  
BEAUTY
+
REGIONAL_FORCE
 +
PANTHEON
 
Unrecognized World Construction Token:  
 
Unrecognized World Construction Token:  
PANTHEON
+
WALL
REGIONAL_FORCE
+
TORTURE_FOR_INFORMATION
Unrecognized Religion Token:
+
TORTURE_AS_EXAMPLE
SPRING
+
KILL_PLANT
SUMMER
+
MAKE_TROPHY_ANIMAL
AUTUMN
+
MAKE_TROPHY_SAPIENT
 +
MAKE_TROPHY_SAME_RACE
 +
EAT_SAPIENT_KILL
 
EAT_SAPIENT_OTHER
 
EAT_SAPIENT_OTHER
EAT_SAPIENT_KILL
+
KILL_ANIMAL
MAKE_TROPHY_SAME_RACE
+
KILL_ENEMY
MAKE_TROPHY_SAPIENT
+
KILL_NEUTRAL
MAKE_TROPHY_ANIMAL
+
KILL_ENTITY_MEMBER
KILL_PLANT
+
Unrecognized Value Token:
TORTURE_AS_EXAMPLE
+
PEACE
TORTURE_FOR_INFORMATION
+
NATURE
 
ROMANCE
 
ROMANCE
NATURE
+
JUSTIFIED_IF_NO_REPERCUSSIONS
Unrecognized Value Token:  
+
PERSONAL_MATTER
KILL_ENTITY_MEMBER
+
ACCEPTABLE
KILL_NEUTRAL
+
REQUIRED
KILL_ENEMY
+
NOT_APPLICABLE
KILL_ANIMAL
+
Unrecognized Ethic Action Token:  
 +
SLAVERY
 
ASSAULT
 
ASSAULT
SLAVERY
+
THEFT
Unrecognized Ethic Action Token:
+
TRESPASSING
NOT_APPLICABLE
+
VANDALISM
REQUIRED
+
LYING
ACCEPTABLE
+
OATH_BREAKING
PERSONAL_MATTER
+
TREASON
JUSTIFIED_IF_NO_REPERCUSSIONS
+
TORTURE_ANIMALS
 
TORTURE_FOR_FUN
 
TORTURE_FOR_FUN
TORTURE_ANIMALS
+
LAKES
TREASON
+
LABOR
OATH_BREAKING
+
JUSTICE
VANDALISM
+
JEWELS
TRESPASSING
+
JEALOUSY
 +
INSPIRATION
 +
HUNTING
 
HOSPITALITY
 
HOSPITALITY
HUNTING
+
HEALING
INSPIRATION
+
HAPPINESS
JEALOUSY
+
GENEROSITY
JEWELS
+
GAMES
JUSTICE
+
GAMBLING
 +
FREEDOM
 +
FORTRESSES
 
FORGIVENESS
 
FORGIVENESS
FORTRESSES
+
MUCK
FREEDOM
+
MOON
GAMBLING
+
MIST
GENEROSITY
+
MISERY
HAPPINESS
+
MINERALS
HEALING
+
METALS
 +
MERCY
 
MARRIAGE
 
MARRIAGE
METALS
+
LUST
MINERALS
+
LUCK
MISERY
+
LOVE
MOUNTAINS
+
LONGEVITY
 
LIGHTNING
 
LIGHTNING
LONGEVITY
+
LIGHT
 +
LIES
 +
LAWS
 +
DEATH
 +
DAY
 +
DAWN
 +
DARKNESS
 +
DANCE
 +
CREATION
 +
CRAFTS
 
COURAGE
 
COURAGE
CRAFTS
+
CONSOLATION
CREATION
+
COASTS
DARKNESS
+
CHILDREN
 +
CHARITY
 +
CHAOS
 +
CAVERNS
 +
BOUNDARIES
 
BLIGHT
 
BLIGHT
BOUNDARIES
+
FOOD
CAVERNS
+
FISHING
CHARITY
+
FISH
CHILDREN
+
FIRE
COASTS
+
FESTIVALS
CONSOLATION
 
 
FERTILITY
 
FERTILITY
FESTIVALS
+
FATE
FISHING
+
FAME
 +
EARTH
 +
DUTY
 +
DUSK
 +
DREAMS
 +
DISEASE
 +
DISCIPLINE
 +
DEPRAVITY
 
DEFORMITY
 
DEFORMITY
DEPRAVITY
+
WRITING
DISCIPLINE
+
WISDOM
DISEASE
+
WIND
DREAMS
+
WEATHER
 +
WEALTH
 +
WATER
 +
WAR
 +
VOLCANOS
 
VICTORY
 
VICTORY
VOLCANOS
+
VALOR
WEALTH
+
TWILIGHT
WEATHER
+
TRICKERY
THRALLDOM
+
TREES
THUNDER
+
TREACHERY
 +
TRAVELERS
 
TORTURE
 
TORTURE
TRAVELERS
+
MAKE_A_GREAT_DISCOVERY
TREACHERY
+
IMMORTALITY
TRICKERY
+
SEE_THE_GREAT_NATURAL_SITES
TWILIGHT
+
FALL_IN_LOVE
 +
MASTER_A_SKILL
 +
BECOME_A_LEGENDARY_WARRIOR
 +
BRING_PEACE_TO_THE_WORLD
 +
CRAFT_A_MASTERWORK
 
CREATE_A_GREAT_WORK_OF_ART
 
CREATE_A_GREAT_WORK_OF_ART
CRAFT_A_MASTERWORK
+
RULE_THE_WORLD
BRING_PEACE_TO_THE_WORLD
+
START_A_FAMILY
BECOME_A_LEGENDARY_WARRIOR
+
MAINTAIN_ENTITY_STATUS
MASTER_A_SKILL
+
STAY_ALIVE
FALL_IN_LOVE
 
SEE_THE_GREAT_NATURAL_SITES
 
IMMORTALITY
 
WISDOM
 
WRITING
 
 
Unrecognized Sphere Token:  
 
Unrecognized Sphere Token:  
STAY_ALIVE
+
VOLCANOES
MAINTAIN_ENTITY_STATUS
+
YOUTH
START_A_FAMILY
+
REVELRY
RULE_THE_WORLD
+
REBIRTH
 +
RAINBOWS
 +
RAIN
 +
PREGNANCY
 +
POETRY
 +
PLANTS
 +
PERSUASION
 
PAINTING
 
PAINTING
PERSUASION
+
ORDER
PLANTS
+
OCEANS
POETRY
+
OATHS
PREGNANCY
+
NIGHTMARES
RAINBOWS
+
NIGHT
REBIRTH
+
MUSIC
 
MURDER
 
MURDER
NIGHTMARES
+
THUNDER
OCEANS
+
THRALLDOM
 +
SUN
 +
SUICIDE
 +
STORMS
 +
STARS
 +
SPEECH
 +
SONG
 
SILENCE
 
SILENCE
SPEECH
+
SEASONS
STORMS
+
SCHOLARSHIP
SUICIDE
+
SALT
REVELRY
+
RUMORS
 +
RULERSHIP
 +
RIVERS
 
REVENGE
 
REVENGE
RIVERS
+
Unrecognized Creature Small Texture Token:
RULERSHIP
+
HIVE
RUMORS
+
LIGHT_SWARM_SMALL
SCHOLARSHIP
+
LIGHT_SWARM_MEDIUM
SEASONS
+
LIGHT_SWARM_LARGE
 +
LIGHT_VERMIN_ALT
 +
LIGHT_VERMIN
 +
SWARM_SMALL
 +
SWARM_MEDIUM
 +
SWARM_LARGE
 
VERMIN_ALT
 
VERMIN_ALT
SWARM_LARGE
+
VERMIN
SWARM_MEDIUM
+
Unrecognized Site Token:
SWARM_SMALL
+
MONUMENT
LIGHT_VERMIN
+
CITY
LIGHT_VERMIN_ALT
 
LIGHT_SWARM_LARGE
 
LIGHT_SWARM_MEDIUM
 
CAVE_DETAILED
 
 
TREE_CITY
 
TREE_CITY
FORTRESS
+
APPRENTICE
MONUMENT
+
MASTER
Unrecognized Site Token:  
+
IMPRISONER
VERMIN
+
PRISONER
 +
LOVER
 +
DEITY
 +
SPOUSE
 +
FATHER
 +
MOTHER
 +
Unrecognized Creature Texture Token:  
 
CORPSE
 
CORPSE
Unrecognized Creature Texture Token:
+
ADVENTURER
MOTHER
+
GHOST
FATHER
+
ANIMATED
SPOUSE
+
TAX_ESCORT
PRISONER
 
LIGHT_SWARM_SMALL
 
Unrecognized Creature Small Texture Token:
 
 
LAW_ENFORCE
 
LAW_ENFORCE
TAX_ESCORT
+
COVERED
ANIMATED
+
ART_IMAGE
ADVENTURER
+
Unrecognized Specific Item Improvement Token:  
Unrecognized Art Image Element Token:  
+
TRACTION_BENCH_CHAIN
HANDLE
 
ROLLERS
 
 
TRACTION_BENCH_ROPE
 
TRACTION_BENCH_ROPE
TRACTION_BENCH_CHAIN
+
ROLLERS
Unrecognized Specific Item Improvement Token:  
+
HANDLE
ART_IMAGE
+
Unrecognized Art Image Element Token:
MAKE_A_GREAT_DISCOVERY
+
ITEM
 +
SHAPE
 +
TREE
 +
Unrecognized Art Facet Token:  
 +
OWN_RACE
 +
Unrecognized Goal Token:
 +
BATHE_WORLD_IN_CHAOS
 
ATTAIN_RANK_IN_SOCIETY
 
ATTAIN_RANK_IN_SOCIETY
BATHE_WORLD_IN_CHAOS
+
CAVE_DETAILED
Unrecognized Goal Token:  
+
DARK_FORTRESS
OWN_RACE
+
PLAYER_FORTRESS
Unrecognized Art Facet Token:
+
Unrecognized Item Improvement Token:  
 +
INSTRUMENT_PIECE
 +
ILLUSTRATION
 +
PAGES
 
SEWN_IMAGE
 
SEWN_IMAGE
ILLUSTRATION
+
CLOTH
INSTRUMENT_PIECE
+
THREAD
Unrecognized Item Improvement Token:
+
ITEMSPECIFIC
PLAYER_FORTRESS
+
SPECIFIC
DARK_FORTRESS
+
SPIKES
COVERED
+
BANDS
 +
RINGS_HANGING
 
GLAZED
 
GLAZED
RINGS_HANGING
+
STONECRAFTER
SPIKES
+
WAX_WORKER
SPECIFIC
+
POTTER
ITEMSPECIFIC
+
WOODCRAFTER
THREAD
+
CRAFTSMAN
 +
GEM_SETTER
 +
GEM_CUTTER
 +
JEWELER
 +
METALCRAFTER
 +
BLACKSMITH
 
ARMORER
 
ARMORER
BLACKSMITH
+
WEAPONSMITH
METALCRAFTER
+
FURNACE_OPERATOR
JEWELER
+
METALSMITH
GEM_CUTTER
+
ANIMAL_DISSECTOR
GEM_SETTER
 
CRAFTSMAN
 
WOODCRAFTER
 
ANIMAL_CARETAKER
 
ANIMAL_TRAINER
 
HUNTER
 
 
TRAPPER
 
TRAPPER
ANIMAL_DISSECTOR
+
SPINNER
METALSMITH
+
SHEARER
FURNACE_OPERATOR
+
GELDER
WEAPONSMITH
+
MILKER
 +
CHEESE_MAKER
 +
FARMER
 +
FISH_CLEANER
 +
FISH_DISSECTOR
 +
FISHERMAN
 +
FISHERY_WORKER
 
STRAND_EXTRACTOR
 
STRAND_EXTRACTOR
FISHERY_WORKER
+
GLASSMAKER
FISHERMAN
+
CLOTHIER
FISH_DISSECTOR
+
WEAVER
FISH_CLEANER
+
BONE_CARVER
FARMER
 
CHEESE_MAKER
 
MILKER
 
POTTER
 
WAX_WORKER
 
STONECRAFTER
 
 
LEATHERWORKER
 
LEATHERWORKER
BONE_CARVER
+
FORMER_PRISONER
WEAVER
+
FORMER_SLAVE
CLOTHIER
+
SLAVE
GLASSMAKER
+
FORMER_MEMBER
 +
MEMBER
 +
CRIMINAL
 +
ENEMY
 +
FORMER_MERCENARY
 +
MERCENARY
 +
Unrecognized Historical Figure Hist Fig Link Token:
 
DECEASED_SPOUSE
 
DECEASED_SPOUSE
Unrecognized Historical Figure Hist Fig Link Token:
+
FORMER_SPOUSE
MERCENARY
+
PET_OWNER
FORMER_MERCENARY
 
CRIMINAL
 
MEMBER
 
FORMER_MEMBER
 
IMPRISONER
 
MASTER
 
APPRENTICE
 
COMPANION
 
FORMER_MASTER
 
 
FORMER_APPRENTICE
 
FORMER_APPRENTICE
PET_OWNER
+
FORMER_MASTER
FORMER_SPOUSE
+
COMPANION
 +
HUNTER
 +
ANIMAL_TRAINER
 +
ANIMAL_CARETAKER
 +
RANGER
 +
STONE_CARVER
 +
STONECUTTER
 +
MASON
 +
ENGRAVER
 +
STONEWORKER
 +
WOODCUTTER
 
BOWYER
 
BOWYER
WOODCUTTER
+
CARPENTER
STONEWORKER
+
WOODWORKER
ENGRAVER
+
MINER
STONECUTTER
+
Unrecognized Historical Figure Site Link Token:
STONE_CARVER
 
RANGER
 
FORMER_SLAVE
 
FORMER_PRISONER
 
 
Unrecognized Historical Figure Entity Link Token:  
 
Unrecognized Historical Figure Entity Link Token:  
Unrecognized Historical Figure Site Link Token:
+
MASTER_BOWMAN
WOODWORKER
+
BOWMAN
CARPENTER
+
MASTER_PIKEMAN
 +
PIKEMAN
 +
MASTER_MACEMAN
 +
MACEMAN
 +
MASTER_SWORDSMAN
 +
SWORDSMAN
 +
MASTER_AXEMAN
 +
AXEMAN
 
MASTER_WRESTLER
 
MASTER_WRESTLER
AXEMAN
+
WRESTLER
MASTER_AXEMAN
+
MASTER_CROSSBOWMAN
SWORDSMAN
+
CROSSBOWMAN
MASTER_SWORDSMAN
+
MASTER_SPEARMAN
MACEMAN
 
MASTER_MACEMAN
 
PIKEMAN
 
MERCHANT
 
HAMMERMAN
 
MASTER_HAMMERMAN
 
 
SPEARMAN
 
SPEARMAN
MASTER_SPEARMAN
+
BARD
CROSSBOWMAN
+
POET
MASTER_CROSSBOWMAN
+
SNATCHER
WRESTLER
+
BEAST_HUNTER
 +
SCOUT
 +
MONSTER_SLAYER
 +
MASTER_LASHER
 +
LASHER
 +
DRUNK
 +
THIEF
 
MASTER_THIEF
 
MASTER_THIEF
LASHER
+
TRAINED_WAR
MASTER_LASHER
+
TRAINED_HUNTER
MONSTER_SLAYER
+
RECRUIT
BEAST_HUNTER
+
MASTER_BLOWGUNMAN
MASTER_PIKEMAN
 
BOWMAN
 
MASTER_BOWMAN
 
 
BLOWGUNMAN
 
BLOWGUNMAN
MASTER_BLOWGUNMAN
+
WOOD_BURNER
RECRUIT
+
LYE_MAKER
TRAINED_HUNTER
+
POTASH_MAKER
TRAINED_WAR
+
SOAP_MAKER
 +
BREWER
 +
HERBALIST
 +
PLANTER
 +
GLAZER
 +
BEEKEEPER
 
PRESSER
 
PRESSER
BEEKEEPER
+
DYER
GLAZER
+
TANNER
PLANTER
+
BUTCHER
HERBALIST
+
MILLER
BREWER
 
SOAP_MAKER
 
GELDER
 
SHEARER
 
SPINNER
 
 
THRESHER
 
THRESHER
MILLER
+
COOK
BUTCHER
+
MASTER_HAMMERMAN
TANNER
+
HAMMERMAN
 +
MERCHANT
 +
TRADER
 +
ADMINISTRATOR
 +
SURGEON
 +
SUTURER
 +
BONE_SETTER
 +
DIAGNOSER
 
DOCTOR
 
DOCTOR
DIAGNOSER
+
CLERK
BONE_SETTER
+
PUMP_OPERATOR
SUTURER
+
SIEGE_OPERATOR
SURGEON
+
SIEGE_ENGINEER
ADMINISTRATOR
+
MECHANIC
TRADER
 
POTASH_MAKER
 
LYE_MAKER
 
WOOD_BURNER
 
 
ENGINEER
 
ENGINEER
MECHANIC
+
CLEAN_FISH
SIEGE_ENGINEER
+
GELD
SIEGE_OPERATOR
+
MILK
PUMP_OPERATOR
+
MAKE_CHEESE
 +
PROCESS_PLANT
 +
CLOTHESMAKER
 +
LEATHER
 +
DISSECT_VERMIN
 +
RECOVER_WOUNDED
 +
FEED_WATER_CIVILIANS
 
DRESSING_WOUNDS
 
DRESSING_WOUNDS
FEED_WATER_CIVILIANS
+
SUTURING
RECOVER_WOUNDED
+
BONE_SETTING
DISSECT_VERMIN
+
SURGERY
LEATHER
+
DIAGNOSE
CLOTHESMAKER
 
PROCESS_PLANT
 
MAKE_CHEESE
 
CUTWOOD
 
ANIMALTRAIN
 
 
ANIMALCARE
 
ANIMALCARE
DIAGNOSE
+
BONE_CARVE
SURGERY
+
STONE_CRAFT
BONE_SETTING
+
WAX_WORKING
SUTURING
+
POTTERY
 +
BOOKBINDING
 +
PAPERMAKING
 +
WOOD_CRAFT
 +
ENCRUST_GEM
 +
CUT_GEM
 +
METAL_CRAFT
 
FORGE_FURNITURE
 
FORGE_FURNITURE
METAL_CRAFT
+
FORGE_ARMOR
CUT_GEM
+
FORGE_WEAPON
ENCRUST_GEM
+
SMELT
WOOD_CRAFT
+
HUNT
PAPERMAKING
 
BOOKBINDING
 
POTTERY
 
CLEAN_FISH
 
 
DISSECT_FISH
 
DISSECT_FISH
FORGE_WEAPON
+
PEDDLER
FORGE_ARMOR
+
TAVERN_KEEPER
 +
SCRIBE
 +
PERFORMER
 +
BOOKBINDER
 +
PAPERMAKER
 +
GEOGRAPHER
 +
CHEMIST
 +
NATURALIST
 +
ASTRONOMER
 
HISTORIAN
 
HISTORIAN
ASTRONOMER
+
MATHEMATICIAN
NATURALIST
+
PHILOSOPHER
CHEMIST
+
SCHOLAR
GEOGRAPHER
+
SAGE
PAPERMAKER
 
BOOKBINDER
 
PERFORMER
 
SNATCHER
 
 
DANCER
 
DANCER
SCHOLAR
+
ANIMALTRAIN
PHILOSOPHER
+
CUTWOOD
MATHEMATICIAN
+
CLEAN
 +
HAUL_ANIMALS
 +
HAUL_FURNITURE
 +
HAUL_ITEM
 +
HAUL_REFUSE
 +
HAUL_FOOD
 +
HAUL_BODY
 +
HAUL_WOOD
 
HAUL_STONE
 
HAUL_STONE
HAUL_WOOD
+
MINE
HAUL_BODY
+
MESSENGER
HAUL_FOOD
+
MONK
HAUL_REFUSE
+
PILGRIM
HAUL_ITEM
 
HAUL_FURNITURE
 
HAUL_ANIMALS
 
SCRIBE
 
TAVERN_KEEPER
 
PEDDLER
 
 
PROPHET
 
PROPHET
PILGRIM
+
MACE
MESSENGER
+
DAGGER
ENCRUSTGEM
+
MISC_WEAPON
 +
SWORD
 +
AXE
 +
BONECARVE
 +
LEATHERWORK
 +
METALCRAFT
 +
STONECRAFT
 
WOODCRAFT
 
WOODCRAFT
STONECRAFT
+
ENCRUSTGEM
METALCRAFT
+
CUTGEM
LEATHERWORK
+
HERBALISM
BONECARVE
+
SPINNING
CLOTHESMAKING
+
SHEARING
MILLING
 
PROCESSPLANTS
 
 
CHEESEMAKING
 
CHEESEMAKING
SHEARING
+
SUTURE
SPINNING
+
SET_BONE
HERBALISM
+
DRESS_WOUNDS
CUTGEM
+
SNEAK
 +
MAGIC_NATURE
 +
MECHANICS
 +
THROW
 
BLOWGUN
 
BLOWGUN
MECHANICS
+
BOW
MAGIC_NATURE
+
WHIP
MISC_WEAPON
+
PIKE
DAGGER
+
ARMOR
 +
SHIELD
 +
CROSSBOW
 +
SPEAR
 
HAMMER
 
HAMMER
CROSSBOW
+
BUILD_CONSTRUCTION
SHIELD
+
BUILD_ROAD
 +
HAUL_WATER
 +
PULL_LEVER
 +
HAUL_TRADE
 +
HANDLE_VEHICLES
 +
BEEKEEPING
 +
PRESSING
 +
OPERATE_PUMP
 +
BURN_WOOD
 
GLAZING
 
GLAZING
BURN_WOOD
+
LYE_MAKING
OPERATE_PUMP
+
POTASH_MAKING
PRESSING
+
SIEGEOPERATE
BEEKEEPING
+
SIEGECRAFT
HANDLE_VEHICLES
 
HAUL_TRADE
 
PULL_LEVER
 
WAX_WORKING
 
STONE_CRAFT
 
BONE_CARVE
 
 
EXTRACT_STRAND
 
EXTRACT_STRAND
SIEGECRAFT
+
PROCESSPLANTS
SIEGEOPERATE
+
MILLING
POTASH_MAKING
+
CLOTHESMAKING
LYE_MAKING
+
BREWING
 +
WEAVING
 +
TRAPPING
 +
PROCESSFISH
 +
MASONRY
 +
ENGRAVE_STONE
 +
CARVE_STONE
 
CUT_STONE
 
CUT_STONE
CARVE_STONE
+
CARPENTRY
ENGRAVE_STONE
+
WOODCUTTING
MASONRY
+
MINING
PROCESSFISH
+
Unrecognized Unit Type Token:
TRAPPING
 
WEAVING
 
BREWING
 
HAUL_WATER
 
BUILD_ROAD
 
BUILD_CONSTRUCTION
 
 
Unrecognized Labor Token:  
 
Unrecognized Labor Token:  
Unrecognized Unit Type Token:
+
GEOGRAPHY
MINING
+
CHEMISTRY
WOODCUTTING
+
ASTRONOMY
CARPENTRY
+
MATHEMATICS
 +
LOGIC
 +
CRITICAL_THINKING
 +
PLAY_PERCUSSION_INSTRUMENT
 +
PLAY_WIND_INSTRUMENT
 +
PLAY_STRINGED_INSTRUMENT
 
PLAY_KEYBOARD_INSTRUMENT
 
PLAY_KEYBOARD_INSTRUMENT
PLAY_STRINGED_INSTRUMENT
+
SING
PLAY_WIND_INSTRUMENT
+
MAKE_MUSIC
PLAY_PERCUSSION_INSTRUMENT
+
CLIMBING
CRITICAL_THINKING
+
MILITARY_TACTICS
MATHEMATICS
+
KNAPPING
GRASP_STRIKE
 
STANCE_STRIKE
 
 
DODGING
 
DODGING
KNAPPING
+
CORAL
MILITARY_TACTICS
+
AMBER
CLIMBING
+
Unrecognized Skill Token:
MAKE_MUSIC
+
MODSKILL10
MODSKILL03
+
MODSKILL09
MODSKILL04
+
MODSKILL08
MODSKILL05
+
MODSKILL07
 
MODSKILL06
 
MODSKILL06
MODSKILL07
+
MODSKILL05
MODSKILL08
+
MODSKILL04
MODSKILL09
+
MODSKILL03
MODSKILL10
+
MODSKILL02
ASTRONOMY
+
MODSKILL01
CHEMISTRY
+
INTRIGUE
GEOGRAPHY
+
FLUID_ENGINEER
 
OPTICS_ENGINEER
 
OPTICS_ENGINEER
FLUID_ENGINEER
+
PACIFY
INTRIGUE
+
CONSOLE
MODSKILL01
+
FLATTERY
MODSKILL02
+
COMEDY
 +
CONVERSATION
 +
INTIMIDATION
 +
RECORD_KEEPING
 +
ORGANIZATION
 +
APPRAISAL
 +
JUDGING_INTENT
 
NEGOTIATION
 
NEGOTIATION
JUDGING_INTENT
+
RIDING
APPRAISAL
+
SWIMMING
ORGANIZATION
+
SOAP_MAKING
RECORD_KEEPING
+
WOOD_BURNING
INTIMIDATION
 
CONVERSATION
 
COMEDY
 
DRESS_WOUNDS
 
SET_BONE
 
SUTURE
 
 
CRUTCH_WALK
 
CRUTCH_WALK
WOOD_BURNING
+
STANCE_STRIKE
SOAP_MAKING
+
GRASP_STRIKE
SWIMMING
+
BITE
RIDING
+
WRESTLING
 +
RANGED_COMBAT
 +
MELEE_COMBAT
 +
TEACHING
 +
LEADERSHIP
 +
COORDINATION
 +
SPEAKING
 
READING
 
READING
SPEAKING
+
PROSE
COORDINATION
+
SITUATIONAL_AWARENESS
LEADERSHIP
+
CONCENTRATION
TEACHING
+
KNOWLEDGE_ACQUISITION
MELEE_COMBAT
 
RANGED_COMBAT
 
WRESTLING
 
FLATTERY
 
CONSOLE
 
PACIFY
 
 
TRACKING
 
TRACKING
KNOWLEDGE_ACQUISITION
+
TABLE
CONCENTRATION
+
ANIMALTRAP
SITUATIONAL_AWARENESS
+
BUCKET
 +
BARREL
 +
CAGE
 +
WINDOW
 +
TOOL
 +
TOY
 +
INSTRUMENT
 
GOBLET
 
GOBLET
INSTRUMENT
+
FLASK
WINDOW
+
CHAIN
BARREL
+
CHAIR
FLOODGATE
 
HATCH_COVER
 
 
TRACTION_BENCH
 
TRACTION_BENCH
 +
BED
 +
GRATE
 +
CABINET
 +
WEAPONRACK
 +
ARMORSTAND
 +
BIN
 +
BAG
 +
BOX
 +
GLOVES
 +
HELM
 +
SHOES
 +
WEAPON
 
MILLSTONE
 
MILLSTONE
WEAPON
+
QUERN
GLOVES
+
BOOK
BUCKET
+
SLAB
ANIMALTRAP
+
STATUE
 
COFFIN
 
COFFIN
STATUE
+
INORGANIC
 +
METAL
 +
STONE
 +
GRIME
 +
UNKNOWN_SUBSTANCE
 +
FILTH_Y
 +
FILTH_B
 +
VOMIT
 +
MUD
 +
LYE
 
PEARLASH
 
PEARLASH
FILTH_B
+
ASH
FILTH_Y
+
POTASH
UNKNOWN_SUBSTANCE
+
GLASS_CRYSTAL
Unrecognized Skill Token:
+
GLASS_CLEAR
 
GLASS_GREEN
 
GLASS_GREEN
GLASS_CLEAR
+
HATCH_COVER
GLASS_CRYSTAL
+
FLOODGATE
POTASH
+
DOOR
 +
BRANCH
 +
WOOD
 +
BOULDER
 +
ROUGH
 +
BLOCKS
 
SMALLGEM
 
SMALLGEM
BLOCKS
+
BAR
BOULDER
+
RARE
BRANCH
+
UNCOMMON
INORGANIC
+
FORCED
 +
Unrecognized Material Token:
 
GET_MATERIAL_FROM_REAGENT
 
GET_MATERIAL_FROM_REAGENT
Unrecognized Material Token:  
+
COAL
FORCED
+
MERCHANT_COMPANY
UNCOMMON
+
FESTIVAL
 +
LIBRARY
 +
BATTLE
 +
TEMPLE
 +
MILITARY_UNIT
 +
VESSEL
 +
CIV
 +
Unrecognized Item Token:  
 +
EGG
 
PIPE_SECTION
 
PIPE_SECTION
Unrecognized Item Token:
+
ROCK
VESSEL
+
GLOB
MILITARY_UNIT
+
COIN
TEMPLE
+
LIQUID_MISC
BATTLE
 
TRAPCOMP
 
POWDER_MISC
 
 
CHEESE
 
CHEESE
LIQUID_MISC
+
Dodge
USE_LAVA_STONE
+
Jump-dodge (strike)
NO_MATGLOSS
+
Jump-dodge (proj)
Unrecognized Inorganic Token:
+
Surprised
Unrecognized Coal Token:
+
Charge
CLUSTER
+
Drop item
CLUSTER_SMALL
+
Weapon twist
CLUSTER_ONE
+
Struck economic mineral
LIBRARY
+
Struck mineral
FESTIVAL
+
Praise the miners
MERCHANT_COMPANY
+
Found a feature
 +
Era change
 +
Reached peak
 +
map_rejection_log.txt
 +
HOSPITAL
 
CRAFT_GUILD
 
CRAFT_GUILD
HOSPITAL
+
PLANT_GROWTH
map_rejection_log.txt
+
SKIN_TANNED
CHARCOAL
+
SEEDS
 +
FISH_RAW
 +
MEAT
 +
CORPSEPIECE
 +
ANVIL
 +
GEM
 +
BRACELET
 
EARRING
 
EARRING
BRACELET
+
RING
CORPSEPIECE
+
CROWN
FISH_RAW
+
AMMO
ARMORSTAND
+
SCEPTER
WEAPONRACK
+
AMULET
CABINET
 
 
FIGURINE
 
FIGURINE
AMULET
+
POWDER_MISC
SCEPTER
+
DRINK
 +
TRAPCOMP
 +
TRAPPARTS
 +
BALLISTAARROWHEAD
 +
SIEGEAMMO
 +
BALLISTAPARTS
 +
CATAPULTPARTS
 +
CRUTCH
 +
ORTHOPEDIC_CAST
 
SPLINT
 
SPLINT
ORTHOPEDIC_CAST
+
QUIVER
CRUTCH
 
CATAPULTPARTS
 
BALLISTAPARTS
 
SIEGEAMMO
 
BALLISTAARROWHEAD
 
TRAPPARTS
 
SKIN_TANNED
 
PLANT_GROWTH
 
 
BACKPACK
 
BACKPACK
QUIVER
+
PANTS
 +
TOTEM
 +
SHEET
 +
Ambush (incapacitated creature)
 +
Ambush (uninjured creature)
 +
Ambush (injured creature)
 +
Ambush
 +
Ambush (nature)
 +
Ambush (snatcher)
 +
Snatcher
 +
Gremlin
 +
Ambush (thief, other)
 +
Ambush (thief, nature)
 +
Ambush (thief, skulking)
 +
Ambush (thief)
 +
Ambush (resident)
 +
Dig canceled (wet)
 +
Dig canceled (warm)
 +
(Combat) Nauseated
 +
Cave-in
 +
Trade diplomat
 +
Liaison
 +
Diplomat
 +
Gremlin unshackled something
 +
Gremlin opened cage
 +
Gremlin triggered plate
 +
Gremlin pulled lever
 +
Animal trap robbed
 +
Animal trapped
 +
No migrants
 +
Migrants (danger)
 +
Migrant (one)
 +
Migrants
 +
Noble
 +
Caravan
 +
(Wrestle) Release choke
 +
(Wrestle) Release lock
 +
(Wrestle) Throw
 +
(Wrestle) Takedown
 +
(Wrestle) Chokehold
 +
(Wrestle) Joint lock
 +
(Charge) Tangle/tumble
 +
(Charge) Tangle
 +
(Charge) (A) Bounced back
 +
(Charge) (A) Tumble
 +
(Charge) (D) Knocked over
 +
(Charge) (D) Tumble
 +
(Charge) Collision
 +
Parry
 +
Block
 +
Counterstrike
 +
(Combat) Winded
 +
(Combat) Stunned
 +
(Combat) Knocked out
 +
(Combat) Propelling blow
 +
(Combat) Attack latched
 +
(Combat) Natural attack latched
 +
(Combat) Attack stuck in
 +
(Combat) Enraged
 +
(Combat) Wounds
 +
(Combat) Strike
 +
(Wrestle) Part ripped away
 +
(Wrestle) Adjust grip
 +
(Wrestle) Strangle
 +
(Wrestle) Latch on
 +
(Wrestle) Struggle
 +
(Wrestle) Release
 +
Stand up
 +
Pull out and drop item
 +
Shoot web
 +
Breathe fire
 +
Block fire
 +
(Wrestling) Cannot break grip
 +
(Wrestling) Break grip
 +
Give into pain
 +
No longer stunned
 +
Overcome paralysis
 +
Free from web
 +
Regain consciousness
 +
Lose hold of item
 +
Vomit
 +
Slam into unit
 +
Slam into an obstacle
 +
Interaction (target)
 +
Interaction (user)
 +
Transformation
 +
Found trap
 +
Creature stolen object
 +
Creature sound
 +
Intro
 +
Cannot travel through site
 +
Discovered site
 +
Hit by ball of flames
 +
Ghost attack
 +
(Adventure) Cackling fades
 +
(Adventure) Night Creature Attack
 +
(Adventure) Made item
 +
Breath attack
 +
Martial trance
 +
Engraving melted
 +
Magma defaced engraving
 +
Berserk
 +
Regular beast
 +
Werebeast
 +
Megabeast
 +
Artifact construction begun
 +
(Strange mood) Building claimed
 +
Entangled in hidden web
 +
Vermin escaped from cage
 +
Attachment to item
 +
Item given name
 +
Artifact made
 +
Strange mood
 +
Animal birth
 +
Citizen birth
 +
Slam into an obstacle (blow apart)
 +
Caught in web
 +
Caught in flame
 +
Fall over
 +
Endgame event 2
 +
Endgame event 1B
 +
Endgame event 1
 +
Pet death
 +
Citizen death
 +
(Adventure) Death
 +
Job cancellation
 +
(Adventure) Sleep interrupted
 +
(Adventure) Awaken
 +
Masterwork construction lost
 +
Masterwork architecture lost
 +
Masterwork made
 +
No item to strap
 +
No grasp to draw
 +
You draw
 +
You strap item
 +
You unyield
 +
You yield
 +
Nothing to examine
 +
Nothing to interact
 +
Search found nothing
 +
Search found something
 +
Already searched
 +
No tracks
 +
Cannot jump
 +
Enemy moved out of range
 +
Tantrum
 +
Citizen lost to stress
 +
Must unretract first
 +
Cannot stand
 +
Cannot climb
 +
Cannot chop tree
 +
No hands to pick up
 +
Check date
 +
Check temperature
 +
Check weather
 +
Check smells
 +
No item to throw
 +
No item to pick up
 +
No item to drop
 +
No item to contain
 +
No item to eat
 +
No item to wear
 +
No item to remove
 +
Bandit grabs item
 +
Bandit empties container
 +
Conversation
 +
Dodge projectile
 +
Skipped on liquid
 +
Gained knowledge
 +
Full reversion
 +
Semi-wild
 +
Flounder in water
 +
Animal action
 +
Evil cloud
 +
Weird weather
 +
Embrace
 +
Pet missing
 +
Citizen missing
 +
Undead attack
 +
Citizen overwhelmed by stress
 +
Wild animal gave birth
 +
Mechanism sounds
 +
Assumed position
 +
Conversation (Conflict)
 +
Gained site control
 +
Strap item
 +
Draw item
 +
Push item
 +
Reorganize possessions
 +
No longer overwhelmed
 +
Travel complaint
 +
Lose hold of surface
 +
Fail to grab hold
 +
Attack caught
 +
Attack interrupted
 +
Diplomat bids farewell
 +
Mandate ends
 +
Masterwork food
 +
Masterful dye
 +
Animal trained
 +
You feed on victim
 +
Learned a power
 +
Masterpiece defaced
 +
Masterpiece crafted
 +
Land's status elevated
 +
Land gains a status
 +
Vermin disturbed
 +
Citizen kidnapped
 +
Job removed from unpowered building
 +
Unable to complete building
 +
Vermin bite
 +
Tantrum (possessed by ghost)
 +
Party organized
 +
Citizen becomes civilian
 +
Citizen becomes soldier
 +
Somebody grows up
 +
Local resident creature named
 +
New mandate
 +
New demand
 +
Demand forgotten
 +
No fish to catch
 +
Job overwritten
 +
Work order completed
 +
Machine link suspended
 +
Construction suspended
 +
Site located
 +
Election
 +
Pick up
 +
Drop
 +
Failed to eat/drink
 +
Eat
 +
Put into a container
 +
Take out of a container
 +
Take off item
 +
Put on item
 +
Empty a container
 +
Nightfall
 +
Break of dawn
 +
Set a fire
 +
Cannot set a fire
 +
Made a campfire
 +
Cannot make campfire
 +
Cannot rest
 +
Pet adopts owner
 +
Pet loses dead owner
 +
Merchants leaving now
 +
Merchants leaving soon
 +
Wagons bypassed inaccessible site
 +
Merchants need depot
 +
Merchants unloading
 +
Vomit blood
 +
Cough blood
 +
(Combat) Gain/lose possession of item
 +
Soldier becomes a master
 +
Recruit gains skill
 +
Profession change
 +
You feel hot/cold
 +
You interact with item
 +
You interact with building
 +
You failed to mount
 +
You cannot mount
 +
Mount
 +
Witnessed item missing
 +
Witnessed item has been moved
 +
Witnessed item stolen
 +
Witnessed item handoff
 +
Guild founded
 +
Agreement abandoned
 +
Priesthood needs recognized
 +
Agreement satisfied
 +
You given emergency tactical control
 +
Nearby site linked economically
 +
New site founded nearby
 +
Returning soldiers bring rumor(s)
 +
Visitor shared rumor(s)
 +
Unrecognized Coal Token:
 +
Unrecognized Inorganic Token:
 +
NO_MATGLOSS
 +
USE_LAVA_STONE
 +
CHARCOAL
 +
COKE
 +
No food
 +
Mountainhome achieved
 +
Satisfied monarch
 +
Monarch arrived early
 +
Monarch arrived
 +
First caravan
 +
Embark
 +
Diplomat left unhappy
 +
You failed to dismount
 +
Dismount
 +
Begin activity
 +
You cannot perform
 +
Your order delivered
 +
Research breakthrough
 +
You cannot speak
 +
Guest arrives
 +
Dry season
 +
Wet season
 +
Rain
 +
Snow
 +
Clear weather
 +
Beast guzzles drink
 +
Wedding
 +
Masterwork engraving
 +
Masterwork improvement
 +
Building toppled by ghost
 +
Thief (villain)
 +
Rumor spread by citizen
 +
You cannot construct here
 +
Tree chopped
 +
Petition ignored
 +
New apprenticeship
 +
Composition failed
 +
Composition complete
 +
Cursed by deity
 +
Building destroyed/toppled
 +
Performance quality
 +
Learned art form
 +
Learned written content
 +
Activity end
 +
Activity section change
 +
Activity ongoing
 
Instruments
 
Instruments
Bags (Leather)
+
Tools
Bags (Plant)
+
Toys
Bags (Silk)
+
Shields
Bags (Yarn)
+
Legwear
 +
Footwear
 +
Handwear
 +
Headwear
 +
Digging Implements
 +
Trap Components
 
Bodywear
 
Bodywear
Trap Components
+
Training Weapons
Digging Implements
+
Anvils
Headwear
+
Stone Blocks
Handwear
+
Large Cut Gems
Footwear
+
Small Cut Gems
Legwear
+
Backpacks
Shields
+
Quivers
 
Flasks/Waterskins
 
Flasks/Waterskins
Quivers
+
Miscellaneous
Backpacks
+
Barrels
Buckets
+
Ropes (Yarn)
Splints
+
Ropes (Silk)
Crutches
+
Ropes (Plant)
Cups/Mugs/Goblets
+
Thread (Yarn)
Dungeon Commander
+
Thread (Silk)
 
Thread (Plant)
 
Thread (Plant)
Thread (Silk)
+
Bags (Yarn)
Thread (Yarn)
+
Bags (Silk)
Ropes (Plant)
+
Bags (Plant)
Ropes (Silk)
+
Bags (Leather)
Ropes (Yarn)
+
Cages
Barrels
+
Here
Miscellaneous
+
Above
Cloth (Plant)
+
Below
Cloth (Silk)
+
South
 +
North
 +
East
 +
West
 
Unrecognized Inclusion Type Token:  
 
Unrecognized Inclusion Type Token:  
 +
CLUSTER_ONE
 +
CLUSTER_SMALL
 +
CLUSTER
 +
VEIN
 +
Metal Bars
 +
Other Recipes
 
Meat/Fish Recipes
 
Meat/Fish Recipes
Other Recipes
+
Garden Vegetables
Metal Bars
+
Fruit and Nuts
Small Cut Gems
+
Eggs
Large Cut Gems
+
Extracts
Stone Blocks
+
Powders
Anvils
+
Cheeses
Training Weapons
+
Drinks
 +
Pets
 
Cloth (Yarn)
 
Cloth (Yarn)
Cheeses
+
Cloth (Silk)
Powders
+
Cloth (Plant)
Extracts
+
/Above
Fruit and Nuts
+
/Below
Garden Vegetables
+
Adventure Move
 +
Conflict Defense
 
Valid Pond Dump
 
Valid Pond Dump
Conflict Defense
+
Valid Pond Dump Unit
Adventure Move
+
Come to Job Building
Charge Attack
+
Nonsense
Thief Target
+
Wait Order
Check Chest
+
Alarm
Sleep Bed
+
Guard
Sleep Barracks
+
Graze
 
Lair Hunter
 
Lair Hunter
Wait Order
+
Squad Defend Burrow From Target
Nonsense
+
Squad Defend Burrow
Come to Job Building
+
Squad Patrol
Valid Pond Dump Unit
+
Squad Kill List
 +
Squad Move
 
Clay Zone
 
Clay Zone
Colony to Install
+
Sand Zone
Return Colony To Install
+
Get Empty Sand Bag
Grab Cage
+
Ransack Taxes
Uncage Animal
+
Guard Taxes
Capture Small Pet
+
Tax Room
Grab Cage Unit
+
Flee Terrain
Grab Milk Unit
+
Leave Wall
 
Sleep Ground
 
Sleep Ground
Leave Wall
+
Sleep Barracks
Flee Terrain
+
Sleep Bed
Tax Room
+
Check Chest
Guard Taxes
+
Thief Target
Ransack Taxes
+
Charge Attack
Get Empty Sand Bag
+
Adventure automove (acrobatic)
Sand Zone
+
Adventure automove
 +
Pattern Patrol
 +
Wilderness Roamer
 
Wilderness Curious Steal Target
 
Wilderness Curious Steal Target
Wilderness Roamer
+
Wilderness Curious Wander
Pattern Patrol
+
Marauder Mill
Inactive Marauder
+
Ambush Patrol
Commander
+
Sieger Mill
Chained Animal
+
Sieger Basepoint
Meeting Location
 
Insane Mood
 
Undead Hunt
 
 
Maraud Target
 
Maraud Target
Sieger Basepoint
+
Undead Hunt
Sieger Mill
+
Insane Mood
Ambush Patrol
+
Dungeon Commander
Marauder Mill
+
Cups/Mugs/Goblets
Wilderness Curious Wander
+
Crutches
 +
Splints
 +
Buckets
 +
Milling Burrow
 +
Milling Flood
 
Head for Edge
 
Head for Edge
Milling Flood
+
Claim Site
Milling Burrow
+
Move to Site
Squad Move
+
Mill Building
Squad Kill List
+
Mill Anywhere
Squad Patrol
+
Return to Base
Squad Defend Burrow
+
Seek Commander
Squad Defend Burrow From Target
+
Vermin Hunting
 
Meeting Location Building
 
Meeting Location Building
Vermin Hunting
+
Meeting Location
Seek Commander
+
Chained Animal
Return to Base
+
Commander
Mill Anywhere
+
Owner
Mill Building
+
Inactive Marauder
Move to Site
 
Claim Site
 
 
Seek Animal for Taming
 
Seek Animal for Taming
Seek Drink Item
+
Grab Food for Taming
Seek Food Item
+
Seek Animal for Unchain
Seek Eating Chair
+
Seek Cage for Unchain
Seek Eating Chair 2
+
Seek Chain for Animal
Seek Bad Mood Building
+
Seek Animal for Chain
Set Glass Mood Building
+
Seek Gelding Building
Set Mood Building
+
Seek Animal for Gelding
 
Seek Slaughter Building
 
Seek Slaughter Building
Seek Animal for Gelding
+
Seek Animal for Slaughter
Seek Gelding Building
+
Seek Target for Food
Seek Animal for Chain
+
Seek Food for Target
Seek Chain for Animal
+
Go to Give Water Target
Seek Cage for Unchain
+
Seek Dressing Cloth
Seek Animal for Unchain
+
Seek Suture Thread
Grab Food for Taming
+
Seek Crutch
 
Grab Clothing
 
Grab Clothing
Grab Weapon
+
Grab Uniform
Grab Ammunition
+
Work at Building
Grab Shield
+
Grab Job Resources
Grab Armor
+
Drop Off Job Items
Grab Helm
+
Main Job Building
Grab Boots
+
Reset Priority Goal
Grab Gloves
+
Clean Building Site
 
Seek Fell Victim
 
Seek Fell Victim
Clean Building Site
+
Set Mood Building
Reset Priority Goal
+
Set Glass Mood Building
Main Job Building
+
Seek Bad Mood Building
Drop Off Job Items
+
Seek Eating Chair 2
Grab Job Resources
+
Seek Eating Chair
Work at Building
+
Seek Food Item
Grab Uniform
+
Seek Drink Item
 
Grab Goblet
 
Grab Goblet
Seek Fill Bucket
+
Grab Unfill Bucket
Seek Patient for Carry
+
Cage Vermin
Seek Patient for Diagnosis
+
Grab Animal Trap
Seek Patient for Immobilize Break
+
Go to Cage
Seek Patient for Crutch
+
Lay Egg/Nest Box
Seek Patient for Suturing
+
Go to Shear Station
Seek Patient for Dress Wound
+
Grab Shear Unit
 
Go to Milk Station
 
Go to Milk Station
Grab Shear Unit
+
Grab Milk Unit
Go to Shear Station
+
Grab Cage Unit
Lay Egg/Nest Box
+
Capture Small Pet
Go to Cage
+
Uncage Animal
Grab Animal Trap
+
Grab Cage
Cage Vermin
+
Return Colony To Install
Grab Unfill Bucket
+
Colony to Install
 
Seek Splint
 
Seek Splint
Seek Crutch
+
Seek Building For Job
Seek Suture Thread
+
Seek Building For Item Drop
Seek Dressing Cloth
+
Seek Unit For Job
Go to Give Water Target
+
Seek Unit For Item Drop
Seek Food for Target
+
Seek Job Item
Seek Target for Food
+
Seek Give Water Bucket
Seek Animal for Slaughter
+
Carry Patient to Bed
 
Seek Surgery Site
 
Seek Surgery Site
Carry Patient to Bed
+
Seek Patient for Dress Wound
Seek Give Water Bucket
+
Seek Patient for Suturing
Seek Job Item
+
Seek Patient for Crutch
Seek Unit For Item Drop
+
Seek Patient for Immobilize Break
Seek Unit For Job
+
Seek Patient for Diagnosis
Seek Building For Item Drop
+
Seek Patient for Carry
Seek Building For Job
+
Seek Fill Bucket
 
Seek Vermin Catch Location
 
Seek Vermin Catch Location
Wander Vermin Catch Location
+
Seek Vermin for Catching
Seek Vermin for Hunting
+
Seek Trap for Vermin Catch
Seek Vermin Hunting Spot
+
Seek Trigger for Mechanism
Wander Vermin Hunting Spot
+
Seek Mechanism for Trigger
Seek Fish Trap
+
Seek Target for Mechanism
Seek Fish Catch Location
+
Seek Target Mechanism
Seek Well for Water
+
Seek Hunting Target
 
Seek Sheriff
 
Seek Sheriff
Seek Hunting Target
+
Seek Blood Suck Victim
Seek Target Mechanism
+
Seek Kidnap Victim
Seek Target for Mechanism
+
Interrogation Office
Seek Mechanism for Trigger
+
Go to Interrogation Target
Seek Trigger for Mechanism
+
Go to Beating Target
Seek Trap for Vermin Catch
+
Drop Kill out Front
Seek Vermin for Catching
+
Drop Kill at Butcher
 
Chase Opponent Flood
 
Chase Opponent Flood
Chase Opponent (Same Square)
+
Chase Opponent
Flee from Opponent
+
Assigned Building Job
Flee from Opponent (Climb)
+
Seek Manage Office
Attack Building
+
Seek Update Office
Start Bed Carry
+
Wander Depot
Start Medical Aid
+
Prepare Equipment Manifests
Seek Station Flood
+
Upgrade Squad Equipment
 
Seek Drink Area for Water
 
Seek Drink Area for Water
Upgrade Squad Equipment
+
Seek Well for Water
Prepare Equipment Manifests
+
Seek Fish Catch Location
Wander Depot
+
Seek Fish Trap
Seek Update Office
+
Wander Vermin Hunting Spot
Seek Manage Office
+
Seek Vermin Hunting Spot
Assigned Building Job
+
Seek Vermin for Hunting
Chase Opponent
+
Wander Vermin Catch Location
 
Patrol
 
Patrol
Squad Station
+
Hunt Vermin
Seek Infant
+
Clean
Shop Specific
+
Start Fish
Mill in Shop
+
Start Hunt
Go to Shop
+
Grab Waterskin
Seek Training Ammunition
+
Grab Backpack
Archery Training Site
+
Grab Quiver
 
Grab Pants
 
Grab Pants
Grab Quiver
+
Grab Gloves
Grab Backpack
+
Grab Boots
Grab Waterskin
+
Grab Helm
Start Hunt
+
Grab Armor
Start Fish
+
Grab Shield
Hunt Vermin
+
Grab Ammunition
Grab Execution Weapon
+
Grab Weapon
Drop Kill at Butcher
+
Grab Execution Weapon
Drop Kill out Front
+
Grab Kill
Go to Beating Target
+
Store Item
Go to Interrogation Target
+
Seek Item for Storage
Interrogation Office
+
Seek Building for Ammunition
Seek Kidnap Victim
+
Grab Ammunition for Building
Seek Blood Suck Victim
+
Seek Artifact
 +
Sparring Site
 
Sparring Partner
 
Sparring Partner
Sparring Site
+
Archery Training Site
Seek Artifact
+
Seek Training Ammunition
Grab Ammunition for Building
+
Go to Shop
Seek Building for Ammunition
+
Mill in Shop
Seek Item for Storage
+
Shop Specific
Store Item
+
Seek Infant
Grab Kill
+
Squad Station
 +
Leave Site for Squad Order
 +
Store Object
 
Grab Toy
 
Grab Toy
Store Object
+
Grab Instrument
Leave Site for Squad Order
+
Go to Writing Place
Parley Unit
+
Get Writing Materials
Parley Item
+
Go to Reading Place
Follow Command
+
Get Written Content
Seek Heist Item
+
Fill Service Order
Seek Heist Master
 
Performance
 
 
Ponder Topic
 
Ponder Topic
Fill Service Order
+
Play with Toy
Get Written Content
+
Make Believe
Go to Reading Place
+
Prayer
Get Writing Materials
+
Place Ladder
Go to Writing Place
+
Seek Ladder to Move
Grab Instrument
+
Seek Ladder to Climb
 +
MYSTERY
 +
ARTIFICE
 
ASSERTIVE
 
ASSERTIVE
ARTIFICE
+
WILD
MYSTERY
+
VIOLENT
LEADER
+
NAME_CAVE
DOMESTIC
+
BOUNDARY
MYTHIC
+
UGLY
SUBORDINATE
+
FLOWERY
NEGATIVE
+
PRIMITIVE
 
Seek Heist Handoff
 
Seek Heist Handoff
PRIMITIVE
+
Seek Heist Master
FLOWERY
+
Seek Heist Item
BOUNDARY
+
Follow Command
NAME_CAVE
+
Parley Item
VIOLENT
+
Parley Unit
Remove Construction
+
Rest
Detail
+
Scheduled Sleep Ground
Gather Plant
+
Scheduled Sleep Bed
Mischief
+
Scheduled Meal
Rest (Recovered)
+
Start Eat Job
 +
Start Water Job Drink Area
 +
Start Water Job Well
 +
Train Animal
 
Seek Station
 
Seek Station
Train Animal
+
Seek Station Flood
Start Water Job Well
+
Start Medical Aid
Start Water Job Drink Area
+
Start Bed Carry
Start Eat Job
+
Attack Building
Scheduled Meal
+
Flee from Opponent (Climb)
Scheduled Sleep Bed
+
Flee from Opponent
Scheduled Sleep Ground
+
Chase Opponent (Same Square)
 
Army Walk
 
Army Walk
Reunion
+
Site Walk to Building
Seek Ladder to Climb
+
Site Walk
Seek Ladder to Move
+
Harass
Place Ladder
+
Guard Path
Prayer
+
Individual Skill Drill
Make Believe
+
Skill Demonstration
Play with Toy
+
Combat Training
 
Rest (Reset)
 
Rest (Reset)
Combat Training
+
Rest (Recovered)
Skill Demonstration
+
Mischief
Individual Skill Drill
+
Dig
Guard Path
+
Gather Plant
Harass
+
Detail
Site Walk
+
Chop
Site Walk to Building
+
Remove Construction
 +
fertile
 +
fated
 
famous
 
famous
fertile
+
familial
festive
+
earthen
forgiving
+
dutiful
 +
dusklight
 +
dreaming
 +
diseased
 +
disciplined
 
depraved
 
depraved
disciplined
+
deformed
diseased
+
noon-time
dreaming
+
dawning
dusklight
+
dark
dutiful
+
created
earthen
+
wet
familial
+
just
 
jeweled
 
jeweled
deceitful
+
jealous
shining
+
inspired
electrical
+
hunting
long-lived
+
hospitable
 +
healing
 +
generous
 +
playful
 
gambling
 
gambling
playful
+
forgiving
generous
+
baked
healing
+
fish
hospitable
+
fiery
hunting
+
festive
inspired
+
NAME_VOLCANO
jealous
+
NAME_FOREST
 
TRAVEL
 
TRAVEL
NAME_FOREST
+
NAME_OCEAN
NAME_VOLCANO
+
NAME_MOUNTAINS
agricultural
+
ROMANTIC
animal
+
OLD
artistic
+
RESTRAIN
balanced
+
NAME_LAKE
beautiful
+
PROTECT
 
NEGATOR
 
NEGATOR
PROTECT
+
NEGATIVE
NAME_LAKE
+
SUBORDINATE
RESTRAIN
+
MYTHIC
ROMANTIC
+
DOMESTIC
NAME_MOUNTAINS
+
LEADER
NAME_OCEAN
+
crafted
 +
courageous
 
consoling
 
consoling
courageous
+
coastal
crafted
+
child-like
created
+
charitable
dawning
+
chaotic
noon-time
+
cavernous
deformed
+
delineated
 +
blighted
 
birthing
 
birthing
blighted
+
beautiful
delineated
+
balanced
cavernous
+
artistic
chaotic
+
animal
charitable
+
agricultural
child-like
+
wicked
coastal
+
thunderous
 
enslaved
 
enslaved
thunderous
+
thieving
wicked
+
sunny
enterprising
+
stormy
treacherous
+
starry
wooden
+
wordy
tricky
+
cloudy
twilight
+
silent
 
seasonal
 
seasonal
silent
+
scholarly
cloudy
+
salty
starry
+
sacrificial
stormy
+
whispering
thieving
+
lordly
 +
no sphere
 +
young
 
lettered
 
lettered
no sphere
+
wise
farming
+
windy
animals
+
wealthy
balance
+
watery
beauty
+
warring
 +
volcanic
 +
victorious
 
valorous
 
valorous
victorious
+
twilight
volcanic
+
tricky
warring
+
wooden
watery
+
treacherous
wealthy
+
enterprising
 +
murderous
 +
muddy
 
mountainous
 
mountainous
murderous
+
moonlit
lyrical
+
misty
natural
+
crystal
nightmarish
+
merciful
oceanic
+
married
 +
lucky
 +
loyal
 
loving
 
loving
married
+
long-lived
merciful
+
electrical
crystal
+
shining
moonlit
+
deceitful
 +
rigid
 +
flowing
 +
reborn
 
colorful
 
colorful
reborn
+
rainy
flowing
+
pregnant
lordly
+
poetic
whispering
+
leafy
sacrificial
+
persuasive
scholarly
+
peaceful
 +
painted
 
ordered
 
ordered
painted
+
oceanic
peaceful
+
sworn
persuasive
+
nightmarish
poetic
+
natural
pregnant
+
lyrical
 +
luck
 +
longevity
 
lightning
 
lightning
longevity
+
lies
marriage
+
laws
metals
+
lakes
minerals
+
justice
 +
jewels
 +
jealousy
 +
inspiration
 
hospitality
 
hospitality
inspiration
+
generosity
jealousy
+
games
jewels
+
freedom
justice
+
fortresses
 +
forgiveness
 +
rebirth
 +
rainbows
 +
pregnancy
 
plants
 
plants
pregnancy
+
persuasion
rainbows
+
painting
rebirth
+
oceans
revelry
+
oaths
revenge
 
rivers
 
mountains
 
 
nightmares
 
nightmares
oceans
+
muck
painting
+
moon
persuasion
+
mist
 +
minerals
 +
metals
 +
mercy
 +
marriage
 +
crafts
 +
courage
 
consolation
 
consolation
courage
+
coasts
crafts
+
children
creation
+
charity
darkness
+
chaos
deformity
+
caverns
depravity
+
boundaries
discipline
 
 
blight
 
blight
boundaries
+
birth
caverns
+
beauty
charity
+
balance
children
+
art
coasts
+
animals
 +
farming
 +
food
 
fishing
 
fishing
forgiveness
+
fire
fortresses
+
festivals
freedom
+
fertility
generosity
+
fate
 +
fame
 +
earth
 +
dusk
 +
dreams
 
disease
 
disease
dreams
+
discipline
fertility
+
depravity
festivals
+
deformity
 +
darkness
 +
creation
 +
SWAMP_TROPICAL_SALTWATER
 +
SWAMP_TROPICAL_FRESHWATER
 +
MARSH_TEMPERATE_SALTWATER
 +
MARSH_TEMPERATE_FRESHWATER
 +
SWAMP_TEMPERATE_SALTWATER
 +
SWAMP_TEMPERATE_FRESHWATER
 +
MOUNTAIN
 
no architectural element
 
no architectural element
MOUNTAIN
+
detailed surfaces
GLACIER
+
paved indoor areas
TUNDRA
+
open structure
SWAMP_TEMPERATE_FRESHWATER
+
stagnant pool
SWAMP_TEMPERATE_SALTWATER
+
lava pool
MARSH_TEMPERATE_FRESHWATER
+
water pool
MARSH_TEMPERATE_SALTWATER
+
lower floors
 
upper floors
 
upper floors
lower floors
+
SHRUBLAND_TROPICAL
water pool
+
SAVANNA_TROPICAL
lava pool
+
GRASSLAND_TROPICAL
stagnant pool
+
SHRUBLAND_TEMPERATE
open structure
+
SAVANNA_TEMPERATE
paved indoor areas
+
GRASSLAND_TEMPERATE
detailed surfaces
+
FOREST_TROPICAL_MOIST_BROADLEAF
 +
FOREST_TROPICAL_DRY_BROADLEAF
 +
FOREST_TROPICAL_CONIFER
 
FOREST_TEMPERATE_BROADLEAF
 
FOREST_TEMPERATE_BROADLEAF
FOREST_TROPICAL_CONIFER
+
FOREST_TEMPERATE_CONIFER
FOREST_TROPICAL_DRY_BROADLEAF
+
TAIGA
FOREST_TROPICAL_MOIST_BROADLEAF
+
FOREST_TAIGA
GRASSLAND_TEMPERATE
+
MARSH_TROPICAL_SALTWATER
SAVANNA_TEMPERATE
+
MARSH_TROPICAL_FRESHWATER
SHRUBLAND_TEMPERATE
 
GRASSLAND_TROPICAL
 
SWAMP_TROPICAL_FRESHWATER
 
SWAMP_TROPICAL_SALTWATER
 
 
SWAMP_MANGROVE
 
SWAMP_MANGROVE
MARSH_TROPICAL_FRESHWATER
+
thunder
MARSH_TROPICAL_SALTWATER
+
thralldom
FOREST_TAIGA
+
sun
FOREST_TEMPERATE_CONIFER
+
suicide
 
storms
 
storms
strength
+
stars
suicide
+
speech
thralldom
+
silence
thunder
+
seasons
travelers
+
scholarship
rulership
+
salt
 
rumors
 
rumors
scholarship
+
rulership
seasons
+
rivers
silence
+
revenge
speech
+
revelry
 +
pillars on the perimeter
 +
square of pillars
 +
uneven pillars
 +
paved outdoor area
 +
agriculture
 +
youth
 
wisdom
 
wisdom
agriculture
+
wind
paved outdoor area
+
wealth
uneven pillars
+
volcanos
square of pillars
+
victory
pillars on the perimeter
+
valor
 +
trickery
 +
trees
 
treachery
 
treachery
trickery
+
travelers
victory
+
ANY_TROPICAL_BROADLEAF
volcanos
+
ANY_TEMPERATE_BROADLEAF
wealth
+
ANY_TROPICAL_FOREST
 +
ANY_TEMPERATE_FOREST
 +
ANY_SAVANNA
 +
ANY_GRASSLAND
 +
ANY_SHRUBLAND
 +
ANY_FOREST
 +
ANY_TROPICAL
 
ANY_TEMPERATE
 
ANY_TEMPERATE
ANY_TROPICAL
+
NOT_FREEZING
ANY_FOREST
+
ANY_POOL
ANY_SHRUBLAND
+
ANY_TROPICAL_RIVER
ANY_GRASSLAND
+
ANY_TEMPERATE_RIVER
ANY_SAVANNA
+
ANY_RIVER
ANY_TEMPERATE_FOREST
 
ANY_TROPICAL_FOREST
 
ANY_LAKE
 
ANY_TEMPERATE_LAKE
 
 
ANY_TROPICAL_LAKE
 
ANY_TROPICAL_LAKE
ANY_RIVER
+
fifth eldest son
ANY_TEMPERATE_RIVER
+
fourth eldest son
ANY_TROPICAL_RIVER
+
third eldest son
ANY_POOL
+
second eldest son
NOT_FREEZING
+
eldest son
 +
wives
 +
an
 +
Unrecognized Biome Token:
 +
ANY_DESERT
 
ANY_TEMPERATE_SWAMP
 
ANY_TEMPERATE_SWAMP
ANY_DESERT
+
ANY_TROPICAL_SWAMP
Unrecognized Biome Token:
+
ANY_TEMPERATE_MARSH
eldest son
+
ANY_TROPICAL_MARSH
second eldest son
+
ANY_TEMPERATE_WETLAND
third eldest son
+
ANY_TROPICAL_WETLAND
ANY_TEMPERATE_BROADLEAF
 
ANY_TROPICAL_BROADLEAF
 
 
ANY_WETLAND
 
ANY_WETLAND
ANY_TROPICAL_WETLAND
+
LAKE_TROPICAL_FRESHWATER
ANY_TEMPERATE_WETLAND
+
LAKE_TEMPERATE_SALTWATER
ANY_TROPICAL_MARSH
+
LAKE_TEMPERATE_BRACKISHWATER
ANY_TEMPERATE_MARSH
+
LAKE_TEMPERATE_FRESHWATER
ANY_TROPICAL_SWAMP
+
POOL_TROPICAL_SALTWATER
 +
POOL_TROPICAL_BRACKISHWATER
 +
POOL_TROPICAL_FRESHWATER
 +
POOL_TEMPERATE_SALTWATER
 +
POOL_TEMPERATE_BRACKISHWATER
 
POOL_TEMPERATE_FRESHWATER
 
POOL_TEMPERATE_FRESHWATER
POOL_TEMPERATE_BRACKISHWATER
+
OCEAN_ARCTIC
POOL_TEMPERATE_SALTWATER
+
OCEAN_TEMPERATE
POOL_TROPICAL_FRESHWATER
+
OCEAN_TROPICAL
POOL_TROPICAL_BRACKISHWATER
+
DESERT_SAND
POOL_TROPICAL_SALTWATER
+
DESERT_ROCK
LAKE_TEMPERATE_FRESHWATER
 
LAKE_TEMPERATE_BRACKISHWATER
 
SAVANNA_TROPICAL
 
SHRUBLAND_TROPICAL
 
 
DESERT_BADLAND
 
DESERT_BADLAND
DESERT_ROCK
+
ANY_TEMPERATE_LAKE
DESERT_SAND
+
ANY_LAKE
OCEAN_TROPICAL
+
ANY_OCEAN
OCEAN_TEMPERATE
+
ANY_LAND
OCEAN_ARCTIC
+
ALL_MAIN
RIVER_TROPICAL_BRACKISHWATER
+
SUBTERRANEAN_LAVA
RIVER_TROPICAL_SALTWATER
 
SUBTERRANEAN_WATER
 
 
SUBTERRANEAN_CHASM
 
SUBTERRANEAN_CHASM
SUBTERRANEAN_LAVA
+
SUBTERRANEAN_WATER
ALL_MAIN
+
RIVER_TROPICAL_SALTWATER
ANY_LAND
+
RIVER_TROPICAL_BRACKISHWATER
ANY_OCEAN
+
RIVER_TROPICAL_FRESHWATER
LAKE_TEMPERATE_SALTWATER
+
RIVER_TEMPERATE_SALTWATER
LAKE_TROPICAL_FRESHWATER
+
RIVER_TEMPERATE_BRACKISHWATER
 +
RIVER_TEMPERATE_FRESHWATER
 +
LAKE_TROPICAL_SALTWATER
 
LAKE_TROPICAL_BRACKISHWATER
 
LAKE_TROPICAL_BRACKISHWATER
LAKE_TROPICAL_SALTWATER
+
no relationship
RIVER_TEMPERATE_FRESHWATER
+
younger half-sibling
RIVER_TEMPERATE_BRACKISHWATER
+
younger half-sister
RIVER_TEMPERATE_SALTWATER
+
younger half-brother
RIVER_TROPICAL_FRESHWATER
+
older half-sibling
 +
older half-sister
 +
older half-brother
 +
younger sibling
 +
younger sister
 
younger brother
 
younger brother
younger sister
+
older sibling
younger sibling
+
older sister
older half-brother
+
older brother
older half-sister
+
maternal grandfather
older half-sibling
+
maternal grandmother
younger half-brother
 
younger half-sister
 
only child
 
paternal grandmother
 
 
paternal grandfather
 
paternal grandfather
maternal grandmother
+
undefined plant material set to default:
maternal grandfather
+
undefined creature material set to default:
older brother
+
undefined local plant material set to default:
older sister
+
undefined local creature material set to default:
older sibling
+
Hills
GRASSLAND
+
Grassland
 +
Lake
 +
Ocean
 +
Mountains
 +
Forest
 +
Desert
 +
Wetland
 
Unrecognized Region Type Token:  
 
Unrecognized Region Type Token:  
Wetland
+
HILLS
Desert
+
SWAMP
Forest
+
ren
Mountains
+
ninth eldest daughter
younger half-sibling
+
eighth eldest daughter
no relationship
+
seventh eldest daughter
DESERT
+
sixth eldest daughter
FOREST
+
fifth eldest daughter
 +
fourth eldest daughter
 +
third eldest daughter
 +
second eldest daughter
 +
eldest daughter
 
only son
 
only son
eldest daughter
+
youngest son
second eldest daughter
+
tenth eldest son
third eldest daughter
+
ninth eldest son
fourth eldest daughter
+
eighth eldest son
fifth eldest daughter
+
seventh eldest son
sixth eldest daughter
 
seventh eldest daughter
 
fourth eldest son
 
fifth eldest son
 
 
sixth eldest son
 
sixth eldest son
seventh eldest son
+
paternal grandmother
eighth eldest son
+
only child
ninth eldest son
+
youngest child
tenth eldest son
+
tenth eldest child
youngest son
+
ninth eldest child
 +
eighth eldest child
 +
seventh eldest child
 +
sixth eldest child
 +
fifth eldest child
 
fourth eldest child
 
fourth eldest child
fifth eldest child
+
third eldest child
sixth eldest child
+
second eldest child
seventh eldest child
+
eldest child
eighth eldest child
+
youngest daughter
ninth eldest child
+
only daughter
tenth eldest child
 
youngest child
 
eighth eldest daughter
 
ninth eldest daughter
 
 
tenth eldest daughter
 
tenth eldest daughter
only daughter
+
CLOSE_SET
youngest daughter
+
LENGTH
eldest child
+
BROADNESS
second eldest child
+
HEIGHT
third eldest child
+
Unrecognized Body Part Group Token:
BEHIND
+
BYCATEGORY
 +
BYTOKEN
 +
BYTYPE
 +
BY_CATEGORY
 +
BY_TOKEN
 +
BY_TYPE
 +
TOKEN
 +
TYPE
 +
Unrecognized Body Part Relation Token:
 +
CLEANED_BY
 
CLEANS
 
CLEANS
CLEANED_BY
+
SQUARE_CHIN
Unrecognized Body Part Relation Token:
+
JUTTING_CHIN
BY_TYPE
+
BROAD_CHIN
BY_TOKEN
+
HIGH_CHEEKBONES
BOTTOM
+
GAPS
Unrecognized Body Part Position Token:
+
HANGING_LOBES
AROUND
+
SPLAYED_OUT
SURROUNDED_BY
+
UPTURNED
IN_FRONT
+
THICKNESS
CLOSE_SET
+
DENSE
 +
CONVEX
 +
CURLY
 +
WRINKLY
 +
LARGE_IRIS
 +
HIGH_POSITION
 
DEEP_SET
 
DEEP_SET
HIGH_POSITION
 
LARGE_IRIS
 
WRINKLY
 
CONVEX
 
BY_CATEGORY
 
BYTYPE
 
BYTOKEN
 
BYCATEGORY
 
Unrecognized Body Part Group Token:
 
HEIGHT
 
BROADNESS
 
LENGTH
 
undefined plant material set to default:
 
TOUGHNESS
 
ENDURANCE
 
RECUPERATION
 
DISEASE_RESISTANCE
 
Unrecognized Physical Attribute Token:
 
ANALYTICAL_ABILITY
 
Glacier
 
Tundra
 
Grassland
 
undefined local creature material set to default:
 
undefined local plant material set to default:
 
undefined creature material set to default:
 
 
KINESTHETIC_SENSE
 
KINESTHETIC_SENSE
EMPATHY
+
MUSICALITY
SOCIAL_AWARENESS
+
SPATIAL_SENSE
Unrecognized Mental Attribute Token:
+
LINGUISTIC_ABILITY
Unrecognized Body Part Flag Token:
+
MEMORY
 +
PATIENCE
 +
INTUITION
 +
CREATIVITY
 
WILLPOWER
 
WILLPOWER
CREATIVITY
+
FOCUS
INTUITION
+
ANALYTICAL_ABILITY
PATIENCE
+
Unrecognized Physical Attribute Token:
MEMORY
+
DISEASE_RESISTANCE
LINGUISTIC_ABILITY
+
RECUPERATION
SPATIAL_SENSE
+
ENDURANCE
MUSICALITY
+
TOUGHNESS
NO_DESTINATION
+
BEHIND
HUNGRY
+
IN_FRONT
THIRSTY
+
BELOW
DROWSY
+
ABOVE
STRESSED
+
SURROUNDED_BY
DISTRACTED
+
AROUND
SLEEPING
+
Unrecognized Body Part Position Token:
FEY_MOOD
+
BOTTOM
CUSTOM
+
TOP
Unrecognized Tissue Shape Token:  
+
SIDES
DOMINANT_LESS
+
BACK
DOMINANT_MORE
+
FRONT
Unrecognized Genetic Model Token:  
+
Unrecognized Body Part Flag Token:  
MIGRANT
+
Unrecognized Mental Attribute Token:  
 +
SOCIAL_AWARENESS
 +
EMPATHY
 +
FELL_MOOD
 +
SECRETIVE_MOOD
 +
POSSESSED
 +
FEY_MOOD
 +
SLEEPING
 +
DISTRACTED
 +
STRESSED
 +
DROWSY
 +
THIRSTY
 +
HUNGRY
 +
NO_DESTINATION
 
NO_JOB
 
NO_JOB
 +
MIGRANT
 +
Unrecognized Side Indicator Token:
 +
ALLY
 +
LETHAL
 +
WINDED
 +
NAUSEA
 +
STUNNED
 +
PARALYZED
 +
MAJOR_INJURY
 +
MINOR_INJURY
 +
TERRIFIED
 +
MARTIAL_TRANCE
 +
ENRAGED
 +
BERSERK
 
MELANCHOLY
 
MELANCHOLY
BERSERK
+
MADNESS
ENRAGED
+
DEPRESSION
MARTIAL_TRANCE
+
OBLIVIOUS
TERRIFIED
+
TANTRUM
MINOR_INJURY
 
MAJOR_INJURY
 
PARALYZED
 
POSSESSED
 
SECRETIVE_MOOD
 
FELL_MOOD
 
 
MACABRE_MOOD
 
MACABRE_MOOD
TANTRUM
+
SPOTS
OBLIVIOUS
+
IRIS_EYE
DEPRESSION
+
STRIPES
MADNESS
+
MONOTONE
SQUARE_CHIN
+
Unrecognized Replacement Method Token:
 +
ROOT
 +
FADE
 +
Unrecognized Appearance Modifier Rate Scale Token:
 +
MONTHLY
 +
WEEKLY
 +
DAILY
 +
Unrecognized Appearance Modifier Token:
 +
RASPY_VOICE
 +
DEEP_VOICE
 +
GREASY
 
ROUND_VS_NARROW
 
ROUND_VS_NARROW
GREASY
+
NON_LETHAL
DEEP_VOICE
+
BRAWL
RASPY_VOICE
+
YOU
Unrecognized Appearance Modifier Token:  
+
Unrecognized Genetic Model Token:  
WEEKLY
+
DOMINANT_MORE
THICKNESS
+
DOMINANT_LESS
UPTURNED
+
MIX
SPLAYED_OUT
+
Unrecognized Tissue Shape Token:
HANGING_LOBES
+
CUSTOM
HIGH_CHEEKBONES
+
SCALES
BROAD_CHIN
+
FEATHERS
JUTTING_CHIN
+
STRANDS
 +
LAYER
 +
Unrecognized Pattern Token:
 +
MOTTLED
 
PUPIL_EYE
 
PUPIL_EYE
MOTTLED
+
COMBAT_SURPRISE_CHARGE
Unrecognized Pattern Token:
+
COMBAT_START_CHARGE
STRANDS
+
COMBAT_LET_ITEM_DROP
FEATHERS
+
COMBAT_TWIST_WEAPON
SCALES
+
STRUCK_ECONOMIC_MINERAL
MONTHLY
+
STRUCK_MINERAL
Unrecognized Appearance Modifier Rate Scale Token:
+
STRUCK_DEEP_METAL
Unrecognized Replacement Method Token:
 
MONOTONE
 
STRIPES
 
IRIS_EYE
 
 
FEATURE_DISCOVERY
 
FEATURE_DISCOVERY
STRUCK_DEEP_METAL
+
ENDGAME_EVENT_2
STRUCK_MINERAL
+
ENDGAME_EVENT_1B
STRUCK_ECONOMIC_MINERAL
+
ENDGAME_EVENT_1
COMBAT_TWIST_WEAPON
+
REACHED_PEAK
COMBAT_LET_ITEM_DROP
+
Unrecognized Announcement Alert Token:
COMBAT_START_CHARGE
 
COMBAT_SURPRISE_CHARGE
 
DEITY_CURSE
 
COMBAT
 
 
SPARRING
 
SPARRING
Unrecognized Announcement Alert Token:
+
COMBAT
REACHED_PEAK
+
DEITY_CURSE
ENDGAME_EVENT_1
+
COMBAT_CHARGE_OBSTACLE_SLAM
ENDGAME_EVENT_1B
+
COMBAT_CHARGE_MANAGE_STOP
ENDGAME_EVENT_2
+
COMBAT_CHARGE_RUSH_BY
 +
COMBAT_CHARGE_TANGLE_TUMBLE
 +
COMBAT_CHARGE_TANGLE_TOGETHER
 +
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
 +
COMBAT_CHARGE_ATTACKER_TUMBLES
 
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
 
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
COMBAT_CHARGE_ATTACKER_TUMBLES
+
COMBAT_CHARGE_DEFENDER_TUMBLES
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
+
COMBAT_CHARGE_COLLISION
COMBAT_CHARGE_TANGLE_TOGETHER
+
COMBAT_PARRY
COMBAT_CHARGE_TANGLE_TUMBLE
+
COMBAT_BLOCK
COMBAT_CHARGE_RUSH_BY
+
COMBAT_COUNTERSTRIKE
COMBAT_CHARGE_MANAGE_STOP
+
COMBAT_DODGE
COMBAT_CHARGE_OBSTACLE_SLAM
+
COMBAT_JUMP_DODGE_STRIKE
 
COMBAT_JUMP_DODGE_PROJ
 
COMBAT_JUMP_DODGE_PROJ
COMBAT_JUMP_DODGE_STRIKE
+
AMBUSH
COMBAT_DODGE
+
MONSTER
COMBAT_COUNTERSTRIKE
+
UNDERGROUND
COMBAT_BLOCK
+
ERA_CHANGE
COMBAT_PARRY
+
GENERAL
COMBAT_CHARGE_COLLISION
+
Unrecognized Unit Status Token:
COMBAT_CHARGE_DEFENDER_TUMBLES
+
WEBBED
 +
GROUNDED
 +
PROJECTILE
 +
PERFORMING
 
RECITING_POETRY
 
RECITING_POETRY
PERFORMING
+
TELLING_A_STORY
Unrecognized Unit Status Token:
+
PLAYING_MAKE_BELIEVE
GENERAL
+
YIELDING
ERA_CHANGE
+
FEVERED
UNDERGROUND
 
MONSTER
 
AMBUSH
 
STUNNED
 
NAUSEA
 
WINDED
 
 
UNCONSCIOUS
 
UNCONSCIOUS
FEVERED
+
RUMOR
YIELDING
+
HOLDINGS
PLAYING_MAKE_BELIEVE
+
GUEST_ARRIVAL
TELLING_A_STORY
+
RESEARCH_BREAKTHROUGH
 +
CURIOUS_GUZZLER
 +
UNDEAD_ATTACK
 +
JOB_FAILED
 
MASTERPIECE
 
MASTERPIECE
JOB_FAILED
+
ART_DEFACEMENT
UNDEAD_ATTACK
+
STRESS
CURIOUS_GUZZLER
+
LOSE_EMOTION
RESEARCH_BREAKTHROUGH
+
MILITARY
GUEST_ARRIVAL
+
LABOR_CHANGE
HOLDINGS
+
MOOD
 
ANIMAL
 
ANIMAL
LABOR_CHANGE
+
NOBLE
MILITARY
+
D_MIGRANT_ARRIVAL
LOSE_EMOTION
+
D_MIGRANTS_ARRIVAL
STRESS
+
NOBLE_ARRIVAL
ART_DEFACEMENT
+
CARAVAN_ARRIVAL
 +
FOUND_TRAP
 +
AMBUSH_INCAPACITATED
 +
AMBUSH_OTHER
 
AMBUSH_INJURED
 
AMBUSH_INJURED
AMBUSH_OTHER
+
AMBUSH_AMBUSHER
AMBUSH_INCAPACITATED
+
AMBUSH_AMBUSHER_NATURE
FOUND_TRAP
+
AMBUSH_SNATCHER_SUPPORT
CARAVAN_ARRIVAL
+
AMBUSH_SNATCHER
NOBLE_ARRIVAL
+
AMBUSH_MISCHIEVOUS
D_MIGRANTS_ARRIVAL
+
AMBUSH_MISCHIEVIOUS
D_MIGRANT_ARRIVAL
+
AMBUSH_THIEF_SUPPORT
 
AMBUSH_THIEF_SUPPORT_NATURE
 
AMBUSH_THIEF_SUPPORT_NATURE
AMBUSH_THIEF_SUPPORT
+
STRANGE_MOOD
AMBUSH_MISCHIEVIOUS
+
BIRTH_WILD_ANIMAL
AMBUSH_MISCHIEVOUS
+
BIRTH_ANIMAL
AMBUSH_SNATCHER
+
BIRTH_CITIZEN
AMBUSH_SNATCHER_SUPPORT
 
AMBUSH_AMBUSHER_NATURE
 
AMBUSH_AMBUSHER
 
DIPLOMAT_ARRIVAL
 
LIAISON_ARRIVAL
 
TRADE_DIPLOMAT_ARRIVAL
 
 
CAVE_COLLAPSE
 
CAVE_COLLAPSE
BIRTH_CITIZEN
+
TRADE_DIPLOMAT_ARRIVAL
BIRTH_ANIMAL
+
LIAISON_ARRIVAL
BIRTH_WILD_ANIMAL
+
DIPLOMAT_ARRIVAL
STRANGE_MOOD
+
MISCHIEF_CHAIN
 +
MISCHIEF_CAGE
 +
MISCHIEF_PLATE
 +
MISCHIEF_LEVER
 +
ANIMAL_TRAP_ROBBED
 +
ANIMAL_TRAP_CATCH
 +
D_NO_MIGRANT_ARRIVAL
 
D_MIGRANT_ARRIVAL_DISCOURAGED
 
D_MIGRANT_ARRIVAL_DISCOURAGED
D_NO_MIGRANT_ARRIVAL
+
COMBAT_EVENT_STUCKIN
ANIMAL_TRAP_CATCH
+
COMBAT_EVENT_ENRAGED
ANIMAL_TRAP_ROBBED
+
COMBAT_STRIKE_DETAILS_2
MISCHIEF_LEVER
+
COMBAT_STRIKE_DETAILS
MISCHIEF_PLATE
+
COMBAT_GRAB_TEAR
MISCHIEF_CAGE
+
COMBAT_WRESTLE_ADJUST_GRIP
MISCHIEF_CHAIN
+
COMBAT_WRESTLE_STRANGLE_KO
 
COMBAT_WRESTLE_RELEASE_LATCH
 
COMBAT_WRESTLE_RELEASE_LATCH
COMBAT_WRESTLE_STRANGLE_KO
+
COMBAT_WRESTLE_STRUGGLE
COMBAT_WRESTLE_ADJUST_GRIP
+
COMBAT_WRESTLE_RELEASE_GRIP
COMBAT_GRAB_TEAR
+
COMBAT_WRESTLE_RELEASE_CHOKE
COMBAT_STRIKE_DETAILS
+
COMBAT_WRESTLE_RELEASE_LOCK
COMBAT_STRIKE_DETAILS_2
+
COMBAT_WRESTLE_THROW
COMBAT_EVENT_ENRAGED
+
COMBAT_WRESTLE_TAKEDOWN
COMBAT_EVENT_STUCKIN
+
COMBAT_WRESTLE_CHOKEHOLD
 
COMBAT_WRESTLE_LOCK
 
COMBAT_WRESTLE_LOCK
COMBAT_WRESTLE_CHOKEHOLD
+
AMBUSH_THIEF_SUPPORT_SKULKING
COMBAT_WRESTLE_TAKEDOWN
+
AMBUSH_THIEF
COMBAT_WRESTLE_THROW
+
AMBUSH_HERO
COMBAT_WRESTLE_RELEASE_LOCK
+
AMBUSH_RESIDENT
COMBAT_WRESTLE_RELEASE_CHOKE
+
AMBUSH_DEFENDER
COMBAT_WRESTLE_RELEASE_GRIP
+
DIG_CANCEL_DAMP
COMBAT_WRESTLE_STRUGGLE
+
DIG_CANCEL_WARM
 
MIGRANT_ARRIVAL
 
MIGRANT_ARRIVAL
DIG_CANCEL_WARM
+
MIGRANT_ARRIVAL_NAMED
DIG_CANCEL_DAMP
+
COMBAT_EVENT_NAUSEATED
AMBUSH_DEFENDER
+
COMBAT_EVENT_WINDED
AMBUSH_RESIDENT
+
COMBAT_EVENT_STUNNED
AMBUSH_HERO
+
COMBAT_EVENT_KNOCKED_OUT
AMBUSH_THIEF
+
COMBAT_EVENT_PROPELLED_AWAY
AMBUSH_THIEF_SUPPORT_SKULKING
+
COMBAT_EVENT_LATCH_GENERAL
 
COMBAT_EVENT_LATCH_BP
 
COMBAT_EVENT_LATCH_BP
COMBAT_EVENT_LATCH_GENERAL
+
PULL_OUT_DROP
COMBAT_EVENT_PROPELLED_AWAY
+
SHOOT_WEB
COMBAT_EVENT_KNOCKED_OUT
+
BREATHE_FIRE
COMBAT_EVENT_STUNNED
+
BLOCK_FIRE
COMBAT_EVENT_WINDED
+
NO_BREAK_GRIP
COMBAT_EVENT_NAUSEATED
+
BREAK_GRIP
MIGRANT_ARRIVAL_NAMED
+
PAIN_KO
 
EXHAUSTION
 
EXHAUSTION
PAIN_KO
+
NOT_STUNNED
BREAK_GRIP
+
OVERCOME_PARALYSIS
NO_BREAK_GRIP
+
FREE_FROM_WEB
BLOCK_FIRE
+
REGAIN_CONSCIOUSNESS
BREATHE_FIRE
+
LOSE_HOLD_OF_ITEM
SHOOT_WEB
+
UNIT_PROJECTILE_SLAM_INTO_UNIT
PULL_OUT_DROP
+
UNIT_PROJECTILE_SLAM
 
UNIT_PROJECTILE_SLAM_BLOW_APART
 
UNIT_PROJECTILE_SLAM_BLOW_APART
UNIT_PROJECTILE_SLAM
+
REGULAR_CONVERSATION
UNIT_PROJECTILE_SLAM_INTO_UNIT
+
INTERACTION_TARGET
LOSE_HOLD_OF_ITEM
+
INTERACTION_ACTOR
REGAIN_CONSCIOUSNESS
+
BODY_TRANSFORMATION
FREE_FROM_WEB
+
CREATURE_STEALS_OBJECT
OVERCOME_PARALYSIS
 
NOT_STUNNED
 
ADVENTURE_INTRO
 
CREATURE_SOUND
 
 
MECHANISM_SOUND
 
MECHANISM_SOUND
CREATURE_STEALS_OBJECT
+
CREATURE_SOUND
BODY_TRANSFORMATION
+
ADVENTURE_INTRO
INTERACTION_ACTOR
+
TRAVEL_SITE_BUMP
INTERACTION_TARGET
+
TRAVEL_SITE_DISCOVERY
REGULAR_CONVERSATION
+
GHOST_ATTACK
 +
NIGHT_ATTACK_TRAVEL
 +
NIGHT_ATTACK_ENDS
 +
NIGHT_ATTACK_STARTS
 +
MAT_BREATH
 
STAND_UP
 
STAND_UP
MAT_BREATH
+
MAGMA_DEFACES_ENGRAVING
NIGHT_ATTACK_STARTS
+
CITIZEN_LOST_TO_STRESS
NIGHT_ATTACK_ENDS
+
CITIZEN_TANTRUM
NIGHT_ATTACK_TRAVEL
+
STRESSED_CITIZEN
GHOST_ATTACK
+
BERSERK_CITIZEN
TRAVEL_SITE_DISCOVERY
+
FORT_POSITION_SUCCESSION
TRAVEL_SITE_BUMP
+
BEAST_AMBUSH
 
WEREBEAST_ARRIVAL
 
WEREBEAST_ARRIVAL
BEAST_AMBUSH
+
MEGABEAST_ARRIVAL
FORT_POSITION_SUCCESSION
+
ARTIFACT_BEGUN
BERSERK_CITIZEN
+
MOOD_BUILDING_CLAIMED
STRESSED_CITIZEN
+
TRIGGER_WEB
CITIZEN_TANTRUM
+
VERMIN_CAGE_ESCAPE
CITIZEN_LOST_TO_STRESS
+
ITEM_ATTACHMENT
MAGMA_DEFACES_ENGRAVING
+
NAMED_ARTIFACT
 
MADE_ARTIFACT
 
MADE_ARTIFACT
NAMED_ARTIFACT
+
CAUGHT_IN_WEB
ITEM_ATTACHMENT
+
CAUGHT_IN_FLAMES
VERMIN_CAGE_ESCAPE
+
FALL_OVER
TRIGGER_WEB
+
PET_MISSING
MOOD_BUILDING_CLAIMED
+
CITIZEN_MISSING
ARTIFACT_BEGUN
+
PET_DEATH
MEGABEAST_ARRIVAL
+
CITIZEN_DEATH
 
ADV_CREATURE_DEATH
 
ADV_CREATURE_DEATH
CITIZEN_DEATH
+
CANCEL_JOB
PET_DEATH
+
ADV_REACTION_PRODUCTS
CITIZEN_MISSING
+
ADV_SLEEP_INTERRUPTED
PET_MISSING
+
ADV_AWAKEN
FALL_OVER
+
MASTER_CONSTRUCTION_LOST
CAUGHT_IN_FLAMES
+
MASTER_ARCHITECTURE_LOST
CAUGHT_IN_WEB
+
MASTERPIECE_CONSTRUCTION
 
ENGRAVING_MELTS
 
ENGRAVING_MELTS
MASTERPIECE_CONSTRUCTION
+
CURRENT_WEATHER
MASTER_ARCHITECTURE_LOST
+
CURRENT_SMELL
MASTER_CONSTRUCTION_LOST
+
NO_INV_TO_FIRE
ADV_AWAKEN
+
NO_INV_TO_THROW
ADV_SLEEP_INTERRUPTED
+
NOTHING_TO_PICK_UP
ADV_REACTION_PRODUCTS
+
NO_INV_TO_DROP
CANCEL_JOB
+
NO_INV_TO_CONTAIN
 
NO_INV_TO_EAT
 
NO_INV_TO_EAT
NO_INV_TO_CONTAIN
+
NO_INV_TO_WEAR
NO_INV_TO_DROP
+
NO_INV_TO_REMOVE
NOTHING_TO_PICK_UP
+
NO_ITEM_TO_STRAP
NO_INV_TO_THROW
+
NO_GRASP_TO_DRAW_ITEM
NO_INV_TO_FIRE
+
YOU_DRAW_ITEM
CURRENT_SMELL
+
YOU_STRAP_ITEM
CURRENT_WEATHER
+
YOU_UNYIELDED
 
YOU_YIELDED
 
YOU_YIELDED
YOU_UNYIELDED
+
PUT_ON_ITEM
YOU_STRAP_ITEM
+
NIGHTFALL
YOU_DRAW_ITEM
+
NOON
NO_GRASP_TO_DRAW_ITEM
+
DAWN_BREAKS
NO_ITEM_TO_STRAP
+
SET_FIRE
NO_INV_TO_REMOVE
+
CANNOT_SET_FIRE
NO_INV_TO_WEAR
+
MADE_CAMPFIRE
 
CANNOT_CONSTRUCT
 
CANNOT_CONSTRUCT
MADE_CAMPFIRE
+
CANNOT_CHOP_TREE
CANNOT_SET_FIRE
+
CANNOT_MAKE_CAMPFIRE
SET_FIRE
+
CANNOT_REST
DAWN_BREAKS
+
MUST_UNRETRACT_FIRST
NIGHTFALL
+
CANNOT_STAND
NO_INV_INTERACTION
+
NO_GRASP_FOR_PICKUP
 +
CURRENT_DATE
 
CURRENT_TEMPERATURE
 
CURRENT_TEMPERATURE
CURRENT_DATE
+
COMBAT_WRESTLE_CATCH_ATTACK
NO_GRASP_FOR_PICKUP
+
COMBAT_EVENT_ATTACK_INTERRUPTED
CANNOT_STAND
+
BANDIT_GRAB_ITEM
MUST_UNRETRACT_FIRST
+
BANDIT_EMPTY_CONTAINER
CANNOT_REST
+
EMBRACE
CANNOT_MAKE_CAMPFIRE
+
FLAME_HIT
CANNOT_CHOP_TREE
+
DODGE_FLYING_OBJECT
 
SKIP_ON_LIQUID
 
SKIP_ON_LIQUID
DODGE_FLYING_OBJECT
+
ANIMAL_TRAINING_KNOWLEDGE
FLAME_HIT
+
TRAINING_FULL_REVERSION
EMBRACE
+
TRAINING_DOWN_TO_SEMI_WILD
BANDIT_EMPTY_CONTAINER
+
FLOUNDER_IN_LIQUID
BANDIT_GRAB_ITEM
+
SIMPLE_ANIMAL_ACTION
COMBAT_EVENT_ATTACK_INTERRUPTED
+
STRANGE_CLOUD
COMBAT_WRESTLE_CATCH_ATTACK
+
STRANGE_RAIN_SNOW
 
CONFLICT_CONVERSATION
 
CONFLICT_CONVERSATION
STRANGE_RAIN_SNOW
+
NOTHING_TO_EXAMINE
STRANGE_CLOUD
+
NOTHING_TO_INTERACT
SIMPLE_ANIMAL_ACTION
+
SEARCH_FOUND_NOTHING
FLOUNDER_IN_LIQUID
+
SEARCH_FOUND_SOMETHING
TRAINING_DOWN_TO_SEMI_WILD
+
ALREADY_SEARCHED_AREA
TRAINING_FULL_REVERSION
+
NO_TRACKS
ANIMAL_TRAINING_KNOWLEDGE
+
CANNOT_SPEAK
 
MOVED_OUT_OF_RANGE
 
MOVED_OUT_OF_RANGE
CANNOT_SPEAK
+
GAIN_SITE_CONTROL
NO_TRACKS
+
STRAP_ITEM
ALREADY_SEARCHED_AREA
+
DRAW_ITEM
SEARCH_FOUND_SOMETHING
+
PUSH_ITEM
SEARCH_FOUND_NOTHING
+
REORGANIZE_POSSESSIONS
NOTHING_TO_INTERACT
+
TRAVEL_COMPLAINT
NOTHING_TO_EXAMINE
+
LOSE_HOLD_OF_SURFACE
 
FAIL_TO_GRAB_SURFACE
 
FAIL_TO_GRAB_SURFACE
LOSE_HOLD_OF_SURFACE
+
NOTHING_TO_CATCH_IN_WATER
TRAVEL_COMPLAINT
+
JOB_OVERWRITTEN
REORGANIZE_POSSESSIONS
+
QUOTA_FILLED
PUSH_ITEM
+
LINKAGE_SUSPENDED
DRAW_ITEM
+
CONSTRUCTION_SUSPENDED
STRAP_ITEM
+
SITE_PRESENT
GAIN_SITE_CONTROL
+
ELECTION_RESULTS
 
FAREWELL_HELPER
 
FAREWELL_HELPER
ELECTION_RESULTS
+
SLOWDOWN_ENDS
SITE_PRESENT
+
MANDATE_ENDS
CONSTRUCTION_SUSPENDED
+
COOKED_MASTERPIECE
LINKAGE_SUSPENDED
+
DYED_MASTERPIECE
QUOTA_FILLED
+
ANIMAL_TRAINED
JOB_OVERWRITTEN
+
YOU_FEED_ON_SUCKEE
NOTHING_TO_CATCH_IN_WATER
+
POWER_LEARNED
 
ARTWORK_DEFACED
 
ARTWORK_DEFACED
POWER_LEARNED
+
MASTERPIECE_ENGRAVING
YOU_FEED_ON_SUCKEE
+
MASTERFUL_IMPROVEMENT
ANIMAL_TRAINED
+
BUILDING_TOPPLED_BY_GHOST
DYED_MASTERPIECE
+
POSSESSED_TANTRUM
COOKED_MASTERPIECE
+
PARTY_ORGANIZED
MANDATE_ENDS
+
CITIZEN_BECOMES_NONSOLDIER
SLOWDOWN_ENDS
+
CITIZEN_BECOMES_SOLDIER
 
NEW_WORK_MANDATE
 
NEW_WORK_MANDATE
CITIZEN_BECOMES_SOLDIER
+
GUILD_WAGES_CHANGED
CITIZEN_BECOMES_NONSOLDIER
+
GUILD_REQUEST_TAKEN
PARTY_ORGANIZED
+
SOMEBODY_GROWS_UP
POSSESSED_TANTRUM
+
NAMED_RESIDENT_CREATURE
BUILDING_TOPPLED_BY_GHOST
+
PRICES_ALTERED
MASTERFUL_IMPROVEMENT
+
NEW_MANDATE
MASTERPIECE_ENGRAVING
 
DEMAND_FORGOTTEN
 
 
NEW_DEMAND
 
NEW_DEMAND
NEW_MANDATE
+
DEMAND_FORGOTTEN
PRICES_ALTERED
+
RESOLVE_SHARED_ITEMS
NAMED_RESIDENT_CREATURE
+
SOLDIER_BECOMES_MASTER
SOMEBODY_GROWS_UP
+
RECRUIT_PROMOTED
GUILD_REQUEST_TAKEN
+
PROFESSION_CHANGES
GUILD_WAGES_CHANGED
+
YOU_TEMPERATURE_EFFECTS
 +
YOU_ITEM_INTERACTION
 +
YOU_BUILDING_INTERACTION
 
PICK_UP_ITEM
 
PICK_UP_ITEM
YOU_BUILDING_INTERACTION
+
DROP_ITEM
YOU_ITEM_INTERACTION
+
CONSUME_FAILURE
YOU_TEMPERATURE_EFFECTS
+
DRINK_ITEM
PROFESSION_CHANGES
+
EAT_ITEM
RECRUIT_PROMOTED
+
PUT_INTO_CONTAINER
SOLDIER_BECOMES_MASTER
+
TAKE_OUT_OF_CONTAINER
RESOLVE_SHARED_ITEMS
 
 
EMPTY_CONTAINER
 
EMPTY_CONTAINER
TAKE_OUT_OF_CONTAINER
+
TAKE_OFF_ITEM
NO_CONTAINER_FOR_ITEM
+
MASTERPIECE_CRAFTED
PUT_INTO_CONTAINER
+
LAND_ELEVATED_STATUS
EAT_ITEM
+
LAND_GAINS_STATUS
DRINK_ITEM
+
VERMIN_DISTURBED
CONSUME_FAILURE
+
CITIZEN_SNATCHED
DROP_ITEM
+
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
 +
UNABLE_TO_COMPLETE_BUILDING
 
PET_ADOPTS_OWNER
 
PET_ADOPTS_OWNER
UNABLE_TO_COMPLETE_BUILDING
+
PET_LOSES_DEAD_OWNER
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
+
MERCHANTS_EMBARKED
CITIZEN_SNATCHED
+
MERCHANTS_LEAVING_SOON
VERMIN_DISTURBED
+
MERCHANT_WAGONS_BYPASSED
LAND_GAINS_STATUS
+
MERCHANTS_NEED_DEPOT
LAND_ELEVATED_STATUS
+
MERCHANTS_UNLOADING
MASTERPIECE_CRAFTED
+
VOMIT_BLOOD
 
COUGH_BLOOD
 
COUGH_BLOOD
VOMIT_BLOOD
+
DISMOUNT
MERCHANTS_UNLOADING
+
FAILED_MOUNT
MERCHANTS_NEED_DEPOT
+
CANNOT_MOUNT
MERCHANT_WAGONS_BYPASSED
+
CRIME_WITNESS_ITEM_MISSING
MERCHANTS_LEAVING_SOON
+
CRIME_WITNESS_ITEM_MOVED
MERCHANTS_EMBARKED
+
CRIME_WITNESS_STOLEN
PET_LOSES_DEAD_OWNER
+
CRIME_WITNESS_HANDOFF
 
NEW_GUILD
 
NEW_GUILD
CRIME_WITNESS_HANDOFF
+
AGREEMENT_ABANDONED
CRIME_WITNESS_STOLEN
+
AGREEMENT_WARNING
CRIME_WITNESS_ITEM_MOVED
+
AGREEMENT_SATISFIED
CRIME_WITNESS_ITEM_MISSING
+
EMERGENCY_TACTICAL_CONTROL
CANNOT_MOUNT
+
NEW_MARKET_LINK
FAILED_MOUNT
+
MOUNTAINHOME
DISMOUNT
+
SATISFIED_MONARCH
 
HASTY_MONARCH
 
HASTY_MONARCH
SATISFIED_MONARCH
+
STANDARD_HAIR_SHAPINGS
MOUNTAINHOME
+
CLEAN_SHAVEN
NEW_MARKET_LINK
+
PONY_TAILS
EMERGENCY_TACTICAL_CONTROL
+
DOUBLE_BRAIDS
AGREEMENT_SATISFIED
 
AGREEMENT_WARNING
 
AGREEMENT_ABANDONED
 
 
BRAIDED
 
BRAIDED
DOUBLE_BRAIDS
+
NEATLY_COMBED
PONY_TAILS
+
Unrecognized Word Property Token:  
CLEAN_SHAVEN
+
PLURAL
STANDARD_HAIR_SHAPINGS
 
STANDARD_BEARD_SHAPINGS
 
STANDARD_MOUSTACHE_SHAPINGS
 
STANDARD_SIDEBURNS_SHAPINGS
 
FAILED_DISMOUNT
 
DIPLOMAT_LEFT_UNHAPPY
 
FOOD_WARNING
 
Unrecognized Announcement Token:  
 
 
SINGULAR
 
SINGULAR
PLURAL
+
Unrecognized Announcement Token:  
Unrecognized Word Property Token:  
+
NO_CONTAINER_FOR_ITEM
NEATLY_COMBED
+
NO_INV_INTERACTION
 +
DEITY_PRONOUNCEMENT
 +
FOOD_WARNING
 +
DIPLOMAT_LEFT_UNHAPPY
 +
FAILED_DISMOUNT
 +
CONCLUDE_ACTIVITY
 +
ACTIVITY_SECTION_CHANGE
 +
MIDDLE_OF_ACTIVITY
 +
BEGIN_ACTIVITY
 +
PERFORMANCE_START_FAILURE
 +
SERVICE_ORDER_DELIVERY
 +
SEASON_WINTER
 
SEASON_AUTUMN
 
SEASON_AUTUMN
SEASON_WINTER
+
SEASON_SUMMER
SERVICE_ORDER_DELIVERY
+
SEASON_SPRING
PERFORMANCE_START_FAILURE
+
SEASON_DRY
BEGIN_ACTIVITY
+
SEASON_WET
MIDDLE_OF_ACTIVITY
+
WEATHER_BECOMES_RAIN
ACTIVITY_SECTION_CHANGE
+
WEATHER_BECOMES_SNOW
CONCLUDE_ACTIVITY
+
WEATHER_BECOMES_CLEAR
 
NO_MARRIAGE_CELEBRATION
 
NO_MARRIAGE_CELEBRATION
WEATHER_BECOMES_CLEAR
+
MONARCH_ARRIVAL
WEATHER_BECOMES_SNOW
+
FIRST_CARAVAN_ARRIVAL
WEATHER_BECOMES_RAIN
+
EMBARK_MESSAGE
SEASON_WET
+
NEW_HOLDING
SEASON_DRY
+
RETURNING_RUMOR_RECEIVED
SEASON_SPRING
+
SERVICE_ORDER_RUMOR_RECEIVED
SEASON_SUMMER
+
RUMOR_SPREAD
 
CHOP_TREE
 
CHOP_TREE
RUMOR_SPREAD
+
PETITION_IGNORED
SERVICE_ORDER_RUMOR_RECEIVED
+
NEW_APPRENTICESHIP
RETURNING_RUMOR_RECEIVED
+
COMPOSITION_FAILED
NEW_HOLDING
+
COMPOSITION_COMPLETE
EMBARK_MESSAGE
+
BUILDING_DESTROYED_OR_TOPPLED
FIRST_CARAVAN_ARRIVAL
+
PERFORMER_UPDATE
MONARCH_ARRIVAL
+
LEARNED_ART_FORM
 
LEARNED_WRITTEN_CONTENT
 
LEARNED_WRITTEN_CONTENT
LEARNED_ART_FORM
+
butterfly
PERFORMER_UPDATE
+
caddisfly
BUILDING_DESTROYED_OR_TOPPLED
 
COMPOSITION_COMPLETE
 
COMPOSITION_FAILED
 
NEW_APPRENTICESHIP
 
PETITION_IGNORED
 
 
scorpionfly
 
scorpionfly
caddisfly
+
flea
butterfly
+
mosquito
caterpillar
+
fly
maggot
+
antlion larva
spider
+
lacewing
 +
snakefly
 +
rove beetle
 +
rhinoceros beetle
 
dung beetle
 
dung beetle
rhinoceros beetle
+
stag beetle
rove beetle
+
scarab beetle
snakefly
+
firefly
lacewing
+
click beetle
antlion larva
+
leech
mosquito
 
 
earthworm
 
earthworm
bristleworm
+
slug
ribbon worm
+
snail
flat worm
+
nematode
 +
crab
 +
lobster
 +
shrimp
 +
mite
 +
tick
 +
scorpion
 
tarantula
 
tarantula
scorpion
+
spider
shrimp
+
maggot
lobster
+
caterpillar
nematode
+
moth
 +
stick insect
 +
cricket
 +
grasshopper
 
earwig
 
earwig
grasshopper
+
stonefly
cricket
+
damselfly
stick insect
+
dragonfly
cockroach
+
mayfly
termite
+
silverfish
mantis
+
quadruped
 +
blob
 
Unrecognized Tissue Layer Shapings Token:  
 
Unrecognized Tissue Layer Shapings Token:  
quadruped
+
STANDARD_SIDEBURNS_SHAPINGS
silverfish
+
STANDARD_BEARD_SHAPINGS_WITH_DOUBLE
mayfly
+
STANDARD_MOUSTACHE_SHAPINGS
dragonfly
+
STANDARD_BEARD_SHAPINGS
damselfly
+
darkling beetle
stonefly
+
weevil
 +
ladybug
 
tiger beetle
 
tiger beetle
ladybug
+
ant
weevil
+
hornet
darkling beetle
+
bee
click beetle
+
wasp
firefly
+
assassin bug
scarab beetle
+
cicada
stag beetle
+
aphid
 
thrips
 
thrips
cicada
+
louse
assassin bug
+
mantis
hornet
+
termite
 +
cockroach
 +
buzzard
 +
osprey
 +
condor
 
kestrel
 
kestrel
condor
+
falcon
osprey
+
flamingo
buzzard
+
vulture
harrier
+
stork
 +
pelican
 +
penguin
 +
petrel
 
albatross
 
albatross
petrel
+
grebe
penguin
+
loon
pelican
+
gull
vulture
+
pheasant
flamingo
+
quetzal
falcon
+
hornbill
 +
kingfisher
 
hummingbird
 
hummingbird
kingfisher
+
swift
hornbill
+
nightjar
quetzal
+
owl
toucan
+
cuckoo
woodpecker
+
cockatoo
lyrebird
+
parrot
thornbill
 
 
pigeon
 
pigeon
parrot
+
dove
cockatoo
+
crane
cuckoo
+
kite
nightjar
+
harrier
 +
eagle
 +
turtle
 +
anaconda
 
python
 
python
anaconda
+
cobra
turtle
+
rattlesnake
pterosaur
+
viper
dimetrodon
+
serpent
sauropod
+
crocodile
theropod
+
alligator
 +
newt
 
salamander
 
salamander
alligator
+
frog
crocodile
+
toad
serpent
+
flat worm
rattlesnake
+
ribbon worm
 +
bristleworm
 +
quail
 +
chicken
 +
grouse
 
turkey
 
turkey
grouse
+
swan
chicken
+
goose
pheasant
+
duck
 +
ankylosaurid
 +
ceratopsid
 +
stegosaurid
 +
hadrosaurid
 
iguanodont
 
iguanodont
hadrosaurid
+
theropod
stegosaurid
+
sauropod
ceratopsid
+
dimetrodon
ankylosaurid
+
pterosaur
 +
Moonstone
 +
Timber
 +
Sandstone
 
Limestone
 
Limestone
Sandstone
+
Galena
Timber
+
Malachite
Moonstone
+
Hematite
Dabbling
+
Felsite
Novice
+
Slate
Adequate
+
Granite
 +
hippopotamus
 
walrus
 
walrus
hippopotamus
+
otter
Granite
+
bat
Felsite
+
fruit bat
Hematite
+
flycatcher
Malachite
+
Bowmaking
Galena
+
Carpentry
 +
Legendary
 
Grand Master
 
Grand Master
Legendary
+
High Master
Carpentry
+
Accomplished
Bowmaking
+
Professional
Stone Carving
+
Adept
Stonecutting
+
Talented
Engraving
+
Proficient
Masonry
+
Skilled
 
Competent
 
Competent
Skilled
+
Adequate
Proficient
+
Novice
Talented
+
Dabbling
Professional
+
Opal
Accomplished
+
martin
High Master
+
swallow
 +
lark
 
kinglet
 
kinglet
swallow
+
magpie
martin
+
jay
bushtit
+
raven
warbler
+
crow
thrush
+
shrike
oxpecker
+
fantail
 +
oriole
 
honeyeater
 
honeyeater
oriole
+
thornbill
fantail
+
lyrebird
shrike
+
woodpecker
magpie
+
toucan
 +
waxwing
 +
chickadee
 
titmouse
 
titmouse
chickadee
+
finch
waxwing
+
bunting
flycatcher
+
cardinal
fruit bat
+
tanager
 +
sparrow
 +
nuthatch
 +
wren
 +
mockingbird
 
starling
 
starling
mockingbird
+
oxpecker
nuthatch
+
thrush
sparrow
+
warbler
tanager
+
bushtit
cardinal
+
Concentration
bunting
+
Studying
 +
Glassmaking
 +
Metal Crafting
 +
Stone Crafting
 
Wax Working
 
Wax Working
Stone Crafting
+
Pottery
Metal Crafting
+
Bookbinding
Glassmaking
+
Papermaking
Studying
+
Woodcrafting
Concentration
+
Gem Setting
Discipline
+
Gem Cutting
Observation
+
Metalsmithing
 
Armorsmithing
 
Armorsmithing
Metalsmithing
+
Weaponsmithing
Gem Cutting
+
Wood Burning
Gem Setting
+
Optics Engineer
Woodcrafting
+
Logic
Papermaking
+
Critical Thinking
Bookbinding
+
Percussion Instrument
Pottery
 
Keyboard Instrument
 
Stringed Instrument
 
 
Wind Instrument
 
Wind Instrument
Percussion Instrument
+
Stringed Instrument
Critical Thinking
+
Keyboard Instrument
Optics Engineer
+
Singing
Fluid Engineer
+
Music
Writing
+
Dance
 +
Speaking
 +
Reading
 
Poetry
 
Poetry
Reading
+
Prose
Speaking
+
Observation
Singing
+
Discipline
Ambush
+
Negotiation
 +
Persuasion
 +
Riding
 
Swimming
 
Swimming
Riding
+
Herbalism
Persuasion
+
Growing
Negotiation
+
Trapping
Judging Intent
+
Butchery
Appraisal
+
Fish Cleaning
Organization
+
Animal Dissection
 +
Fish Dissection
 
Animal Caretaking
 
Animal Caretaking
Fish Dissection
+
Masonry
Animal Dissection
+
Engraving
Fish Cleaning
+
Stonecutting
Butchery
+
Stone Carving
Trapping
+
Lye Making
Growing
+
Potash Making
Herbalism
+
Soap Making
 +
Strand Extraction
 +
Furnace Operation
 
Tracking
 
Tracking
Furnace Operation
+
Pacification
Strand Extraction
+
Consoling
Soap Making
+
Flattery
Potash Making
+
Comedy
Lye Making
+
Intimidation
Wood Burning
+
Lying
Weaponsmithing
 
 
Record Keeping
 
Record Keeping
Intimidation
+
Organization
Conversation
+
Appraisal
Comedy
+
Judging Intent
Flattery
+
Misc. Object
Consoling
+
Spinning
Pacification
+
Shearing
 +
Gelding
 +
Milking
 +
Cheesemaking
 
Cooking
 
Cooking
Cheesemaking
+
Lash
Milking
+
Knife
Gelding
+
Machinery
Shearing
+
Throwing
Spinning
+
Blowgun
Misc. Object
+
Threshing
Wound Dressing
+
Milling
 
Clothes Making
 
Clothes Making
Milling
+
Brewing
Threshing
+
Animal Dissector
Blowgun
+
Fish Dissector
Throwing
+
Animal Caretaker
Machinery
+
Animal Trainer
 +
Mason
 +
Engraver
 +
Stonecutter
 
Stone Carver
 
Stone Carver
Stonecutter
+
Climbing
Engraver
+
Knapping
Animal Trainer
+
Crutch-walking
Animal Caretaker
+
Suturing
Fish Dissector
+
Bone Setting
Animal Dissector
 
Diagnostics
 
 
Surgery
 
Surgery
Bone Setting
+
Diagnostics
Suturing
+
Wound Dressing
Crutch-walking
+
Mace
Knapping
+
Sword
Climbing
+
Axe
Intrigue
+
Dodging
 +
Kicking
 +
Striking
 
Biting
 
Biting
Striking
+
Wrestling
Kicking
+
Archery
Dodging
+
Fighting
Hammer
+
Teaching
 +
Military Tactics
 +
Leadership
 +
Balance
 
Coordination
 
Coordination
Balance
+
Fluid Engineer
Leadership
+
Weaving
Military Tactics
+
Bone Carving
Teaching
+
Glazing
Fighting
+
Beekeeping
Archery
+
Pressing
Wrestling
+
Dyeing
 
Tanning
 
Tanning
Dyeing
+
Leatherworking
Pressing
+
Pump Operation
Beekeeping
+
Siege Operation
Glazing
+
Siege Engineering
Bone Carving
+
Bow
Weaving
+
Pike
Brewing
 
 
Crossbow
 
Crossbow
Siege Engineering
+
Spear
Siege Operation
+
Hammer
Pump Operation
+
Knapper
Leatherworking
+
Speaker
 +
Reader
 +
Poet
 +
Writer
 +
Wordsmith
 +
Observer
 
Student
 
Student
Observer
+
Glassmaker
Wordsmith
+
Metal Crafter
Writer
+
Stone Crafter
Reader
+
Wax Worker
Speaker
+
Potter
Knapper
+
Bookbinder
 +
Papermaker
 
Woodcrafter
 
Woodcrafter
Papermaker
+
Teacher
Bookbinder
+
Tactician
Potter
+
Leader
Wax Worker
+
Geographer
Stone Crafter
+
Chemist
Metal Crafter
+
Astronomer
Glassmaker
+
Mathematician
 
Logician
 
Logician
Mathematician
+
Critical Thinker
Astronomer
+
Percussionist
Chemist
+
Wind Instrumentalist
Geographer
+
Stringed Instrumentalist
Leader
+
Keyboardist
Tactician
+
Singer
Teacher
+
Musician
 
Dancer
 
Dancer
Musician
+
Conversationalist
Singer
+
Intimidator
Keyboardist
+
Liar
Stringed Instrumentalist
+
Record Keeper
Wind Instrumentalist
+
Organizer
Percussionist
+
Appraiser
Critical Thinker
+
Judge of Intent
 
Negotiator
 
Negotiator
Judge of Intent
+
Persuader
Appraiser
+
Rider
Organizer
+
Swimmer
Record Keeper
+
Ambusher
Intimidator
+
Herbalist
Conversationalist
+
Planter
 +
Trapper
 
Fish Cleaner
 
Fish Cleaner
Trapper
+
Gem Setter
Planter
+
Gem Cutter
Herbalist
+
Blacksmith
Ambusher
+
Armorsmith
Swimmer
+
Weaponsmith
Persuader
+
Wood Burner
 +
Lye Maker
 
Potash Maker
 
Potash Maker
Lye Maker
+
Soaper
Wood Burner
+
Strand Extractor
Weaponsmith
+
Furnace Operator
Armorsmith
+
Fisherman
Blacksmith
+
Tracker
Gem Cutter
+
Pacifier
Gem Setter
+
Consoler
 
Comedian
 
Comedian
Consoler
+
Skill 3
Pacifier
+
Skill 2
Tracker
+
Skill 1
Fisherman
+
Schemer
Furnace Operator
+
Climber
Strand Extractor
+
Crutch-walker
Soaper
 
 
Suturer
 
Suturer
Crutch-walker
+
Wound Dresser
Climber
+
Misc. Object User
Schemer
+
Spinner
Skill 1
+
Shearer
Skill 2
+
Gelder
Skill 3
+
Milker
Skill 4
 
 
Cheesemaker
 
Cheesemaker
Milker
+
Lasher
Gelder
+
Knife User
Shearer
+
LIQUID_SCOOP
Spinner
+
LIQUID_COOKING
Misc. Object User
+
ill-sized art actions (6):
Wound Dresser
+
ill-sized art actions (5):
 +
ill-sized art actions (4):
 +
ill-sized art actions (3):
 
ill-sized art actions (2):  
 
ill-sized art actions (2):  
ill-sized art actions (3):  
+
ill-sized art actions (1):  
ill-sized art actions (4):
+
Skill 10
ill-sized art actions (5):
+
Skill 9
ill-sized art actions (6):
+
Skill 8
LIQUID_COOKING
+
Skill 7
LIQUID_SCOOP
+
Skill 6
GRIND_POWDER_RECEPTACLE
 
 
Skill 5
 
Skill 5
Skill 6
+
Skill 4
Skill 7
+
Shield User
Skill 8
+
Bowman
Skill 9
+
Pikeman
Skill 10
+
Crossbowman
ill-sized art actions (1):
+
Spearman
 
Hammerman
 
Hammerman
Spearman
+
Maceman
Crossbowman
+
Swordsman
Pikeman
+
Axeman
Bowman
+
Dodger
Shield User
 
Armor User
 
Siege Engineer
 
Wrestler
 
Striker
 
 
Kicker
 
Kicker
Dodger
+
Striker
Axeman
+
Biter
Swordsman
+
Wrestler
Maceman
+
Archer
 +
Fighter
 +
Druid
 +
Thrower
 +
Blowgunner
 +
Thresher
 +
Miller
 
Brewer
 
Brewer
Miller
+
Weaver
Thresher
+
Bone Carver
Blowgunner
+
Glazer
Thrower
+
Beekeeper
Knife User
+
Presser
Lasher
+
Leatherworker
 +
Pump Operator
 
Siege Operator
 
Siege Operator
Pump Operator
+
Siege Engineer
Leatherworker
+
Armor User
Presser
+
Random Buffer Overload
Beekeeper
+
Unrecognized Creature Sound Method Token:
Glazer
+
VOCALIZATION
Bone Carver
+
Unrecognized Creature Sound Token:
Weaver
+
PEACEFUL_INTERMITTENT
 +
Unrecognized Habit Token:
 
GIANT_NEST
 
GIANT_NEST
Unrecognized Habit Token:
+
COLLECT_WEALTH
PEACEFUL_INTERMITTENT
+
USE_ANY_MELEE_WEAPON
Unrecognized Creature Sound Token:
+
EAT_BONE_PORRIDGE
VOCALIZATION
+
COLLECT_TROPHIES
Unrecognized Creature Sound Method Token:
+
COOK_PEOPLE
Random Buffer Overload
+
COOK_VERMIN
 +
GRIND_VERMIN
 
COOK_BLOOD
 
COOK_BLOOD
GRIND_VERMIN
+
GRIND_BONE_MEAL
COOK_VERMIN
+
STAND_AND_WORK_ABOVE
COOK_PEOPLE
+
HEAVY_OBJECT_HAULING
COLLECT_TROPHIES
+
TRACK_CART
EAT_BONE_PORRIDGE
+
SMALL_OBJECT_STORAGE
USE_ANY_MELEE_WEAPON
+
BOOKCASE
COLLECT_WEALTH
+
NEST_BOX
 
FOOD_STORAGE
 
FOOD_STORAGE
NEST_BOX
+
LIQUID_CONTAINER
BOOKCASE
+
MEAL_CONTAINER
SMALL_OBJECT_STORAGE
+
HOLD_MEAT_FOR_CARVING
TRACK_CART
+
MEAT_CLEAVING
HEAVY_OBJECT_HAULING
+
MEAT_SLICING
STAND_AND_WORK_ABOVE
+
MEAT_BONING
ROLL_UP_SHEET
+
MEAT_CARVING
 
GRIND_POWDER_GRINDER
 
GRIND_POWDER_GRINDER
MEAT_CARVING
+
GRIND_POWDER_RECEPTACLE
MEAT_BONING
+
Unrecognized Lair Characteristic Token:
MEAT_SLICING
+
HAS_DOORS
MEAT_CLEAVING
+
Unrecognized Lair Token:
HOLD_MEAT_FOR_CARVING
+
WILDERNESS_LOCATION
MEAL_CONTAINER
+
SHRINE
LIQUID_CONTAINER
+
LABYRINTH
 
SIMPLE_BURROW
 
SIMPLE_BURROW
LABYRINTH
+
SIMPLE_MOUND
SHRINE
+
Unrecognized Tool Use Token:  
WILDERNESS_LOCATION
+
GAMES_OF_CHANCE
Unrecognized Lair Token:  
+
DIVINATION
HAS_DOORS
+
PLACE_OFFERING
Unrecognized Lair Characteristic Token:
+
DISPLAY_OBJECT
GRIND_BONE_MEAL
+
CONTAIN_WRITING
 
PROTECT_FOLDED_SHEETS
 
PROTECT_FOLDED_SHEETS
CONTAIN_WRITING
+
ROLL_UP_SHEET
DISPLAY_OBJECT
+
ghost
PLACE_OFFERING
 
DIVINATION
 
GAMES_OF_CHANCE
 
Unrecognized Tool Use Token:
 
SIMPLE_MOUND
 
 
catatonic
 
catatonic
 +
STRUCK_TOGETHER
 +
BLOW_OVER_FREE_REED
 +
BLOW_OVER_DOUBLE_REED
 +
BLOW_OVER_SINGLE_REED
 +
BLOW_OVER_OPENING_END
 +
BLOW_OVER_OPENING_SIDE
 
BLOW_AGAINST_FIPPLE
 
BLOW_AGAINST_FIPPLE
BLOW_OVER_OPENING_SIDE
+
VIBRATE_BP_AGAINST_OPENING
BLOW_OVER_OPENING_END
+
STRUCK
BLOW_OVER_SINGLE_REED
+
STRUCK_BY_BP
BLOW_OVER_DOUBLE_REED
+
BOWED
BLOW_OVER_FREE_REED
+
PLUCKED
STRUCK_TOGETHER
 
SHAKEN
 
 
PLUCKED_BY_BP
 
PLUCKED_BY_BP
PLUCKED
+
STOPPING_HOLE_KEY
STRUCK_BY_BP
+
STOPPING_HOLE
STRUCK
+
STOPPING_AGAINST_BODY
VIBRATE_BP_AGAINST_OPENING
+
STOPPING_FRET
 +
KEYBOARD
 +
SUBPART_CHOICE
 
MEMBRANE_POSITION
 
MEMBRANE_POSITION
SUBPART_CHOICE
+
Unrecognized Sound Production Token:
KEYBOARD
+
AIR_AGAINST_FIPPLE
STOPPING_FRET
+
AIR_OVER_FREE_REED
STOPPING_AGAINST_BODY
+
AIR_OVER_REED
STOPPING_HOLE
+
BAG_OVER_REED
STOPPING_HOLE_KEY
+
RESONATOR
 +
FRICTION
 
SCRAPED
 
SCRAPED
FRICTION
+
SHAKEN
RESONATOR
+
raucous
BAG_OVER_REED
+
liquid
AIR_OVER_REED
+
slicing
AIR_OVER_FREE_REED
+
gentle
AIR_AGAINST_FIPPLE
 
Unrecognized Sound Production Token:
 
 
sonorous
 
sonorous
gentle
+
crisp
slicing
+
flat
liquid
+
heavy
raucous
 
breezy
 
 
rugged
 
rugged
 +
warm
 +
rough
 +
buzzy
 +
nasal
 +
reedy
 +
harsh
 +
wavering
 +
THIN
 +
FULL
 +
NOISY
 +
CLEAR
 +
sparkling
 
rippling
 
rippling
sparkling
+
sweet
 +
resonant
 +
ringing
 +
floating
 +
dull
 +
rich
 
shrill
 
shrill
floating
+
wispy
ringing
+
raspy
resonant
+
breezy
 +
choppy
 +
sharp
 +
full
 +
noisy
 +
Unrecognized Tuning Token:
 +
TIGHTENING
 
CROOKS
 
CROOKS
TIGHTENING
+
LEVERS
Unrecognized Tuning Token:  
+
ADJUSTABLE_BRIDGES
choppy
+
PEGS
steady
+
Unrecognized Pitch Choice Token:  
 +
FOOT_PEDALS
 +
BP_IN_BELL
 +
VALVE_ROUTES_AIR
 
HARMONIC_SERIES
 
HARMONIC_SERIES
VALVE_ROUTES_AIR
+
SLIDE
BP_IN_BELL
+
strident
FOOT_PEDALS
+
piercing
Unrecognized Pitch Choice Token:
+
pure
ADJUSTABLE_BRIDGES
+
brittle
LEVERS
+
fragile
 +
eerie
 
quavering
 
quavering
fragile
+
vibrating
brittle
+
even
piercing
+
focused
strident
+
wobbling
wavering
+
mellow
 +
breathy
 +
bright
 
evolving
 
evolving
bright
+
steady
breathy
+
MUDDY
mellow
+
SHRILL
wobbling
+
WISPY
focused
+
RASPY
vibrating
+
BREEZY
 +
RAUCOUS
 
SLICING
 
SLICING
RAUCOUS
+
GENTLE
BREEZY
+
WATERY
SHRILL
+
SONOROUS
 +
CRISP
 +
DARK
 +
FLAT
 +
HEAVY
 
RUGGED
 
RUGGED
SONOROUS
+
WARM
WATERY
+
poet
GENTLE
+
preacher
 +
storyteller
 +
information source
 +
psycho
 +
brawler
 
animal partner
 
animal partner
brawler
+
Unrecognized Timbre Token:
psycho
+
SPARKLING
trade partner
+
RIPPLING
information source
+
SWEET
storyteller
+
RESONANT
preacher
+
RINGING
 
FLOATING
 
FLOATING
RINGING
+
DULL
RESONANT
+
RICH
RIPPLING
+
WOBBLING
SPARKLING
+
MELLOW
Unrecognized Timbre Token:
+
BROAD
 +
STRAINED
 +
BREATHY
 +
SPARSE
 
GRACEFUL
 
GRACEFUL
SPARSE
+
BRIGHT
BREATHY
+
DELICATE
STRAINED
+
STRONG
MELLOW
+
EVOLVING
WOBBLING
+
STEADY
FOCUSED
+
CHOPPY
 
SMOOTH
 
SMOOTH
CHOPPY
+
SHARP
STEADY
+
ROUND
EVOLVING
+
BUZZY
STRONG
+
NASAL
DELICATE
+
REEDY
BRIGHT
+
HARSH
 +
WAVERING
 +
STRIDENT
 
PIERCING
 
PIERCING
STRIDENT
+
PURE
WAVERING
+
BRITTLE
 +
FRAGILE
 +
EERIE
 +
QUAVERING
 
VIBRATING
 
VIBRATING
QUAVERING
+
FLUID
FRAGILE
+
EVEN
BRITTLE
+
FOCUSED
Unrecognized Meat Category:
+
protector of weak
 +
flatterer
 +
quarreler
 +
loyal soldier
 +
brigand
 +
bully
 +
friendly fighter
 +
enemy fighter
 +
hated group
 
respected group
 
respected group
hated group
+
murderer
enemy fighter
+
hunter
friendly fighter
+
killer
brigand
+
friendly
loyal soldier
 
quarreler
 
 
dancer
 
dancer
friendly
+
bard
killer
+
Unrecognized Meat Category:
hunter
+
GIZZARD
murderer
+
BRAIN
comrade
+
KIDNEY
 +
SPLEEN
 +
PANCREAS
 +
STOMACH
 +
LIVER
 
INTESTINES
 
INTESTINES
STOMACH
+
HEART
PANCREAS
+
LUNG
SPLEEN
+
EYE
KIDNEY
+
thief
GIZZARD
+
preserver of knowledge
flatterer
 
protector of weak
 
 
treasure hunter
 
treasure hunter
preserver of knowledge
+
AUTOSAVE
 +
INITIAL_SAVE
 +
EMBARK_WARNING_ALWAYS
 +
POST_PREPARE_EMBARK_CONFIRMATION
 +
AUTOSAVE_PAUSE
 +
ENGRAVINGS_START_OBSCURED
 +
SHOW_IMP_QUALITY
 +
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
 +
SHOW_RAMP_ARROWS
 +
SHOW_FLOW_AMOUNTS
 +
SHOW_EMBARK_TUNNEL
 +
SHOW_ALL_HISTORY_IN_FORT_MODE
 
SHOW_ALL_HISTORY_IN_DWARF_MODE
 
SHOW_ALL_HISTORY_IN_DWARF_MODE
 
data/init/d_init_default.txt
 
data/init/d_init_default.txt
SHOW_FLOW_AMOUNTS
+
TREE_BRANCHES
SHOW_EMBARK_TUNNEL
+
TREE_BRANCH_NSEW
AUTOBACKUP
+
TREE_BRANCH_SEW
AUTOSAVE
+
TREE_BRANCH_NEW
KEYBOARD_CURSOR
+
TREE_BRANCH_NSW
PATH_COST
 
WALKING_SPREADS_SPATTER_ADV
 
WALKING_SPREADS_SPATTER_DWF
 
CAVEINS
 
TEMPERATURE
 
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
 
SHOW_RAMP_ARROWS
 
ENGRAVINGS_START_OBSCURED
 
SHOW_IMP_QUALITY
 
POST_PREPARE_EMBARK_CONFIRMATION
 
AUTOSAVE_PAUSE
 
INITIAL_SAVE
 
EMBARK_WARNING_ALWAYS
 
TREE_CAP_RAMP
 
TREE_TWIGS
 
TREE_CAP_WALL_N
 
TREE_CAP_PILLAR
 
TREE_CAP_WALL_E
 
TREE_CAP_WALL_S
 
TREE_CAP_WALL_NW
 
TREE_CAP_WALL_W
 
 
TREE_BRANCH_NSE
 
TREE_BRANCH_NSE
 
TREE_BRANCH_SE
 
TREE_BRANCH_SE
TREE_BRANCH_NEW
+
TREE_BRANCH_SW
TREE_BRANCH_NSW
+
TREE_BRANCH_NE
TREE_BRANCH_NSEW
+
TREE_BRANCH_NW
TREE_BRANCH_SEW
+
TREE_BRANCH_EW
TREE_SMOOTH_BRANCHES
+
TREE_BRANCH_NS
TREE_BRANCHES
+
TREE_TRUNK_BRANCH_W
TREE_TRUNK_PILLAR_DEAD
+
TREE_TRUNK_BRANCH_E
TREE_ROOTS_DEAD
+
TREE_TRUNK_BRANCH_S
TREE_TRUNK_N_DEAD
+
TREE_TRUNK_BRANCH_N
TREE_TRUNK_SLOPING_DEAD
+
TREE_CAP_FLOOR4
TREE_TRUNK_E_DEAD
+
TREE_CAP_FLOOR3
TREE_TRUNK_S_DEAD
+
TREE_CAP_FLOOR2
TREE_TRUNK_NW_DEAD
+
TREE_CAP_FLOOR1
TREE_TRUNK_W_DEAD
+
TREE_CAP_WALL_SE
 
TREE_CAP_WALL_SW
 
TREE_CAP_WALL_SW
 
TREE_CAP_WALL_NE
 
TREE_CAP_WALL_NE
TREE_CAP_FLOOR1
+
TREE_CAP_WALL_NW
TREE_CAP_WALL_SE
+
TREE_CAP_WALL_W
TREE_CAP_FLOOR3
+
TREE_CAP_WALL_E
TREE_CAP_FLOOR2
+
TREE_CAP_WALL_S
TREE_ROOT_SLOPING_DEAD
+
TREE_CAP_WALL_N
TREE_CAP_FLOOR4
+
TREE_CAP_PILLAR
 +
TREE_CAP_RAMP
 +
TREE_TWIGS
 +
TREE_SMOOTH_BRANCHES
 
NICKNAME_LEGENDS
 
NICKNAME_LEGENDS
TREE_ROOT_SLOPING
+
NICKNAME_ADVENTURE
PILLAR_TILE
+
NICKNAME_DWARF
TREE_TRUNK_PILLAR
+
LOG_MAP_REJECTS
TREE_ROOTS
+
PAUSE_ON_LOAD
TREE_TRUNK_N
+
EMBARK_RECTANGLE
TREE_TRUNK_SLOPING
+
MULTITHREADING
 
TESTING_ARENA
 
TESTING_ARENA
 
ARTIFACTS
 
ARTIFACTS
EMBARK_RECTANGLE
+
CAVEINS
MULTITHREADING
+
TEMPERATURE
LOG_MAP_REJECTS
+
WALKING_SPREADS_SPATTER_ADV
PAUSE_ON_LOAD
+
WALKING_SPREADS_SPATTER_DWF
NICKNAME_ADVENTURE
+
KEYBOARD_CURSOR
NICKNAME_DWARF
+
PATH_COST
TREE_TRUNK_BRANCH_E
+
AUTOBACKUP
TREE_TRUNK_BRANCH_S
+
TREE_TRUNK_SE
TREE_BRANCH_NS
+
TREE_TRUNK_SW
TREE_TRUNK_BRANCH_W
+
TREE_TRUNK_NE
TREE_BRANCH_NW
+
TREE_TRUNK_NW
TREE_BRANCH_EW
+
TREE_TRUNK_W
TREE_BRANCH_SW
 
TREE_BRANCH_NE
 
 
TREE_TRUNK_E
 
TREE_TRUNK_E
 
TREE_TRUNK_S
 
TREE_TRUNK_S
TREE_TRUNK_NW
+
TREE_TRUNK_N
TREE_TRUNK_W
+
TREE_TRUNK_SLOPING
TREE_TRUNK_SW
+
TREE_TRUNK_PILLAR
TREE_TRUNK_NE
+
TREE_ROOTS
TREE_TRUNK_BRANCH_N
+
TREE_ROOT_SLOPING
TREE_TRUNK_SE
+
PILLAR_TILE
TREE_TRUNK_NSEW
+
CHASM
TREE_TRUNK_EW
+
DISPLAY_CLOTHING_WITH_DYES_IN_ADV_MODE
TREE_TRUNK_NSE_DEAD
+
DISPLAY_CLOTHING_WITH_DYES_IN_FORT_MODE
TREE_TRUNK_INTERIOR
+
TREE_TRUNK_SEW
TREE_TRUNK_NEW_DEAD
+
TREE_TRUNK_NEW
TREE_TRUNK_NSW_DEAD
+
TREE_TRUNK_NSW
TREE_TRUNK_NS_DEAD
+
TREE_TRUNK_NSE
TREE_TRUNK_SEW_DEAD
+
TREE_CAP_FLOOR4_DEAD
 
TREE_CAP_FLOOR3_DEAD
 
TREE_CAP_FLOOR3_DEAD
 
TREE_CAP_FLOOR2_DEAD
 
TREE_CAP_FLOOR2_DEAD
TREE_TRUNK_NSE
+
TREE_CAP_FLOOR1_DEAD
TREE_CAP_FLOOR4_DEAD
+
TREE_CAP_WALL_SE_DEAD
TREE_TRUNK_NEW
+
TREE_CAP_WALL_SW_DEAD
TREE_TRUNK_NSW
+
TREE_CAP_WALL_NE_DEAD
TREE_TRUNK_NS
+
TREE_CAP_WALL_NW_DEAD
TREE_TRUNK_SEW
+
TREE_CAP_WALL_W_DEAD
TRACK_NW
+
TREE_CAP_WALL_E_DEAD
TRACK_NE
+
TREE_CAP_WALL_S_DEAD
TRACK_SW
+
TREE_CAP_WALL_N_DEAD
TRACK_SE
+
TRACK_W
TRACK_NSE
+
TRACK_E
TRACK_EW
+
TRACK_S
TRACK_NEW
+
TRACK_N
TRACK_NSW
+
TREE_TRUNK_INTERIOR_DEAD
 
TREE_TRUNK_NSEW_DEAD
 
TREE_TRUNK_NSEW_DEAD
 
TREE_TRUNK_EW_DEAD
 
TREE_TRUNK_EW_DEAD
TRACK_N
+
TREE_TRUNK_NS_DEAD
TREE_TRUNK_INTERIOR_DEAD
+
TREE_TRUNK_SEW_DEAD
TRACK_E
+
TREE_TRUNK_NEW_DEAD
TRACK_S
+
TREE_TRUNK_NSW_DEAD
TRACK_NS
+
TREE_TRUNK_NSE_DEAD
TRACK_W
+
TREE_TRUNK_INTERIOR
TREE_BRANCH_NW_DEAD
+
TREE_TRUNK_NSEW
TREE_BRANCH_EW_DEAD
+
TREE_TRUNK_EW
TREE_BRANCH_SW_DEAD
+
TREE_TRUNK_NS
TREE_BRANCH_NE_DEAD
+
TREE_TRUNK_BRANCH_W_DEAD
TREE_BRANCH_NSE_DEAD
+
TREE_TRUNK_BRANCH_E_DEAD
TREE_BRANCH_SE_DEAD
+
TREE_TRUNK_BRANCH_S_DEAD
TREE_BRANCH_NEW_DEAD
+
TREE_TRUNK_BRANCH_N_DEAD
TREE_BRANCH_NSW_DEAD
+
TREE_TRUNK_SE_DEAD
 
TREE_TRUNK_SW_DEAD
 
TREE_TRUNK_SW_DEAD
 
TREE_TRUNK_NE_DEAD
 
TREE_TRUNK_NE_DEAD
TREE_TRUNK_BRANCH_N_DEAD
+
TREE_TRUNK_NW_DEAD
TREE_TRUNK_SE_DEAD
+
TREE_TRUNK_W_DEAD
TREE_TRUNK_BRANCH_E_DEAD
+
TREE_TRUNK_E_DEAD
TREE_TRUNK_BRANCH_S_DEAD
+
TREE_TRUNK_S_DEAD
TREE_BRANCH_NS_DEAD
+
TREE_TRUNK_N_DEAD
TREE_TRUNK_BRANCH_W_DEAD
+
TREE_TRUNK_SLOPING_DEAD
TREE_CAP_WALL_E_DEAD
+
TREE_TRUNK_PILLAR_DEAD
TREE_CAP_WALL_S_DEAD
+
TREE_ROOTS_DEAD
TREE_CAP_WALL_NW_DEAD
+
TREE_ROOT_SLOPING_DEAD
TREE_CAP_WALL_W_DEAD
+
TREE_CAP_PILLAR_DEAD
TREE_CAP_WALL_SW_DEAD
+
TREE_CAP_RAMP_DEAD
TREE_CAP_WALL_NE_DEAD
+
TREE_TWIGS_DEAD
TREE_CAP_FLOOR1_DEAD
+
TREE_SMOOTH_BRANCHES_DEAD
TREE_CAP_WALL_SE_DEAD
+
TREE_BRANCHES_DEAD
 
TREE_BRANCH_NSEW_DEAD
 
TREE_BRANCH_NSEW_DEAD
 
TREE_BRANCH_SEW_DEAD
 
TREE_BRANCH_SEW_DEAD
TREE_SMOOTH_BRANCHES_DEAD
+
TREE_BRANCH_NEW_DEAD
TREE_BRANCHES_DEAD
+
TREE_BRANCH_NSW_DEAD
TREE_CAP_RAMP_DEAD
+
TREE_BRANCH_NSE_DEAD
TREE_TWIGS_DEAD
+
TREE_BRANCH_SE_DEAD
TREE_CAP_WALL_N_DEAD
+
TREE_BRANCH_SW_DEAD
TREE_CAP_PILLAR_DEAD
+
TREE_BRANCH_NE_DEAD
TRACK_RAMP_SE
+
TREE_BRANCH_NW_DEAD
TRACK_RAMP_NW
+
TREE_BRANCH_EW_DEAD
TRACK_RAMP_EW
+
TREE_BRANCH_NS_DEAD
TRACK_RAMP_SW
+
Unrecognized Init Option:
TRACK_RAMP_NSW
+
STRICT_POPULATION_CAP
TRACK_RAMP_NSE
+
POPULATION_CAP
TRACK_RAMP_SEW
+
VISITOR_CAP
TRACK_RAMP_NEW
+
BABY_CHILD_CAP
 +
CULL_DEAD_UNITS_AT
 +
FORTRESS_SEED_CAP
 +
SPECIFIC_SEED_CAP
 +
STORE_DIST_BIN_COMBINE
 +
TRACK_RAMP_NS
 +
TRACK_RAMP_W
 +
TRACK_RAMP_E
 +
TRACK_RAMP_S
 +
TRACK_RAMP_N
 
TRACK_NSEW
 
TRACK_NSEW
 
TRACK_SEW
 
TRACK_SEW
TRACK_RAMP_S
+
TRACK_NEW
TRACK_RAMP_N
+
TRACK_NSW
TRACK_RAMP_W
+
TRACK_NSE
TRACK_RAMP_E
+
TRACK_EW
TRACK_RAMP_NE
+
TRACK_SW
TRACK_RAMP_NS
+
TRACK_SE
FORTRESS_SEED_CAP
+
TRACK_NW
SPECIFIC_SEED_CAP
+
TRACK_NE
BABY_CHILD_CAP
+
TRACK_NS
CULL_DEAD_UNITS_AT
+
STORE_DIST_BARREL_COMBINE
POPULATION_CAP
+
STORE_DIST_BUCKET_COMBINE
VISITOR_CAP
+
STORE_DIST_SEED_COMBINE
Unrecognized Init Option:
+
STORE_DIST_ITEM_DECREASE
STRICT_POPULATION_CAP
+
MAXIMUM_EMBARK_DIM
 
GRAZE_COEFFICIENT
 
GRAZE_COEFFICIENT
 
TRACK_RAMP_NSEW
 
TRACK_RAMP_NSEW
STORE_DIST_ITEM_DECREASE
+
TRACK_RAMP_SEW
MAXIMUM_EMBARK_DIM
+
TRACK_RAMP_NEW
STORE_DIST_BUCKET_COMBINE
+
TRACK_RAMP_NSW
STORE_DIST_SEED_COMBINE
+
TRACK_RAMP_NSE
STORE_DIST_BIN_COMBINE
+
TRACK_RAMP_EW
STORE_DIST_BARREL_COMBINE
+
TRACK_RAMP_SW
 +
TRACK_RAMP_SE
 +
TRACK_RAMP_NW
 +
TRACK_RAMP_NE
 +
`z-A
 +
3q@
 +
4q@
 +
@Iq@
 +
02q@
 +
:o@
 +
`z-A
 +
`lq@
 +
@Iq@
 +
P[q@
 +
Wq@
 +
Xq@
 +
`z-A
 +
@\q@
 +
@Iq@
 +
PYq@
 +
:o@
 +
;o@
 
FATAL ERROR
 
FATAL ERROR
[GENERATED]
+
Nuked Vermin Reference (Escaped Pet)
Nuked Creature Def Reference
+
Nuked Entity Reference
NULL JOB ITEM (1):
+
Nuked Plot Info Reference
Nuked Breed Reference
+
Nuked Viewscreen Reference
Nuked Art Image Reference
+
Nuked Unit Reference (Item Wrestle)
NULL unit projectile loaded
+
Nuked Hist Fig Reference
Civ Zone
+
Nuked Site Reference
NULL JOB ITEM (2):
+
Nuked Artifact Reference
NULL item projectile loaded
+
Nuked Item Improvement Reference
 
Nuked Coin Front Reference
 
Nuked Coin Front Reference
 
Nuked Coin Back Reference
 
Nuked Coin Back Reference
Nuked Artifact Reference
+
Nuked Detail Event Reference
Nuked Item Improvement Reference
+
Nuked Subregion Reference
 
Nuked Feature Layer Reference
 
Nuked Feature Layer Reference
 
Nuked Entity Population Reference
 
Nuked Entity Population Reference
Nuked Detail Event Reference
+
Nuked Breed Reference
Nuked Subregion Reference
 
data/vanilla/vanilla_plants_graphics/
 
Vanilla Plants Graphics
 
Vanilla Descriptors Graphics
 
vanilla_plants_graphics
 
Vanilla Items Graphics
 
vanilla_buildings_graphics
 
vanilla_items_graphics
 
data/vanilla/vanilla_items_graphics/
 
Cage: Null Unit Assignment
 
Cage: Null Item Assignment
 
: Null Unit Assignment (Id
 
: Null Item Assignment (Id
 
data/vanilla/vanilla_descriptors_graphics/
 
NULL Aid Requester
 
vanilla_descriptors_graphics
 
 
NULL item pointer on load
 
NULL item pointer on load
 
NULL play item on load: id #
 
NULL play item on load: id #
NULL play unit on load: id #
+
Job loaded into game with job ID <0. Ignoring.
 +
NULL job pointer on load
 +
NULL building pointer on load
 
NULL play building on load: id #
 
NULL play building on load: id #
 
NULL displayed announcement
 
NULL displayed announcement
NULL job pointer on load
+
Site
NULL building pointer on load
+
Error 1
[PCG_LAYERING:
 
[PROCEDURAL_CREATURE_GRAPHICS:DEFAULT]
 
[NIGHT_CREATURE_HUNTER]
 
Button
 
Nuked Entity Reference
 
Nuked Plot Info Reference
 
Nuked Vermin Event Reference
 
Nuked Vermin Reference (Escaped Pet)
 
Nuked Hist Fig Reference
 
Nuked Site Reference
 
Nuked Viewscreen Reference
 
Nuked Unit Reference (Item Wrestle)
 
 
Error 2
 
Error 2
 
Nuked Activity Reference
 
Nuked Activity Reference
Error 1
+
Nuked Job Reference
 +
Nuked Unit Reference (Worker/Inventory)
 
Nuked Item Reference (General)
 
Nuked Item Reference (General)
 
Nuked Effect Reference
 
Nuked Effect Reference
Nuked Job Reference
+
Nuked Vermin Event Reference
Nuked Unit Reference (Worker/Inventory)
+
[GENERATED]
 +
[PROCEDURAL_CREATURE_GRAPHICS:DEFAULT]
 +
[NIGHT_CREATURE_HUNTER]
 +
[PCG_LAYERING:
 +
Button
 +
NULL play unit on load: id #
 +
Crash while saving musical forms
 +
Crash while saving dance forms
 +
Crash while saving scales
 +
Crash while saving rhythms
 +
Crash while saving occupations
 +
Crash while saving belief systems
 +
Crash while saving image sets
 +
Crash while saving divination sets
 +
Crash while saving announcements
 +
Crash while saving plot info
 +
Crash while saving world
 +
Crash while saving artifacts
 +
Crash while saving nemeses
 +
Crash while saving adventure
 +
Crash while saving general variables
 +
Crash while saving (closing files)
 +
Crash while saving plot events
 +
Crash while saving coins
 +
Crash while saving squads
 +
Crash while saving formations
 +
Crash while saving activities
 +
Crash while saving interaction instances
 +
Crash while saving written content
 +
Crash while saving incidents
 +
Crash while saving crimes
 +
Crash while saving vehicles
 +
Crash while saving armies
 +
Crash while saving army controllers
 +
Crash while saving army tracking info
 +
Crash while saving cultural identities
 +
Crash while saving agreements
 +
Crash while saving poetic forms
 +
Crash while saving (setting up the save game)
 +
Crash while saving random objects
 +
Crash while saving (allocating space)
 +
Crash while saving items
 +
Crash while saving units
 +
Crash while saving jobs
 +
Crash while saving schedules
 +
Crash while saving projectiles
 +
Crash while saving buildings
 +
Crash while saving machines
 +
Crash while saving flow guides
 +
Crash while saving effects
 +
Crash while saving entities
 +
Crash while saving events
 +
Crash while saving mandates
 +
Crash while saving work quotas
 +
Nuked Art Image Reference
 +
Nuked Creature Def Reference
 +
NULL JOB ITEM (1):
 +
NULL JOB ITEM (2):
 +
NULL item projectile loaded
 +
NULL unit projectile loaded
 +
Civ Zone
 +
: Null Unit Assignment (Id
 +
: Null Item Assignment (Id
 +
Cage: Null Unit Assignment
 +
Cage: Null Item Assignment
 +
NULL Aid Requester
 +
Crash while saving (creating directories)
 +
Crash while saving (cleaning stale incidents/rumors)
 +
Crash while saving (offloading units)
 +
Crash while saving (offloading art)
 +
Processing languages...
 +
Processing inorganics...
 +
Processing plants...
 +
Processing items...
 +
Processing creatures...
 +
Processing entities...
 +
Processing reactions...
 +
Processing interactions...
 +
Processing music...
 +
Processing sounds...
 
Generating inorganics...
 
Generating inorganics...
 
Generating plants...
 
Generating plants...
Processing music...
+
Generating items...
Processing sounds...
+
Generating creatures...
 
Generating entities...
 
Generating entities...
 
Generating reactions...
 
Generating reactions...
Generating items...
+
Sorting inorganics...
Generating creatures...
+
Sorting plants...
Processing plants...
+
Sorting tissue templates...
Processing items...
+
Sorting items...
Processing languages...
+
Sorting buildings...
Processing inorganics...
+
Sorting body detail plans...
Processing reactions...
+
Sorting creature bodies...
Processing interactions...
+
Sorting creature variations...
Processing creatures...
+
Sorting creatures...
Processing entities...
+
Sorting entities...
Loading parameters...
 
Loading artifacts...
 
Loading civilized populations...
 
Loading history...
 
Loading formations...
 
Loading activities...
 
Loading active historical figures...
 
Loading squads...
 
Preparing graphics... 
 
Loading items...
 
Generating interactions...
 
Finalizing generated objects...
 
Loading coin information...
 
Loading map data...
 
Loading buildings...
 
Loading entities...
 
Repairing squad info for Unit #
 
have corrupt feature map at
 
removed erroneous unit occupancy flag
 
removed erroneous unit ground occupancy flag
 
Sorting text...
 
Sorting material templates...
 
Loading world to start new game
 
Loading object files... 
 
vanilla_creatures_graphics
 
data/vanilla/vanilla_creatures_graphics/
 
data/vanilla/vanilla_buildings_graphics/
 
Vanilla Buildings Graphics
 
** Loading Fortress **
 
patching dangerously broken trade definition -- magma powder changed to water/snow
 
Vanilla Creatures Graphics
 
patching corruption: item off-loaded and also in play:
 
 
Sorting languages...
 
Sorting languages...
 
Sorting descriptors...
 
Sorting descriptors...
Sorting creatures...
+
Sorting reactions...
Sorting entities...
+
Sorting interactions...
 
Sorting music...
 
Sorting music...
 
Sorting sounds...
 
Sorting sounds...
Sorting reactions...
+
vanilla_interactions_graphics
Sorting interactions...
+
51.01
Sorting tissue templates...
+
data/vanilla/vanilla_interactions_graphics/
Sorting items...
+
Vanilla Interactions Graphics
Sorting inorganics...
+
patching corruption: item off-loaded and also in play:
Sorting plants...
+
** Loading Fortress **
Sorting creature bodies...
+
** Loading Adventurer **
Sorting creature variations...
+
patching dangerously broken trade definition -- magma powder changed to water/snow
Sorting buildings...
+
removed erroneous unit occupancy flag
Sorting body detail plans...
+
removed erroneous unit ground occupancy flag
Newer compatible version of mod detected:
+
Repairing squad info for Unit #
data/installed_mods/
+
have corrupt feature map at
Update
+
Loading world to start new game
Update all
+
Loading object files...
(save uses
+
Sorting text...
, not found
+
Sorting material templates...
 +
vanilla_descriptors_graphics
 +
50.01
 +
data/vanilla/vanilla_descriptors_graphics/
 +
Vanilla Descriptors Graphics
 +
vanilla_plants_graphics
 +
data/vanilla/vanilla_plants_graphics/
 +
Vanilla Plants Graphics
 +
vanilla_items_graphics
 +
data/vanilla/vanilla_items_graphics/
 +
Vanilla Items Graphics
 +
vanilla_buildings_graphics
 +
data/vanilla/vanilla_buildings_graphics/
 +
Vanilla Buildings Graphics
 +
vanilla_creatures_graphics
 +
data/vanilla/vanilla_creatures_graphics/
 +
Vanilla Creatures Graphics
 +
Loading announcements...
 +
Loading fortress information...
 
Loading world information...
 
Loading world information...
 
Loading adventure...
 
Loading adventure...
Loading announcements...
+
Loading general information...
Loading fortress information...
+
Rebuilding more temporary information...
 
Preparing game screen...
 
Preparing game screen...
 
Handling compatibility issues...
 
Handling compatibility issues...
Loading general information...
+
data/installed_mods/
Rebuilding more temporary information...
+
Newer compatible version of mod detected:
Back to title
+
(save uses
Failed to install mod:
+
, not found
 +
Update
 +
Update all
 
Don't update
 
Don't update
Don't update any
+
Rebuilding temporary information...
Failed to find compatible mod:
+
Preparing game...
 +
Failed!
 +
Loading world and continuing active game
 +
Loading units...
 +
Loading jobs...
 +
Loading schedules...
 +
Loading projectiles...
 +
Loading machines...
 +
Loading flow guides...
 +
Loading effects...
 +
Loading local animal populations...
 +
Loading events...
 +
Loading mandates...
 +
Loading work quotas...
 +
Loading world events...
 +
Loading interactions...
 +
Loading written content...
 +
Loading identities...
 +
Loading incidents...
 +
Loading crimes...
 +
Loading vehicles...
 +
Loading armies...
 +
Loading army controllers...
 +
Loading tracking information...
 +
Loading cultural identities...
 
Loading agreements...
 
Loading agreements...
 
Loading art forms...
 
Loading art forms...
Loading tracking information...
+
Loading occupations...
Loading cultural identities...
+
Loading belief systems...
 
Loading image sets...
 
Loading image sets...
 
Loading divination sets...
 
Loading divination sets...
Loading occupations...
+
Generating interactions...
Loading belief systems...
+
Finalizing generated objects...
Loading identities...
+
Preparing graphics...
Loading incidents...
+
Loading items...
Loading interactions...
+
Loading buildings...
Loading written content...
+
Loading entities...
Loading armies...
+
Loading coin information...
Loading army controllers...
+
Loading map data...
Loading crimes...
+
Loading civilized populations...
Loading vehicles...
+
Loading history...
Loading effects...
+
Loading parameters...
Loading local animal populations...
+
Loading artifacts...
Loading machines...
+
Loading active historical figures...
Loading flow guides...
+
Loading squads...
Loading work quotas...
+
Loading formations...
Loading world events...
+
Loading activities...
Loading events...
+
Don't update any
Loading mandates...
+
Back to title
Failed!
+
Failed to install mod:
Loading world and continuing active game
+
Failed to find compatible mod:
Rebuilding temporary information...
+
[INITIAL_LOAD]
Preparing game...
+
CP_COLOR
Loading schedules...
+
COLOR_PATTERN
Loading projectiles...
+
Unrecognized Colored Pattern Token:
Loading units...
+
PATTERN
Loading jobs...
+
RGB
[INITIAL_LOAD]
+
WORD
 +
FACES
 +
ADJ
 
GEMS_USE_ADJ
 
GEMS_USE_ADJ
 
GEMS_USE_NOUN
 
GEMS_USE_NOUN
SIMPLE
 
 
Unrecognized Shape Token:  
 
Unrecognized Shape Token:  
 
GEMS_USE_ADJ_NOUN
 
GEMS_USE_ADJ_NOUN
CP_COLOR
+
GRAY
COLOR_PATTERN
+
SIMPLE
Unrecognized Colored Pattern Token:  
+
YELLOW
PATTERN
+
The enemy
menacing
+
, they
 +
Commanded by
 +
are on the march. 
 +
vault,
 +
an ancient
 +
Legends speak of
 +
will have no mercy.  There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.
 +
true name.  The location of this place is well-known, but none have penetrated its secrets.  If the true name of the monster can be uncovered, you might be able to end this terror forever.
 +
power from the Underworld by invoking
 +
wrested
 +
, where
 +
Just reunited after a long journey, you are together with your companions again. 
 +
has even sent some troublemakers to harass people right here in town.
 +
are plagued by bandits.  The gang
 +
The citizens of
 +
attempted to play a sweetened footstep too quickly.
 +
attempted to play a footstep too quickly.
 +
attempted to play a wing sound too quickly.
 +
Roll all
 +
region is:
 +
poll result #
 +
=============================
 +
medium
 +
[cleanAllCompletedSounds]: Sound at
 +
removed.
 +
alignment is:
 +
variant is:  
 +
is threatened!  The forces of
 +
The peaceful town of
 +
Could not locate adventure start square
 +
Ally:
 +
Roll
 +
Pull it out
 +
Gain possession
 +
"Congratulations, my faithful chosen!  There are other ways you can serve, if you offer your service again.  You may also live your life as you see fit now if you choose.  You have done well."
 +
"You may return the object to the faithful by gifting it to one of the priests, or you may simply drop it in this structure wherever you see fit."
 +
"With the treasure, you are near to glory and fulfillment of your task.  Your senses can lead you on your return journey."
 +
  Remember that ice and snow can be heated by a campfire.
 +
have been cursed
 +
You
 +
"Ungrateful apostate!"
 +
"My other worshippers?  As you wish, my faithful chosen!  There are other ways you can serve, if you offer your service again.  You may also live your life as you see fit now if you choose.  You have done well."
 +
A thin layer of
 +
Vapor
 +
 +
to view other pages
 +
The vegetation is broken here.
 +
The vegetation has been slightly perturbed here.
 +
The vegetation is bent here.
 +
The vegetation is heavily damaged here.
 +
The journey is long.  Be sure to travel to
 +
.  If you do not find the location in your log, ask others for directions.  You may also follow the pull from your senses."
 +
You seek
 +
"Congratulations!  Now you must return this precious object to its proper home."
 +
  But my chosen, you are
 +
"You are close.  Follow your senses to the entrance.
 +
"This place is dangerous.  Steel yourself against ancient enemies.  Try not to let yourself be surrounded, and remain standing.  Enter and vanquish!  Or slip in unseen.  Securing the treasure is all that matters."
 +
, rather than walking leisurely."
 +
in need of sustenance and sleep
 +
in need of drink and sleep
 +
in need of drink and sustenance
 +
in a state
 +
!  See to yourself before you face what's ahead.
 +
in need of sleep
 +
in need of drink
 +
in need of sustenance
 +
You awaken from your slumber.
 +
You've assumed tactical control as nobody else is available.
 +
"You are approaching your destination.  End your travels now and prepare yourself."
 +
You must
 +
as my instrument of
 +
, and I have chosen you
 +
"Greetings.  I am
 +
Your sleep has been interrupted!
 +
and fulfill your destiny."
 +
Seek out
 +
, belong with my followers,
 +
The remnants of creation,
 +
"Do you feel the pull?  You sense the direction of my representative.  It is possible to travel quickly to reach them, or you may journey more deliberately.  It is your decision."
 +
!  My chosen, you must speak to them and offer your service."
 +
"You've found
 +
"You will have to leave this structure first before you can travel.  Try to make your way out to the settlement."
 +
Your most trusted local companions are meeting you here today.
 +
Your wanderings have brought you to this place after a long journey.
 +
is from here and might have some local information.
 +
After a long journey, you are here to meet your most trusted companion. 
 +
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
 +
Your most trusted companion has made the journey to meet you here today.
 +
After a long journey, you are here to meet your most trusted companion.
 +
Your most trusted companions have made the journey to meet you here today.
 +
child that has been kidnapped.
 +
children that have been kidnapped.
 +
  A foolhardy soul might try to rescue the
 +
In the rush of excitement, you've forgotten where you were going to go.
 +
  Perhaps some of your friends here can remind you.
 +
  Perhaps some of your friends here have ideas.
 +
  Perhaps some of the people here will be worth talking to before you continue on your way.
 +
  Let the party venture forth!
 +
Your intense search turns up nothing.
 +
You've found some small creatures.
 +
You've found a small creature.
 +
and some other small creatures.
 +
cannot climb.
 +
You are too injured to climb.
 +
You need a free grasp to climb.
 +
You strap
 +
You no longer assume a submissive posture.
 +
You assume a submissive posture.
 +
You must move away from the river before you can travel.
 +
You do not have a free grasp for
 +
with your
 +
You draw
 +
to your
 +
You are too tired to stand.
 +
The webs make it impossible to stand.
 +
You are riding and cannot lie down.
 +
You have nothing left to draw or put away.
 +
and another small creature.
 +
You've found a colony of
 +
You've already searched this area recently.
 +
You can't stand up -- somebody is in the way.
 +
nearly a day's travel
 +
a day's travel
 +
They belong to you or a companion.
 +
The signs lead southwest.
 +
east-northeast
 +
north-northeast
 +
a short walk
 +
a half day's travel
 +
west-southwest
 +
south-southwest
 +
south-southeast
 +
east-southeast
 +
You must move away from surrounding obstacles such as the site's walls and rivers before you can travel.
 +
You can't travel until you emerge from underground or enter a tunnel.
 +
north-northwest
 +
west-northwest
 +
deep
 +
faint
 +
light
 +
thick
 +
is here.
 +
imprint in the
 +
vague
 +
shallow
 +
The signs lead east.
 +
The signs lead south.
 +
The signs lead north.
 +
This is an unintelligible mess.
 +
The signs lead southeast.
 +
The signs lead northwest.
 +
The signs lead northeast.
 +
The signs lead west.
 +
Small
 +
Large
 +
A:
 +
General imports
 +
Clothing imports
 +
Food imports
 +
Abandoned shop
 +
Leather clothing shop
 +
Woven clothing shop
 +
Leather shop
 +
Cloth shop
 +
Bowyer's shop
 +
Weaponsmith's shop
 +
Gem cutter's shop
 +
Bone carver's shop
 +
Leather goods shop
 +
Metal craft shop
 +
Armorsmith's shop
 +
Blacksmith's shop
 +
Shaping Tree
 +
The Home Tree
 +
Tree House
 +
Sewer Access
 +
Counting Tree
 +
Library Tree
 +
Tavern Tree
 +
Market Tree
 +
Castle Mound
 +
Civic Mound
 +
Tower Tree
 +
Guild Tree
 +
Tower
 +
Guildhall
 +
Counting House
 +
Drinking Mound
 +
You do not have a free grasp and your quivers are full.
 +
You do not have a free grasp and your quiver and pack are full.
 +
You do not have a free grasp and your quivers and pack are full.
 +
You do not have a free grasp and your quiver and packs are full.
 +
You do not have a free grasp.
 +
You do not have a free grasp and your pack is full.
 +
You do not have a free grasp and your quiver is full.
 +
right under you
 +
You've located a
 +
No recent announcements.
 +
says, "
 +
says:  "
 +
below and
 +
above and
 +
picks
 +
pick
 +
pulls off
 +
pull off
 +
and puts it in
 +
and put it in
 +
up the
 +
Wilderness
 +
Mirthful
 +
Sinister
 +
Calm
 +
Terrifying
 +
Untamed Wilds
 +
Joyous Wilds
 +
Haunted
 +
Minor River:
 +
River:
 +
Major River:
 +
Multiple Constructions
 +
Mountain:
 +
Volcano:
 +
Brook:
 +
Stream:
 +
Tropical Dry Brdlf Forest
 +
Temperate Conifer Forest
 +
Shrine of
 +
No significant structures
 +
Scarce
 +
Trees:
 +
Temperature:
 +
Tropical Moist Brdlf Forst
 +
Other Vegetation:
 +
Heavily Forested
 +
Woodland
 +
Sparse
 +
Serene
 +
Surroundings:
 +
Thick
 +
Moderate
 +
Underground Stair
 +
Underground Farms
 +
Underground Fortress
 +
Processed goods market
 +
House
 +
Hillock
 +
Houses
 +
Hillocks
 +
Abandoned house
 +
Abandoned hillock
 +
Abandoned houses
 +
Abandoned hillocks
 +
Ruined house
 +
Ruined hillock
 +
Ruined houses
 +
Ruined hillocks
 +
Barrow
 +
Metal furniture shop
 +
Stone furniture shop
 +
Carpenter's shop
 +
Shrine to
 +
Trenches
 +
Fortress Entrance
 +
Warehouse
 +
Imported food market
 +
Imported goods market
 +
Empty market
 +
Shrine
 +
Cheese market
 +
Fruit and vegetable market
 +
Meat market
 +
Imported clothing market
 +
Infinite
 +
Such is the spirit of
 +
Such
 +
Such care for your happiness!
 +
has been cursed
 +
"Hubris!"
 +
tender
 +
Oh
 +
The task will not be completed.
 +
Expect a change.
 +
Stay the course.
 +
Look out for a chance encounter.
 +
A reckoning awaits.
 +
Fulfillment will be yours.
 +
Focus on living in harmony.
 +
The task will be successful.
 +
Why wasn't
 +
You already know the will of
 +
  Let another day pass.
 +
  Let some days pass.
 +
for ignoring your hubris. 
 +
Praise
 +
.  Do not tempt fate.
 +
, a jealous deity, consulted first?
 +
Freedom is allowed even in this.
 +
You are free to do as you choose.
 +
You are forgiven.
 +
without bound
 +
Peace is cherished.
 +
You have been granted mercy.
 +
You are loved.
 +
Your happiness is still desired.
 +
You struggle for
 +
Night is falling.
 +
It is noon.
 +
Dawn is breaking.
 +
, testing the will of
 +
according to the practice of
 +
, divining the will of
 +
You roll
 +
a word but you cannot read
 +
shows
 +
comes up
 +
lands on
 +
  Let a week pass.
 +
is a jealous deity?  Why consult another?
 +
Don't you know that
 +
Your fate is sealed.
 +
[C:2:0:1]You have been ordered to drive
 +
.[B]
 +
based in
 +
[C:3:0:1]You are a
 +
  [C:5:0:1]This creature is known to be dead.
 +
  [C:7:0:0]This is common knowledge where you are from.
 +
is rumored to be in
 +
  You should report the task as complete.
 +
",
 +
Strongest Odor:
 +
Offloading site...
 +
  [C:2:0:1]You have been ordered to kill this creature.
 
NULL artifact on create site map, skipping
 
NULL artifact on create site map, skipping
 
invalid lair entrance
 
invalid lair entrance
the word
+
You cannot travel through the  
 +
You have discovered a
 +
Bring comfort to someone today.
 +
If you accept the gift, one will be expected in return.
 +
Be generous today.
 +
Act quickly today.
 +
Avoid conflict today.
 +
Beware a rival.
 +
Your dreams will come true.
 +
Now is a time for calm.
 +
Begin an adventure.
 +
An obstacle will present itself.
 +
Look ahead to the future.
 +
Do not avoid a necessary conflict today.
 +
Explore today.
 +
Make the decision quickly.
 +
Accept the loss and move on.
 +
You have missed your chance.
 +
Keep your own counsel today.
 +
Give up the hopeless cause.
 +
Make a change or forever remain.
 +
Do not hold on for too long.
 +
Ask a question.
 +
Be cautious of fatigue today.
 +
You will make your final stand.
 +
Do not be reckless.
 +
The enterprise will be a failure.
 +
The situation cannot get worse.
 +
Do not keep everything for yourself.
 +
Do not give them too much.
 +
Consider the consequences carefully.
 +
Prepare for disappointment.
 +
Be mindful of others around you.
 +
Accept a defeat.
 +
The partnership is one-sided.
 +
Look to another for what you need.
 +
Do not take any chances.
 +
You will released.
 +
An important decision awaits your careful deliberation.
 +
You will travel far from this place.
 +
Follow your intuition.
 +
There are two sides to every story.
 +
Today you will have a moment of weakness.
 +
Be compassionate.
 +
Focus today.
 +
Beware of ill-conceived plans.
 +
An end and a new beginning.
 +
See to your responsibilities.
 +
You will have a great accomplishment.
 +
The burden will be lifted soon.
 +
Joy is on the horizon.
 +
Beware doubt.
 +
You must reflect on your actions.
 +
You will awaken to a new possibility.
 +
Follow your desire.
 +
A coming disaster can be delayed, but not avoided.
 +
A sudden upheaval is in store.
 +
A great sadness is coming.
 +
Have faith and all shall be rejuvenated.
 +
All is not as it seems.
 +
Beware those that lack passion.
 +
Rely on willpower to see you through.
 +
Do not be stopped by fear.
 +
Be playful today.
 +
Hold to hope when all else is lost.
 +
Cling not to material things.
 +
You pull out
 +
You read
 +
You cannot read.
 +
You cannot see.
 +
Name the
 +
salt
 +
stagnant
 +
Fill
 +
near burning trunk
 +
near magma
 +
near lava
 +
Heat
 +
near fire
 +
near burning cap
 +
near burning twigs
 +
near burning branches
 +
Do not stall.
 +
Make the sacrifice regardless of fear.
 +
Any success will be fleeting.
 +
The effort will reach a culmination.
 +
Take the middle path.
 +
Be patient.
 +
Be sure to keep to a high standard today.
 +
Make no needless sacrifices.
 +
There will be no reward.
 +
Be diligent and undistracted.
 +
Beware a lack of balance.
 +
You must choose between two extremes.
 +
You will be rewarded.
 +
It is a false success.
 +
Eat not the fruits of your labor.
 +
Persevere though it may be for nothing.
 +
Do not fear loss.
 +
It is time to leave it behind.
 +
Whatever happens, it will be for the best.
 +
Some changes are inevitable.
 +
Beware a hidden plan.
 +
Master yourself today; discipline will be required.
 +
Today, somebody will be cruel.
 +
You must face the challenge today.
 +
Think on what came before and what follows.
 +
See to the simple comforts.
 +
Think of others today, not yourself.
 +
Be practical.
 +
Instability.
 +
See to your legacy.
 +
Believe no one today.
 +
It will not be fair.
 +
Follow your desire to reconcile.
 +
You will learn something you did not want to know.
 +
It is not as simple as you think.
 +
A new friendship will form.
 +
There is no right choice.
 +
The object of your ambition will be realized.
 +
Your ambition is misguided.
 +
It is too soon to forgive.
 +
Take care you are not deceived.
 +
A clever strategy will be required.
 +
You will received bad advice.
 +
Rethink your priorities.
 +
You must reveal the truth.
 +
Rethink your approach.
 +
You will know suffering soon.
 +
Indulge heartily.
 +
Climb to
 +
Lava
 +
/Water
 +
/Air
 +
Hold
 +
Hang from
 +
releasing hold
 +
holding
 +
Claim
 +
Release hold on
 +
Dismount to
 +
Mount
 +
Go below hatch
 +
Climb down
 +
Stop leading
 +
) as pet
 +
, push off toward
 +
Ride
 +
Push
 +
Combat
 +
Lower
 +
bucket (
 +
Raise
 +
Guide
 +
lock (
 +
Pick
 +
Break in
 +
Pull
 +
Move to
 +
Charge
 +
Topple
 +
Bash down
 +
Fell
 +
Make Campfire (
 +
Ignite
 +
Eat
 +
You need to be holding an axe with a sharp edge.
 +
You need to be holding an axe.
 +
You cannot fell trees in the arena.
 +
tree
 +
The vegetation is submerged.
 +
The steam around the vegetation stops you from setting the fire.
 +
You make a campfire.
 +
You cannot fell the trees here.
 +
Combat error
 +
Attack error
 +
You set a fire.
 +
The vegetation is too wet.
 +
It won't fit in your
 +
is empty.
 +
You fill your
 +
near campfire
 +
to no effect.
 +
You heat the
 +
is already full.
 +
Your
 +
Put
 +
Set on
 +
Put on
 +
is hot enough already.
 +
Drink
 +
Suck
 +
Put in
 +
in play interaction
 +
(below)
 +
(above)
 +
Moving
 +
Distant:
 +
Remote:
 +
downward
 +
upward
 +
Recovering from attacking
 +
IMMINENT:
 +
Incoming:
 +
Starting:
 +
Release
 +
Stop leading animal
 +
Lead animal
 +
Hold
 +
Stand Up
 +
Recover
 +
Suck Blood
 +
Unsteady
 +
Tracks Visible:
 +
to act
 +
and more
 +
Lie Down
 +
Can I help you with something?
 +
You are surrounded by incessant cackling.
 +
The cackling fades away.
 +
SSE
 +
ESE
 +
ENE
 +
WNW
 +
WSW
 +
SSW
 +
Qst
 +
Gui
 +
***
 +
NNW
 +
Push Object
 +
Jump
 +
Attack
 +
Move
 +
up)
 +
level
 +
(no climbing/jumping)
 +
Path to here
 +
You pull the lever.
 +
You lower the bucket.
 +
You raise the bucket.
 +
down)
 +
You bash the door down!
 +
You pick the lock!
 +
The hatch is operated by a remote mechanism.  You cannot proceed.
 +
You break the hatch in!
 +
NNE
 +
You topple the statue!
 +
The door is operated by a remote mechanism.  You cannot proceed.
 +
You are still surrounded by cackling.
 +
write
 +
compose
 +
fell trees
 +
because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 +
You can't
 +
You don't feel safe enough to
 +
You feel too watched to
 +
because you are starving to death.
 +
because you are dying of thirst.
 +
because you can't breathe.
 +
until you've stopped the bleeding.
 +
You must move away from the water before you can
 +
until you are on a stable surface.
 +
because you are swimming.
 +
because you are drowning.
 +
Give a sermon promoting a value
 +
Give a sermon concerning a cosmic principle
 +
Give a sermon concerning a deity or object of worship
 +
Write something down
 +
Tell a story about a civilization or organization
 +
Tell a story about a site
 +
Tell a story about a person or creature
 +
Give a sermon inveighing against a value
 +
CHAR
 +
Speak
 +
Tell a story about a region
 +
build a fire
 +
   
 +
Talking
 +
Working
 +
Sucking Blood
 +
Regaining balance
 +
Standing Up
 +
Recovering from deflection
 +
Recite a poem
 +
Give a sermon
 +
Tell a story
 +
Lying Down
 +
Prepare choreography
 +
Compose music
 +
Compose a poem
 +
Perform music
 +
quick
 +
with grab
 +
with wrestling
 +
Attacking
 +
Jumping
 +
, aiming for
 +
precise
 +
wild
 +
Releasing hold on terrain
 +
Holding terrain
 +
Pushing Object
 +
Releasing hold on item
 +
Holding item
 +
Leading animal
 +
Dismounting
 +
Highly Loyal
 +
Distrusts you
 +
Trusts you
 +
Low respect for you
 +
Satisfied
 +
Annoyed
 +
General Mood:
 +
Neutral
 +
Suspicious
 +
Fondness
 +
Grumpy
 +
Grouchy
 +
Grimly Satisfied
 +
Horrified
 +
Shocked
 +
Alarmed
 +
Confident
 +
Bold
 +
Agitated
 +
Animated
 +
Loves you
 +
Relationship:
 +
Unassuming
 +
Acquiescent
 +
Terrified of you
 +
Dislikes you
 +
Hates you
 +
Likes you
 +
No respect for you
 +
Respects you
 +
No fear of you
 +
Scared of you
 +
You have nothing to examine.
 +
You have nothing left to throw.
 +
You have nothing with which to interact.
 +
You have nothing left to eat or drink.
 +
There is no furniture, building, or vehicle to interact with here.
 +
There is nothing to hold here.
 +
You cannot climb or mount while prone.
 +
There is nothing to pick up here.
 +
Click a creature to start a new conversation
 +
cannot hold the terrain.
 +
You are too injured to hold the terrain.
 +
You need a free grasp to hold the terrain.
 +
Neutral attitude
 +
Negative attitude
 +
Positive attitude
 +
Toward you:
 +
You cannot
 +
until you stop riding this projectile.
 +
until you stop riding this vehicle.
 +
You must come down from the mountains before you can
 
offended
 
offended
 
submitting
 
submitting
 +
menacing
 +
until you leave this site.
 +
the word
 
triumphant
 
triumphant
 
plaintive
 
plaintive
No slabs engraved
+
You have nothing to put inside a container or on a pack animal.
Slab engraved
+
You have nothing left to remove.
 +
You have nothing left to wear.
 +
You have nothing left to drop.
 +
Ferocious
 +
Afraid
 +
Exhilarated
 +
Exasperated
 +
Gleeful
 +
Frustrated
 +
Frightened
 +
Free
 +
Guilty
 +
Grateful
 +
Glum
 +
Gloomy
 +
Insulted
 +
Humiliated
 +
Hopeless
 +
Happy
 +
Disappointed
 +
Despair
 +
Delighted
 +
Dejected
 +
Dismayed
 +
Dislike
 +
Disillusioned
 +
Disgusted
 +
Elated
 +
Eager
 +
Distressed
 +
Displeasure
 +
Enjoyment
 +
Empty
 +
Empathetic
 +
Embarrassed
 +
Angry
 +
Amused
 +
Ambivalent
 +
Amazed
 +
Astonished
 +
Aroused
 +
Apathetic
 +
In Anguish
 +
Bored
 +
Bitter
 +
In Awe
 +
Averse
 +
Content
 +
Contemptuous
 +
Confused
 +
Caring
 +
Eexcited
 +
Enraged
 +
Triumphant
 +
Grieving
 +
Blissful
 +
Joyous
 +
Sad
 +
Gaiety
 +
Adoration
 +
Admiration
 +
Accepting
 +
Loving
 +
Alienated
 +
In Agony
 +
Aggravated
 +
Affection
 +
Impossible
 +
Favorable odds
 +
Likely success
 +
Almost guaranteed
 +
Unfavorable odds
 +
Even odds
 +
Likely failure
 +
Nearly impossible
 +
What will you say about the end of the insurrection?
 +
What will you say about the insurrection?
 +
What will you say?
 +
Intimidate:
 +
What will you say about the army?
 +
What will you say about the group?
 +
What will you say about the site's foundation?
 +
What will you say about the site reclamation?
 +
Unhappy
 +
Uneasy
 +
Thrilled
 +
Terrified
 +
Zealous
 +
Wrathful
 +
Worried
 +
Wonder
 +
Enthusiastic
 +
Expectant
 +
Defeated
 +
Existential Crisis
 +
Persuade:
 +
Choose your tone/tact
 +
Euphoric
 +
Pessimistic
 +
Relieved
 +
Rejected
 +
Enraptured
 +
Pleasure
 +
Resentful
 +
Repentant
 +
Remorseful
 +
Regretful
 +
Servile
 +
Self-pity
 +
Indignant
 +
Restless
 +
Tenderness
 +
Sympathy
 +
Ashamed
 +
Shaken
 +
Jolly
 +
Isolated
 +
Irritated
 +
Interested
 +
Lonely
 +
Loathing
 +
Jubilant
 +
Jovial
 +
Nostalgic
 +
Nervous
 +
Mortified
 +
Miserable
 +
Passionate
 +
Panicked
 +
Outraged
 +
Optimistic
 +
How will you respond to the offer of peace?
 +
How will you respond to the tribute cancellation?
 +
How will you respond to the offer of tribute?
 +
What will you say about your family?
 +
How will you respond to the request for information?
 +
How will you respond to the demand to yield?
 +
How will you respond to the request to cease hostilities?
 +
How will you respond to the demand for tribute?
 +
Keywords:
 +
What will you say about the missing treasure?
 +
How will you respond to the request for a guide?
 +
How will you respond to the request for directions?
 +
Ground
 +
Distant
 +
Traveling through
 +
In party nearby
 +
What will you say about the surrounding area?
 +
What will you say about the trade?
 +
What will you say about the request?
 +
What will you say about services?
 +
How will you respond to the accusation?
 +
How will you respond to the invocation?
 +
What will you say about the structure?
 +
What will you say about the site?
 +
How will you respond to this passive reply?
 +
How will you respond about your profession?
 +
What will you say about your plots and scheming?
 +
What will you say about your master?
 +
What will you say about how you are feeling?
 +
How will you respond to this statement of values?
 +
How will you respond to this dismissal?
 +
How will you respond to this flattery?
 +
What do you want to know?
 +
How will you respond to the offer of service?
 +
What will you say about the artifact's location?
 +
What will you say about the artifact's destruction?
 +
How will you respond to the position offer?
 +
Where do you want to go?
 +
About whom do you ask?
 +
Which pet will you gift?
 +
How will you ask?
 +
What will you say about the conflict?
 +
What will you say about the journey?
 +
How will you respond to the adoption request?
 +
What will you say about the agreement?
 +
What will you say about the conclusion of the agreement?
 +
What will you say about the rescue?
 +
How will you respond?
 +
What will you say about the occupation?
 +
What will you say about the incident?
 +
What will you say about the abduction?
 +
What will you say about the failed occupation?
 +
What will you say about tribute agreement?
 +
What will you say about the trouble?
 +
What will you say about the beast?
 +
What will you say about the new leadership?
 +
What will you say about the failed peace agreement?
 +
What will you say about the peace agreement?
 +
What will you say about the refusal to give tribute?
 +
What will you say about the refusal to accept tribute?
 +
What will you say about the refugees?
 +
What will you say about the gang?
 +
What will you say about the claim?
 +
What will you say about the tribute stoppage?
 +
Large Non-Prone Profile
 +
Very Large Non-Prone Profile
 +
Huge Non-Prone Profile
 +
Very Small Profile
 +
Tiny Profile
 +
Minuscule Profile
 +
Vanishing Profile
 +
Visual Stealth (w/o Skill)
 +
Average Non-Prone Profile
 +
Average Profile
 +
Small Profile
 +
Terrible
 +
Awful
 +
Poor
 +
Best Possible
 +
Fog/Rain/Snow
 +
Low Light
 +
Light
 +
Non-Prone In Vegetation
 +
In Vegetation
 +
Open Area
 +
By Obstacle
 +
Gigantic Profile
 +
Gargantuan Profile
 +
No Suitable Vegetation
 +
Too Large For Vegetation
 +
Large Profile
 +
Very Large Profile
 +
Huge Profile
 +
Cannot see dawn.
 +
Wait
 +
hour
 +
You will sleep as necessary for
 +
You will sleep as necessary until dawn.
 +
Until dawn
 +
How will
 +
Go ahead
 +
You will wait, staying awake for
 +
You will wait, staying awake until dawn.
 +
Visual Stealth Factors
 +
Speed:
 +
Climb
 +
move?
 +
In party:
 +
Visible:
 +
Not visible
 +
Nearby
 +
Select memorized content or a form of prose.
 +
Choose a dance form for the choreography.
 +
Choose a musical form for the composition.
 +
Choose a poetic form for the composition.
 +
You don't know anything specific about this, unfortunately.
 +
Assume an appropriate identity first if you'd like to pretend.
 +
You don't believe anything relevant, unfortunately.
 +
What would you like to do?
 +
Sleep
 +
Would like to sleep or wait a while?
 +
(etc.)
 +
You must compose a piece first (or learn an improvisational form).
 +
Easier
 +
Easy
 +
Tricky
 +
Difficult
 +
Slow
 +
V Slow
 +
VVSlow
 +
Simple
 +
No quick attack: enraged
 +
strike
 +
V Fast
 +
Fast
 +
Forced wild attack: enraged
 +
Heavy attack: slower to strike and recover, but hits harder
 +
No heavy attack: enraged
 +
Quick attack: faster to strike and recover, but not powerful
 +
very square
 +
square
 +
fairly solid
 +
can't quite connect
 +
slap
 +
slash
 +
stab
 +
direct hit
 +
pommel
 +
lash
 +
bash
 +
hack
 +
snatch
 +
sting
 +
bite
 +
punch
 +
Parry
 +
Dodge (
 +
Block (
 +
Parry (
 +
Impossible strike
 +
Dodge
 +
Block
 +
Easy strike
 +
Normal strike
 +
Tricky strike
 +
Difficult strike
 +
can't land squarely
 +
can only graze
 +
Simple strike
 +
Easier strike
 +
When possible
 +
Swimming Preference
 +
Quick movement and other actions decrease stealth.
 +
Worst Possible
 +
Dodge Preference
 +
Attack Preference
 +
Select your combat preferences.
 +
When necessary
 +
has yielded.  Attack anyway?
 +
Who will you attack?
 +
Who will you wrestle?
 +
Charge Defense
 +
Wrestle
 +
What do you want to aim for?
 +
Really attack
 +
Really start a conflict with
 +
What do you want to drop?
 +
Your inventory
 +
Where will you jump?
 +
What do you want to eat or drink?
 +
What do you want to place?
 +
What do you want to remove?
 +
What do you want to wear?
 +
What will you do with
 +
Where do you put
 +
With what do you want to interact?
 +
What do you want to throw?
 +
Who or what would you like to shoot?
 +
Where would you like to move?
 +
What do you want to do?
 +
Pick up how many? (0-
 +
Break
 +
Gouge
 +
Pinch
 +
Throw by
 +
Loosen joint lock of
 +
Release grip of
 +
Release choke of
 +
Release joint lock of
 +
Strangle
 +
Shake
 +
Break grip of
 +
Loosen choke of
 +
to interact.
 +
Move the cursor to view and press
 +
Click a target or move the cursor and press
 +
Grab
 +
No charge attack: target's location inaccessible
 +
No charge attack: target shares your location
 +
No charge attack: target is climbing
 +
No charge attack: target is on a projectile
 +
Both holding
 +
Multi-attack: choose another simultaneous action afterward
 +
Charge attack: move toward your opponent
 +
No charge attack: target too far away
 +
Gain possession of
 +
Sharing
 +
Grabbed your
 +
Grabbed their
 +
Take-down by
 +
Choke
 +
Lock
 +
Wrestle using
 +
No charge attack: no target
 +
Precise attack: very slow to strike, improved accuracy
 +
No precise attack: enraged
 +
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
 +
No charge attack: you are in uncontrolled flight
 +
No charge attack: you are chained
 +
No charge attack: you are mounted
 +
No charge attack: you are on the ground
 +
No charge attack: target is on the ground
 +
No charge attack: you are climbing
 +
No charge attack: you are on a projectile
 +
No charge attack: you are on a vehicle
 +
No charge attack: target is on a vehicle
 +
No charge attack: target is in uncontrolled flight
 +
No charge attack: target is chained
 +
No charge attack: target is mounted
 +
, range
 +
own tile only
 +
adjacent only
 +
selected
 +
Unknown interaction
 +
Done (
 +
, disturber only
 +
You cannot jump while in the air.
 +
You cannot jump while prone.
 +
You cannot jump while swimming.
 +
cannot jump.
 +
cannot speak.
 +
There is nowhere to jump.
 +
You cannot jump while wrestling.
 +
You are too injured to jump.
 +
Throw at
 +
Shoot
 +
Jump to the
 +
You cannot speak.
 +
this location
 +
You fail to grab the
 +
Do not alter actions
 +
Would you like to take an action?
 +
No.  That's disgusting.
 +
You lick the
 +
is too cold.
 +
is too hot.
 +
You feel really full.
 +
It's too much!  You might not be able to keep it down.
 +
It's too much!  You feel even more sick.
 +
You just can't fit any more.
 +
You put the
 +
on to
 +
You pack the
 +
You are starting to feel full.
 +
You have nothing left to fire.
 +
You have nothing to fire with.
 +
into the
 +
on the
 +
Throw
 +
View engraving
 +
Get
 +
At whom or what would you like to throw?
 +
You empty
 +
Put or place
 +
Remove
 +
Wear
 +
You take out the
 +
You empty the
 +
You put on
 +
You drop
 +
is too salty.
 +
You drink the
 +
You eat the
 +
You take off
 +
Sound not found for the given event in getPointerToSoundFromEvent
 +
Sound not found for the given event in getPointerToSoundFromEvent.
 +
Sound
 +
 
 +
 
 +
no slabs engraved
 +
Building Placement Distance Overflow
 +
[Requires ore, fuel]
 +
[Requires ore]
 +
[Requires
 +
slab engraved
 +
Entombed and memorialized
 
Memorialized
 
Memorialized
Entombed and memorialized
+
Entombed
PARCHMENT
+
Ghost
PAPER_PLANT
+
SHEET_PLANT
 
  slabs engraved
 
  slabs engraved
SHEET_PLANT
+
Slab engraved
  Offloading units... 
+
No slabs engraved
  Offloading units...
+
Other Objects
PAPER_SLURRY
+
Metal Clothing
A new chapter of dwarven history begins here at this place,
+
Engrave Memorial Slab
get hungry.
 
autosave
 
".  [C:2:0:1]Strike the earth![C:7:0:0]
 
slab engraved
 
[Requires
 
Building Placement Distance Overflow
 
no slabs engraved
 
 
[Requires fuel]
 
[Requires fuel]
Engrave Memorial Slab
+
Not memorialized
[Requires ore]
+
(opens menu)
[Requires ore, fuel]
+
Weapons and Ammunition
 
Siege Equipment
 
Siege Equipment
Weapons and Ammunition
+
charges
Metal Clothing
 
Other Objects
 
Entombed
 
(opens menu)
 
Not memorialized
 
There are almost no supplies left, but with stout labor comes sustenance.  Whether by bolt, plow or hook, provide for your
 
Outpost:[C:7:0:0]  You have arrived.  After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended.  Your party of seven is to make an outpost for the glory of all of
 
 
.  You are expecting a supply caravan just before winter entombs you, but it is Spring now.  Enough time to delve secure lodgings, ere the  
 
.  You are expecting a supply caravan just before winter entombs you, but it is Spring now.  Enough time to delve secure lodgings, ere the  
charges
+
get hungry.
Have they gone on adventures or moved on to richer delving at new frontier settlements?
+
A new chapter of dwarven history begins here at this place,
How have your sturdy charges fared in your absence?
+
Perhaps they are all still here, unwilling to leave the magnificent fortress you prepared for them.
 
Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place.  Will you strike the earth again?
 
Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place.  Will you strike the earth again?
Perhaps they are all still here, unwilling to leave the magnificent fortress you prepared for them.  
+
Outpost:[C:7:0:0]  You have arrived.  After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended.  Your party of seven is to make an outpost for the glory of all of
 +
There are almost no supplies left, but with stout labor comes sustenance.  Whether by bolt, plow or hook, provide for your
 +
SOAP
 +
PAPER_SLURRY
 +
PAPER_PLANT
 +
PARCHMENT
 +
".  [C:2:0:1]Strike the earth![C:7:0:0]
 +
autosave
 +
  Offloading units...
 +
  Offloading units...
 
  Outpost Revisited:[C:7:0:0]  You have returned.  
 
  Outpost Revisited:[C:7:0:0]  You have returned.  
 +
How have your sturdy charges fared in your absence?
 +
Have they gone on adventures or moved on to richer delving at new frontier settlements?
 +
dfhooks_sdl_loop
 
dfhooks_prerender
 
dfhooks_prerender
 
dfhooks_update
 
dfhooks_update
 +
dfhooks_ncurses_key
 +
dfhooks_sdl_event
 +
.dll
 
dfhooks_shutdown
 
dfhooks_shutdown
 
dfhooks_init
 
dfhooks_init
dfhooks_ncurses_key
 
dfhooks_sdl_event
 
PRINT_MODE
 
TEXT not supported on windows
 
EMERGENCY: Unknown case in async_wait
 
 
SDL initialization failure
 
SDL initialization failure
 
SDL initialization failure, trying windowed mode
 
SDL initialization failure, trying windowed mode
 +
crashlogs
 +
EMERGENCY: Unknown case in async_wait
 +
Font size:
 +
New window size:
 
Resizing font to  
 
Resizing font to  
 
Resizing grid to  
 
Resizing grid to  
Font size:
+
TEXT not supported on windows
New window size:
+
Crashed before main menu. Yikes!
 +
PRINT_MODE
 +
Unable to create texture!
 +
Fatal error
 
INIT FAILED!
 
INIT FAILED!
 
SDL_MOUSE_RELATIVE_SCALING
 
SDL_MOUSE_RELATIVE_SCALING
Unable to create texture!
 
Fatal error
 
 
%s: %s
 
%s: %s
 +
Error
 +
XDcA
 +
EcA
 +
DcA
 +
EcA
 
stoi argument out of range
 
stoi argument out of range
 
invalid stoi argument
 
invalid stoi argument
 +
[MOUSEWHEEL:*:*]
 +
Loading bindings from
 +
Unknown SDLKey:
 +
Broken repeat request:
 +
REPEAT_FAST
 +
REPEAT_SLOW
 +
REPEAT_BROKEN
 +
Unknown binding:
 +
Broken mousewheel (should be [MOUSEWHEEL:#:UP|DOWN]:
 +
[VERSION:1]
 +
Saving bindings to
 +
Broken button (should be [BUTTON:#:#]):
 +
Broken unicode:
 +
DOWN
 +
Button
 +
SDL+
 +
REPEAT_NOT
 +
Mousewheel
 +
Tab
 +
Space
 +
Alt+
 +
Ctrl+
 
Shift+
 
Shift+
NO BINDING
+
list too long
 +
prefs/macros/
 +
prefs/macros/*.mak
 +
.mak
 +
prefs/macros
 +
:DOWN]
 +
:UP]
 
Missing binding displayed:  
 
Missing binding displayed:  
 
[MOUSEWHEEL:
 
[MOUSEWHEEL:
:DOWN]
 
[BUTTON:
 
 
[BIND:
 
[BIND:
 
I/O error while writing keyboard mapping
 
I/O error while writing keyboard mapping
[VERSION:1]
+
[BUTTON:
Saving bindings to
+
[SYM:
Unknown binding:  
+
Binding name unknown while loading macro:  
Broken mousewheel (should be [MOUSEWHEEL:#:UP|DOWN]:  
 
Broken button (should be [BUTTON:#:#]):  
 
prefs/macros
 
prefs/macros/
 
prefs/macros/*.mak
 
 
Quantity not numeric or Unexpected tab(s) while loading macro:  
 
Quantity not numeric or Unexpected tab(s) while loading macro:  
 
Binding missing while loading macro:  
 
Binding missing while loading macro:  
Binding name unknown while loading macro:
+
I/O error while loading macro
 +
NO BINDING
 
End of group
 
End of group
 
End of macro
 
End of macro
I/O error while loading macro
+
 
Broken unicode:
+
 
Unknown SDLKey:
+
INDOOR_WOOD
Broken repeat request:
+
OUTDOOR_WOOD
[MOUSEWHEEL:*:*]
+
RIVER_PRODUCTS
Loading bindings from
+
OCEAN_PRODUCTS
REPEAT_BROKEN
+
WOOD_WEAPONS
REPEAT_FAST
+
WOOD_ARMOR
REPEAT_SLOW
+
GENERATE_DANCE_FORMS
REPEAT_NOT
+
MINING_UNDERWORLD_DISASTERS
Mousewheel
+
USE_CAVE_ANIMALS
Button
+
USE_EVIL_ANIMALS
list too long
+
INDOOR_FARMING
TS_PREFERRED_SHAPING
+
OUTDOOR_FARMING
TS_MAINTAIN_LENGTH
+
INDOOR_GARDENS
TISSUE_STYLE
 
SELECT_ENTITY
 
CUT_ENTITY
 
--- Logging Entity
 
Crafts
 
CHEESE_MAT
 
associating gloves out of range:
 
associating shoes out of range:
 
associating helm out of range:
 
associating pants out of range:
 
associating armor out of range:
 
USE_EVIL_PLANTS
 
USE_GOOD_WOOD
 
USE_EVIL_WOOD
 
USE_GOOD_ANIMALS
 
USE_EVIL_ANIMALS
 
USE_CAVE_ANIMALS
 
OUTDOOR_FARMING
 
INDOOR_FARMING
 
 
OUTDOOR_GARDENS
 
OUTDOOR_GARDENS
INDOOR_GARDENS
+
INDOOR_ORCHARDS
 
OUTDOOR_ORCHARDS
 
OUTDOOR_ORCHARDS
INDOOR_ORCHARDS
+
DIVINE_MAT_WEAPONS
OUTDOOR_WOOD
+
DIVINE_MAT_ARMOR
INDOOR_WOOD
+
GEM_PREF
OCEAN_PRODUCTS
+
STONE_PREF
RIVER_PRODUCTS
+
CURRENCY_BY_YEAR
WILL_ACCEPT_TRIBUTE
 
WORLD_CONSTRUCTION
 
PERMITTED_REACTION
 
PERMITTED_BUILDING
 
PERMITTED_JOB
 
STONE_SHAPE
 
GEM_SHAPE
 
SKULKING
 
MERCHANT_NOBILITY
 
BIOME_SUPPORT
 
SETTLEMENT_BIOME
 
EXCLUSIVE_START_BIOME
 
START_BIOME
 
BANDITRY
 
LOCAL_BANDITRY
 
USE_GOOD_PLANTS
 
 
METAL_PREF
 
METAL_PREF
CURRENCY_BY_YEAR
+
MYTHICAL
 
SITE_GUARDIAN
 
SITE_GUARDIAN
 +
GENERATE_POETIC_FORMS
 +
GENERATE_MUSICAL_FORMS
 +
GENERATE_WIND_INSTRUMENTS
 +
GENERATE_PERCUSSION_INSTRUMENTS
 +
GENERATE_KEYBOARD_INSTRUMENTS
 +
GENERATE_STRINGED_INSTRUMENTS
 +
DIVINE_MAT_CRAFTS
 +
DIVINE_MAT_CLOTHING
 +
SITE_CONTROLLABLE
 +
INDIV_CONTROLLABLE
 +
TRANSLATION
 +
CIV_CONTROLLABLE
 +
TS_PREFERRED_SHAPING
 +
DIGGER
 +
TISSUE_STYLE
 +
TS_MAINTAIN_LENGTH
 +
SUBTERRANEAN_CLOTHING
 
CLOTHING
 
CLOTHING
SUBTERRANEAN_CLOTHING
+
BABYSNATCHER
 
ITEM_THIEF
 
ITEM_THIEF
BABYSNATCHER
+
AMBUSHER
 
LAYER_LINKED
 
LAYER_LINKED
AMBUSHER
+
ALL_MAIN_POPS_CONTROLLABLE
 
SIEGER
 
SIEGER
ALL_MAIN_POPS_CONTROLLABLE
+
associating pants out of range:
INDIV_CONTROLLABLE
+
associating helm out of range:
SITE_CONTROLLABLE
+
associating armor out of range:
CIV_CONTROLLABLE
+
CUT_ENTITY
TRANSLATION
+
SELECT_ENTITY
DIGGER
+
Logs
WOOD_ARMOR
+
--- Logging Entity
WOOD_WEAPONS
+
CHEESE_MAT
MINING_UNDERWORLD_DISASTERS
+
Crafts
GENERATE_DANCE_FORMS
+
associating shoes out of range:
GENERATE_MUSICAL_FORMS
+
associating gloves out of range:
GENERATE_POETIC_FORMS
+
COMMON_DOMESTIC_PULL
GENERATE_PERCUSSION_INSTRUMENTS
+
COMMON_DOMESTIC_MOUNT
GENERATE_WIND_INSTRUMENTS
+
USE_ANIMAL_PRODUCTS
GENERATE_STRINGED_INSTRUMENTS
+
COMMON_DOMESTIC_PACK
GENERATE_KEYBOARD_INSTRUMENTS
+
EQUIPMENT_IMPROVEMENTS
DIVINE_MAT_CLOTHING
+
ABUSE_BODIES
DIVINE_MAT_CRAFTS
+
IMPROVED_BOWS
DIVINE_MAT_ARMOR
+
INVADERS_IGNORE_NEUTRALS
DIVINE_MAT_WEAPONS
+
SELECT_SYMBOL
STONE_PREF
+
REMAINING
GEM_PREF
+
ITEM_IMPROVEMENT_MODIFIER
VARIABLE_POSITIONS
+
CURRENCY
FRIENDLY_COLOR
+
ART_FACET_MODIFIER
CULL_SYMBOL
+
ART_IMAGE_ELEMENT_MODIFIER
SUBSELECT_SYMBOL
+
COMMON_DOMESTIC_PET
REMAINING
 
SELECT_SYMBOL
 
CURRENCY
 
ITEM_IMPROVEMENT_MODIFIER
 
ART_IMAGE_ELEMENT_MODIFIER
 
ART_FACET_MODIFIER
 
 
SPHERE_ALIGNMENT
 
SPHERE_ALIGNMENT
COMMON_DOMESTIC_PET
+
PROGRESS_TRIGGER_TRADE
COMMON_DOMESTIC_MOUNT
+
PROGRESS_TRIGGER_POP_SIEGE
COMMON_DOMESTIC_PULL
+
PROGRESS_TRIGGER_POPULATION
COMMON_DOMESTIC_PACK
+
PROGRESS_TRIGGER_PRODUCTION
USE_ANIMAL_PRODUCTS
+
MERCHANT_BODYGUARDS
ANIMAL_NEVER_PACK_ANIMAL
 
ANIMAL_ALWAYS_PET
 
ANIMAL_NEVER_PET
 
ANIMAL_ALWAYS_SIEGE
 
ANIMAL_NEVER_SIEGE
 
ANIMAL_ALWAYS_WAGON_PULLER
 
ANIMAL_NEVER_WAGON_PULLER
 
ANIMAL_ALWAYS_MOUNT
 
ANIMAL_NEVER_MOUNT
 
ANIMAL_ALWAYS_PRESENT
 
ANIMAL_FORBIDDEN_CLASS
 
ANIMAL_CLASS
 
ANIMAL_CASTE_TOKEN
 
ANIMAL_TOKEN
 
POSITION
 
SITE_VARIABLE_POSITIONS
 
 
ACTIVE_SEASON
 
ACTIVE_SEASON
MERCHANT_BODYGUARDS
+
TREE_CAP_DIPLOMACY
 
DIPLOMAT_BODYGUARDS
 
DIPLOMAT_BODYGUARDS
TREE_CAP_DIPLOMACY
+
USE_ANY_PET_RACE
 +
USE_MISC_PROCESSED_WOOD_PRODUCTS
 +
TOLERATES_SITE
 +
USE_NON_EXOTIC_PET_RACE
 +
DEFAULT_SITE_TYPE
 +
LIKES_SITE
 +
PROGRESS_TRIGGER_PROD_SIEGE
 +
PROGRESS_TRIGGER_TRADE_SIEGE
 +
ETHIC
 +
NO_ARTIFACT_CLAIMS
 +
BUILDS_OUTDOOR_FORTIFICATIONS
 +
BUILDS_OUTDOOR_TOMBS
 +
WORLD_CONSTRUCTION
 +
WILL_ACCEPT_TRIBUTE
 +
PERMITTED_BUILDING
 +
PERMITTED_REACTION
 +
MAX_POP_NUMBER
 
RELIGION_SPHERE
 
RELIGION_SPHERE
MAX_POP_NUMBER
+
MAX_STARTING_CIV_NUMBER
 
MAX_SITE_POP_NUMBER
 
MAX_SITE_POP_NUMBER
MAX_STARTING_CIV_NUMBER
+
VALUE
 
WANDERER
 
WANDERER
 +
SET_SCHOLARS_ON_VALUES_AND_JOBS
 
VARIABLE_VALUE
 
VARIABLE_VALUE
SET_SCHOLARS_ON_VALUES_AND_JOBS
+
BANDITRY
NO_ARTIFACT_CLAIMS
+
START_BIOME
BUILDS_OUTDOOR_TOMBS
+
USE_GOOD_PLANTS
BUILDS_OUTDOOR_FORTIFICATIONS
+
LOCAL_BANDITRY
ABUSE_BODIES
+
USE_GOOD_WOOD
EQUIPMENT_IMPROVEMENTS
+
USE_EVIL_PLANTS
INVADERS_IGNORE_NEUTRALS
+
USE_GOOD_ANIMALS
IMPROVED_BOWS
+
USE_EVIL_WOOD
USE_MISC_PROCESSED_WOOD_PRODUCTS
+
STONE_SHAPE
USE_ANY_PET_RACE
+
PERMITTED_JOB
USE_NON_EXOTIC_PET_RACE
+
SKULKING
TOLERATES_SITE
+
GEM_SHAPE
LIKES_SITE
+
BIOME_SUPPORT
DEFAULT_SITE_TYPE
+
MERCHANT_NOBILITY
PROGRESS_TRIGGER_TRADE_SIEGE
+
EXCLUSIVE_START_BIOME
PROGRESS_TRIGGER_PROD_SIEGE
+
SETTLEMENT_BIOME
PROGRESS_TRIGGER_POP_SIEGE
+
APPOINTED_BY
PROGRESS_TRIGGER_TRADE
 
PROGRESS_TRIGGER_PRODUCTION
 
PROGRESS_TRIGGER_POPULATION
 
NAME_FEMALE
 
NAME_MALE
 
LAND_NAME
 
AS_NEEDED
 
COMMANDER
 
RESPONSIBILITY
 
LAND_HOLDER
 
capped
 
: Precedence exceeding
 
: Negative precedence changed to zero
 
PRECEDENCE
 
REQUIRES_POPULATION
 
 
REPLACED_BY
 
REPLACED_BY
APPOINTED_BY
+
BY_HEIR
 
BY_POSITION
 
BY_POSITION
BY_HEIR
+
DETERMINES_COIN_DESIGN
: REQUIRED_OFFICE negative, set to 0
+
SUCCESSION
REQUIRED_OFFICE
+
MILITARY_SCREEN_ONLY
: REQUIRED_STANDS exceeds 100, capped
+
EXPORTED_IN_LEGENDS
: REQUIRED_STANDS negative, set to 0
+
RESPONSIBILITY
REQUIRED_STANDS
+
COMMANDER
: REQUIRED_RACKS exceeds 100, capped
+
capped
: REQUIRED_RACKS negative, set to 0
+
LAND_HOLDER
REQUIRED_RACKS
+
: Negative precedence changed to zero
: REQUIRED_CABINETS exceeds 100, capped
+
: Precedence exceeding
: REQUIRED_CABINETS negative, set to 0
+
REQUIRES_POPULATION
REQUIRED_CABINETS
+
PRECEDENCE
: REQUIRED_BOXES exceeds 100, capped
+
MENIAL_WORK_EXEMPTION_SPOUSE
: REQUIRED_BOXES negative, set to 0
+
SLEEP_PRETENSION
REQUIRED_BOXES
+
RULES_FROM_LOCATION
SPOUSE_FEMALE
+
MENIAL_WORK_EXEMPTION
SPOUSE_MALE
+
CHAT_WORTHY
 
DO_NOT_CULL
 
DO_NOT_CULL
CHAT_WORTHY
+
FLASHES
 
BRAG_ON_KILL
 
BRAG_ON_KILL
FLASHES
+
REJECTED_CLASS
 +
GENDER
 +
ALLOWED_CLASS
 +
REJECTED_CREATURE
 +
QUEST_GIVER
 +
ALLOWED_CREATURE
 +
PUNISHMENT_EXEMPTION
 +
KILL_QUEST
 +
REQUIRES_MARKET
 +
ELECTED
 +
ANIMAL_ALWAYS_PACK_ANIMAL
 +
CONQUERED_SITE
 +
ANIMAL_ALWAYS_PET
 +
ANIMAL_NEVER_PACK_ANIMAL
 +
ANIMAL_ALWAYS_SIEGE
 +
ANIMAL_NEVER_PET
 +
EXECUTION_SKILL
 
SPECIAL_BURIAL
 
SPECIAL_BURIAL
EXECUTION_SKILL
+
has invalid brightness value (must be 0 or 1), set to 0
 
has equal foreground/background colors without brightness, background set to 0
 
has equal foreground/background colors without brightness, background set to 0
has invalid brightness value (must be 0 or 1), set to 0
+
has negative background color, set to 0
 
has background color > 7, set to 0
 
has background color > 7, set to 0
has negative background color, set to 0
+
has negative foreground color, set to 7
 
has foreground color > 7, set to 7
 
has foreground color > 7, set to 7
has negative foreground color, set to 7
+
ANIMAL_TOKEN
ELECTED
+
ANIMAL_CASTE_TOKEN
REQUIRES_MARKET
+
SITE_VARIABLE_POSITIONS
CONQUERED_SITE
+
POSITION
ANIMAL_ALWAYS_PACK_ANIMAL
+
FRIENDLY_COLOR
SUCCESSION
+
VARIABLE_POSITIONS
DETERMINES_COIN_DESIGN
+
SUBSELECT_SYMBOL
EXPORTED_IN_LEGENDS
+
CULL_SYMBOL
MILITARY_SCREEN_ONLY
+
ANIMAL_ALWAYS_WAGON_PULLER
GENDER
+
ANIMAL_NEVER_SIEGE
REJECTED_CLASS
+
ANIMAL_ALWAYS_MOUNT
REJECTED_CREATURE
+
ANIMAL_NEVER_WAGON_PULLER
ALLOWED_CLASS
+
ANIMAL_ALWAYS_PRESENT
ALLOWED_CREATURE
+
ANIMAL_NEVER_MOUNT
QUEST_GIVER
+
ANIMAL_CLASS
KILL_QUEST
+
ANIMAL_FORBIDDEN_CLASS
PUNISHMENT_EXEMPTION
+
shr
SLEEP_PRETENSION
+
shl
MENIAL_WORK_EXEMPTION_SPOUSE
+
stl
MENIAL_WORK_EXEMPTION
+
str
RULES_FROM_LOCATION
+
chr
 +
chl
 +
thl
 +
thr
 +
Unrecognized Entity Token:
 +
ACCOUNT_EXEMPT
 +
DUTY_BOUND
 +
: DEMAND_MAX negative, set to 0
 
: DEMAND_MAX exceeds 100, capped
 
: DEMAND_MAX exceeds 100, capped
: DEMAND_MAX negative, set to 0
+
: MANDATE_MAX exceeds 100, capped
 
DEMAND_MAX
 
DEMAND_MAX
: MANDATE_MAX exceeds 100, capped
+
: REQUIRED_BEDROOM negative, set to 0
: MANDATE_MAX negative, set to 0
+
: REQUIRED_BEDROOM exceeds 1000000, capped
MANDATE_MAX
+
: REQUIRED_OFFICE exceeds 1000000, capped
 +
REQUIRED_BEDROOM
 +
REQUIRED_OFFICE
 +
: REQUIRED_OFFICE negative, set to 0
 +
: REQUIRED_STANDS negative, set to 0
 +
: REQUIRED_STANDS exceeds 100, capped
 +
MANDATE_MAX
 +
: MANDATE_MAX negative, set to 0
 +
: REQUIRED_TOMB negative, set to 0
 
: REQUIRED_TOMB exceeds 1000000, capped
 
: REQUIRED_TOMB exceeds 1000000, capped
: REQUIRED_TOMB negative, set to 0
+
: REQUIRED_DINING exceeds 1000000, capped
 
REQUIRED_TOMB
 
REQUIRED_TOMB
: REQUIRED_DINING exceeds 1000000, capped
+
REQUIRED_DINING
 
: REQUIRED_DINING negative, set to 0
 
: REQUIRED_DINING negative, set to 0
REQUIRED_DINING
+
REQUIRED_BOXES
: REQUIRED_BEDROOM exceeds 1000000, capped
+
: REQUIRED_BOXES negative, set to 0
: REQUIRED_BEDROOM negative, set to 0
+
SPOUSE_MALE
REQUIRED_BEDROOM
+
SPOUSE_FEMALE
: REQUIRED_OFFICE exceeds 1000000, capped
+
NAME_MALE
Unrecognized Entity Token:  
+
NAME_FEMALE
DUTY_BOUND
+
AS_NEEDED
ACCOUNT_EXEMPT
+
LAND_NAME
chieftain
+
: REQUIRED_RACKS exceeds 100, capped
warlords
+
REQUIRED_STANDS
 +
REQUIRED_RACKS
 +
: REQUIRED_RACKS negative, set to 0
 +
: REQUIRED_CABINETS negative, set to 0
 +
: REQUIRED_CABINETS exceeds 100, capped
 +
: REQUIRED_BOXES exceeds 100, capped
 +
REQUIRED_CABINETS
 +
chiefs
 +
chieftess
 +
bosses
 +
chief
 +
CUSTOM_BANDIT_LEADER
 +
leaders
 +
Gem shape not found:
 +
Stone shape not found:
 +
ringleaders
 
warlord
 
warlord
ringleaders
+
commanders
 
ringleader
 
ringleader
commanders
+
captains
 
commander
 
commander
captains
+
chieftesses
 
captain
 
captain
chieftesses
+
Unrecognized entity trapcomp token:
chieftess
+
Unrecognized entity toy token:
chiefs
+
Unrecognized entity pants token:
bosses
+
Unrecognized entity shield token:
leaders
+
Unrecognized entity gloves token:
CUSTOM_BANDIT_LEADER
+
Unrecognized entity shoes token:
Initiate
+
Unrecognized entity ammo token:
Soldier
 
Sergeant
 
Captain
 
Grandmaster
 
masters
 
master
 
commanders
 
generals
 
general
 
CUSTOM_MERCENARY_LEADER
 
soldiers
 
soldier
 
chieftains
 
 
Unrecognized entity helm token:  
 
Unrecognized entity helm token:  
Unrecognized entity ammo token:
+
Unrecognized entity position rejected caste token:  
Unrecognized entity armor token:
 
Unrecognized entity weapon token:
 
Unrecognized entity digger token:
 
Unrecognized entity creature token:
 
*** Error(s) finalizing the entity
 
Stone shape not found:
 
Gem shape not found:  
 
 
Unrecognized entity position rejected creature token:  
 
Unrecognized entity position rejected creature token:  
Unrecognized entity position rejected caste token:  
+
Unrecognized entity position allowed caste token:  
 
Unrecognized entity position allowed creature token:  
 
Unrecognized entity position allowed creature token:  
Unrecognized entity position allowed caste token:  
+
Unrecognized entity siege ammo token:  
 
Unrecognized symbol:  
 
Unrecognized symbol:  
Unrecognized entity siege ammo token:  
+
Unrecognized entity instrument token:  
 
Unrecognized entity tool token:  
 
Unrecognized entity tool token:  
Unrecognized entity instrument token:  
+
Unrecognized entity weapon token:  
Unrecognized entity toy token:  
+
Unrecognized entity armor token:  
Unrecognized entity trapcomp token:  
+
Unrecognized entity creature token:  
Unrecognized entity shield token:  
+
Unrecognized entity digger token:  
Unrecognized entity pants token:
+
rsn
Unrecognized entity shoes token:
+
*** Error(s) finalizing the entity  
Unrecognized entity gloves token:
+
most sacred
baron consort
 
baronesses
 
baroness
 
barons
 
CUSTOM_LAW_MAKER_2
 
most high priests
 
 
most high priest
 
most high priest
most sacred
+
most exalted
 
most holy  
 
most holy  
most exalted
+
most high
 
absolute  
 
absolute  
most high
+
NULL artifact on wg loot building, skipping
 
HIGHEST_PRIEST
 
HIGHEST_PRIEST
NULL artifact on wg loot building, skipping
+
baron consort
treasurers
 
constables
 
constable
 
marshals
 
marshal
 
field
 
CUSTOM_MILITARY_STRATEGY
 
war leaders
 
war leader
 
CUSTOM_MILITARY_GOALS
 
law-givers
 
law-giver
 
, entity #
 
Murder-target mismatch: year
 
baronesses consort
 
baroness consort
 
 
barons consort
 
barons consort
Exalted
+
baroness
Ultimate
+
baronesses
Perfect
+
baron
Bearer
+
barons
grappling
+
most high priests
blowgun
+
CUSTOM_LAW_MAKER_2
crossbow
+
up the stairs
hammer
+
, the door on your right
 +
Bearer
 +
Novice
 +
Master
 +
Adept
 +
Degree
 +
Rank
 
treasurer
 
treasurer
 +
treasurers
 +
on your left
 
CUSTOM_MERCENARY_TREASURER
 
CUSTOM_MERCENARY_TREASURER
  on your left
+
  door
 
  on your right
 
  on your right
, the  
+
, the door on your left
 
, at the end of the hall
 
, at the end of the hall
, the door on your left
+
crossbow
, the door on your right
+
pike
up the stairs
+
hammer
  Novice
+
spear
  Bearer
+
blade
  Adept
+
mace
  Master
+
axe
Degree
+
sword
 +
Ultimate
 +
Exalted
 +
Bearer
 +
Perfect
 +
blowgun
 +
grappling
 +
whip
 +
bow
 +
generals
 +
lord
 +
soldiers
 +
CUSTOM_MERCENARY_LEADER
 +
chieftains
 +
soldier
 +
warlords
 +
chieftain
 +
Soldier
 +
Initiate
 +
Captain
 +
Sergeant
 +
  masters
 +
Grandmaster
 +
  commanders
 +
  master
 +
bridge
 +
  caretaker
 +
tunnel
 +
road
 +
magistrate
 +
magistrates
 +
judges
 +
justices
 
  administrators
 
  administrators
 +
abbot
 +
officials
 
  administrator
 
  administrator
  officials
+
  commissioners
 
  official
 
  official
  commissioners
+
  caretakers
 
  commissioner
 
  commissioner
caretakers
+
executioners
caretaker
+
chef
bridge
+
cup-bearers
tunnel
+
executioner
magistrates
+
butlers
magistrate
+
cup-bearer
justices
+
masters of beasts
judges
+
butler
Metal armor
+
harvest
Leather armor
+
judge
[ITEM:
+
sewer
[RECLAIM_SKILL:
+
grain
[SKILL:
+
housekeepers
TITLE:
+
CUSTOM_MARKET_OFFICIAL_
[PROFILE]
+
chefs
has self-referential diplomacy state
+
housekeeper
Entity
+
keepers of the seal
midmap construction path build failure
+
justiciar
failure to get end square construction for transport link
+
chancellors
failure to get start square construction for transport link
+
keeper of the seal
WORSHIP_HF
+
head
abbots
+
chancellor
 +
royal
 +
chief
 
chamberlains
 
chamberlains
 +
master of beasts
 +
advisors
 
chamberlain
 
chamberlain
advisors
+
counselors
 
advisor
 
advisor
counselors
+
justiciars
 
counselor
 
counselor
justiciars
+
CUSTOM_MILITARY_GOALS
justiciar
+
war leader
keepers of the seal
+
law-giver
keeper of the seal
+
law-givers
chancellors
+
Murder-target mismatch: year
chancellor
+
, entity #
chief
+
baroness consort
royal
+
baronesses consort
 +
constables
 
CUSTOM_OFFICIAL_
 
CUSTOM_OFFICIAL_
harvest
+
marshals
CUSTOM_MARKET_OFFICIAL_
+
constable
housekeepers
+
field
housekeeper
+
marshal
executioners
+
war leaders
executioner
+
CUSTOM_MILITARY_STRATEGY
cup-bearers
+
trying to generate musical form without speech or instruments
cup-bearer
+
Monster
butlers
+
[ENTITY:
butler
+
has assumed the position of
masters of beasts
+
entity_layer
master of beasts
+
[OBJECT:ENTITY]
 +
recordkeeper
 +
recordkeepers
 +
guard army unattached from parent army
 +
camp order missing parent -- army will camp forever
 +
invalid nem in army during guard creation
 +
Mission Report:
 +
(Set out
 +
CUSTOM_GUILD_ALDERPERSON
 +
CUSTOM_GUILD_STEWARD
 +
doyenne
 +
doyennes
 +
doyen
 +
doyens
 +
dean
 +
deans
 
bookkeeper
 
bookkeeper
 +
bookkeepers
 +
clerk
 
clerks
 
clerks
 +
steward
 
stewards
 
stewards
steward
+
CUSTOM_GUILD_CLERK
 
alderperson
 
alderperson
CUSTOM_GUILD_CLERK
+
has self-referential diplomacy state
CUSTOM_GUILD_STEWARD
+
[PROFILE]
CUSTOM_GUILD_ALDERPERSON
+
midmap construction path build failure
doyennes
+
Entity
doyenne
+
failure to get start square construction for transport link
doyens
+
failure to get end square construction for transport link
 +
abbots
 +
WORSHIP_HF
 +
Metal armor
 
CUSTOM_GUILD_LEADER
 
CUSTOM_GUILD_LEADER
guard army unattached from parent army
+
[PET:
invalid nem in army during guard creation
+
Leather armor
camp order missing parent -- army will camp forever
+
[RECLAIM_SKILL:
(Set out
+
[ITEM:
Mission Report:  
+
TITLE:
Monster
+
[SKILL:
trying to generate musical form without speech or instruments
+
]cA
has assumed the position of
+
9s@
[ENTITY:
+
p9s@
[OBJECT:ENTITY]
+
P]cA
entity_layer
+
`;!@
recordkeepers
+
(]cA
recordkeeper
+
are now expert
bookkeepers
 
possibly buriable
 
unrotten
 
undisturbed
 
collected
 
sharpenable
 
empty
 
processable
 
cookable
 
solid
 
extract-bearing plant
 
extract-bearing fish
 
extract-bearing small creature
 
processable (to vial)
 
processable (to barrel)
 
tameable small creature
 
sand-bearing
 
 
Tribute Report:  
 
Tribute Report:  
 +
are now quite knowledgeable
 +
trainers.
 +
have attained a general familiarity with
 +
training methods.
 +
now know a few facts about
 +
training.
 +
has adopted
 +
Something has pulled a lever!
 +
An animal
 +
has become a
 +
A trade depot is requiered for the delivery of the tribute.
 +
The merchants need a trade depot to unload their goods.
 
Tribute is being unloaded.  (A report is available.)
 
Tribute is being unloaded.  (A report is available.)
 
Merchants have arrived and are unloading their goods.
 
Merchants have arrived and are unloading their goods.
A trade depot is requiered for the delivery of the tribute.
 
The merchants need a trade depot to unload their goods.
 
An animal
 
has become a
 
has adopted
 
Something has pulled a lever!
 
Something has triggered a pressure plate!
 
Something has emptied a cage!
 
Something has unchained a creature!
 
unused
 
improvable
 
butcherable
 
millable
 
 
Miner destination wiped
 
Miner destination wiped
now know a few facts about
+
body
training.
+
ivory/tooth
have attained a general familiarity with
 
training methods.
 
are now quite knowledgeable
 
trainers.
 
are now expert
 
non-artifact
 
wooden
 
stone
 
-bearing
 
CALCIUM_CARBONATE
 
calcite/limestone/chalk/marble
 
CAN_GLAZE
 
glazable
 
GYPSUM
 
gypsum
 
paper-making
 
paper-slurry
 
 
lye/milk-free  
 
lye/milk-free  
 +
plaster-containing
 +
soap
 +
horn
 +
pearl
 +
hair/wool
 +
shell
 +
non-pressed
 +
woven
 +
non-absorbent
 +
food storage
 +
unimproved
 +
written-on
 
blunt  
 
blunt  
 
unengraved  
 
unengraved  
unimproved
+
screw
written-on
 
non-absorbent
 
food storage
 
non-pressed
 
woven
 
metal
 
edged
 
on-ground
 
divine
 
artifact
 
 
fire-safe  
 
fire-safe  
 +
deep material
 +
sewn-imageless
 +
dyed
 +
melt-designated
 +
totemable
 +
glass-making
 +
leather
 +
bone
 +
silk
 +
yarn
 +
non-economic
 +
plant
 
magma-safe  
 
magma-safe  
 
building material  
 
building material  
non-economic
+
sand-bearing
plant
 
leather
 
hair/wool
 
shell
 
pearl
 
plaster-containing
 
ivory/tooth
 
 
glass  
 
glass  
lye-bearing  
+
processable (to barrel)
 +
tameable small creature
 +
extract-bearing small creature
 +
processable (to vial)
 +
extract-bearing plant
 +
extract-bearing fish
 +
dye
 +
dyeable
 +
ammo
 +
furniture
 
milkable  
 
milkable  
 
finished good  
 
finished good  
furniture
+
lye-bearing
dyeable
+
milk
totemable
+
millable
glass-making
+
possibly buriable
melt-designated
+
improvable
deep material
+
butcherable
sewn-imageless
+
Something has unchained a creature!
screw
+
unused
divination
+
Something has triggered a pressure plate!
games of chance
+
Something has emptied a cage!
that isn't a bin
+
cookable
Short Pathing Flood Overflow
+
solid
 +
empty
 +
processable
 +
collected
 +
sharpenable
 +
unrotten
 +
undisturbed
 +
meat slicing
 +
meat cleaving
 +
meat carving
 +
meat boning
 +
powder grinding receptacle
 +
powder grinding
 +
liquid cooking
 +
liquid scoop
 +
small object container
 +
track cart
 +
hive
 +
nest box
 +
liquid container
 +
food storage
 
meat-carving holder
 
meat-carving holder
 
meal container
 
meal container
liquid container
+
oil-bearing
food storage
+
PRESS_PAPER_MAT
nest box
+
parchment-producing
small object container
+
PRESS_LIQUID_MAT
track cart
+
honey-bearing
heavy object hauler
+
PARCHMENT_MAT
stand-and-work
+
glaze
sheet roller
+
HONEYCOMB_PRESS_MAT
folded sheet protector
+
-producing
writing container
+
-containing
bookcase
+
fatty
display object
+
tannable
offering placement
+
renderable
 +
SOAP_MAT
 
paper-slurryable  
 
paper-slurryable  
 
RENDER_MAT
 
RENDER_MAT
renderable
+
paper-making
SOAP_MAT
+
paper-slurry
fatty
+
GYPSUM
tannable
+
gypsum
-producing
+
fat
-containing
+
flux
liquid cooking
+
glazable
liquid scoop
+
FAT
powder grinding receptacle
+
clay
powder grinding
+
GLAZE_MAT
meat carving
+
bag-processable
meat boning
+
fermentable
meat slicing
+
wax
meat cleaving
+
BAG_ITEM
 
TALLOW
 
TALLOW
 
tallow  
 
tallow  
BAG_ITEM
+
artifact
bag-processable
+
non-artifact
fermentable
+
on-ground
GLAZE_MAT
+
divine
glaze
+
sand
HONEYCOMB_PRESS_MAT
+
edged
honey-bearing  
+
hard
PARCHMENT_MAT
+
metal
parchment-producing
+
calcite/limestone/chalk/marble
PRESS_LIQUID_MAT
+
CAN_GLAZE
oil-bearing
+
-bearing  
PRESS_PAPER_MAT
+
CALCIUM_CARBONATE
  by a  
+
gem
rough
+
grown
 +
wooden
 +
stone
 +
display object
 +
offering placement
 +
writing container
 +
bookcase
 +
sheet roller
 +
folded sheet protector
 +
heavy object hauler
 +
stand-and-work
 +
  that isn't a bin
 +
Short Pathing Flood Overflow
 +
divination
 +
games of chance
 +
^cA
 
  block
 
  block
 +
log
 +
rough
 +
flown
 +
by a
 +
: Null Pop Num
 +
deposit
 +
the underworld
 +
the subterranean water
 +
the underworld portal
 +
the volcano
 +
the magma pool
 +
the pit
 
the cave
 
the cave
 
the river
 
the river
the magma pool
+
 
the pit
+
 
the underworld portal
+
system
the volcano
 
the underworld
 
the subterranean water
 
: Null Pop Num
 
deposit
 
 
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
 
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
 +
unknown error
 +
 +
 +
We have unleashed the echo of a forgotten divine retribution!
 +
Horrifying screams come from the darkness below!
 +
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 
The glowing barrier has disappeared!
 
The glowing barrier has disappeared!
 
Deep within this strange place, we've uncovered what must be a treasure of the gods!
 
Deep within this strange place, we've uncovered what must be a treasure of the gods!
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
+
We checked that stone for heat!  What devilry is this?!
 +
Some ancient horror was encased here, until now!
 
Apocalypse!  We are being judged by the gods!
 
Apocalypse!  We are being judged by the gods!
 
Something evil is emerging from this newly exposed pocket!
 
Something evil is emerging from this newly exposed pocket!
We checked that stone for heat!  What devilry is this?!
+
vcA
Some ancient horror was encased here, until now!
+
(ocA
We have unleashed the echo of a forgotten divine retribution!
+
(rcA
Horrifying screams come from the darkness below!
+
xcA
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  What a pleasant surprise!  Not a single tree here weeps from the abuses meted out with such ease by your people.  Joy!  The dwarves have turned a page, not that we would make paper. A travesty!  Perhaps it is better said that the dwarves have turned over a new leaf, and the springtime for our two races has only just begun.
+
  xcA
elves_firstcontact2
+
HxcA
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind.  Further abuse cannot be tolerated.  Let this be a warning to you.
+
HqcA
elves_firstcontact1
+
`z-A
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Greetings from the woodlands.  We have much to discuss.
+
@Iq@
elves_standard1
+
scA
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Although we do not always see eye to eye (ha!), I bid you farewell.  May you someday embrace nature as you embrace the rocks and mud.
+
tcA
elves_standard_bye
+
B4@
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Greetings, noble dwarf.  There is much to discuss.
+
scA
human_standard1
+
xcA
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It has been an honor, noble [VAR:NATIVENAME:MEETING:NOBLE].  I bid you farewell.
+
wcA
human_standard_bye
+
qcA
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  On behalf of the Merchants' Guild, let me extend greetings to your people.  There is much to discuss.
+
vcA
human_trade1
+
`z-A
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves.
+
@Iq@
human_trade_bye
+
rcA
 +
0pcA
 +
)!@
 +
XwcA
 +
ocA
 +
  tcA
 +
RECENTER
 +
A_DISPLAY
 +
DO_MEGA
 +
PAUSE
 +
D_D
 
UNIT_COMBAT_REPORT
 
UNIT_COMBAT_REPORT
 +
A_D
 
D_DISPLAY
 
D_DISPLAY
UNIT_COMBAT_REPORT_ALL_ACTIVE
+
Cleaning game objects...
Command Line: World generation aborted because folder exists.
 
Command Line: World generation initiated.
 
data/installed_mods
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  I am your liaison from the Mountainhomes.  Let's discuss your situation.
 
dwarf_liaison1
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Farewell, [VAR:NATIVENAME:MEETING:NOBLE].  I look forward to our meeting next year.  Our fortunes rise and fall together.
 
dwarf_liaison_bye
 
Synchronizing folders...
 
Saving agreements...
 
Saving tracking info...
 
Saving parameters...
 
 
Cleaning stranded objects...
 
Cleaning stranded objects...
Cleaning game objects...
 
 
Passing a few weeks to get things ready...
 
Passing a few weeks to get things ready...
 +
Command Line:
 
data/init/announcements.txt
 
data/init/announcements.txt
Command Line:
+
Cleaning play objects...
 
*** STARTING NEW GAME ***
 
*** STARTING NEW GAME ***
Cleaning play objects...
+
Saving civilized populations...
A_DISPLAY
+
Saving history...
RECENTER
+
Sorting world information...
DO_MEGA
+
Saving map data...
 +
Saving agreements...
 +
Synchronizing folders...
 +
Saving parameters...
 +
Saving tracking info...
 +
Saving world
 
Offloading art images...
 
Offloading art images...
Saving world
+
save/current/world.dat
 
Command Line: World exported.
 
Command Line: World exported.
save/current/world.dat
+
raw green glass
Saving history...
+
raw clear glass
Saving civilized populations...
+
branch
Saving map data...
+
small rock
Sorting world information...
 
hatch cover
 
floodgate
 
coffer
 
limb/body
 
backpack
 
quiver
 
crutch
 
splint
 
 
stones
 
stones
 
raw crystal glass
 
raw crystal glass
raw clear glass
+
rock
charcoal
+
HUMAN_TRADE
wafers
+
[DIPSCRIPT:HUMAN_TRADE]
cut clear glass gems
+
[TEXTVIEWER:human_standard1]
cut green glass gems
 
refined coal
 
portal
 
blocks
 
cut crystal glass gems
 
[DIPSCRIPT:HUMAN_STANDARD]
 
HUMAN_STANDARD
 
[TEXTVIEWER:elves_standard_bye]
 
[TEXTVIEWER:elves_standard1]
 
[DIPSCRIPT:HUMAN_TRADE]
 
HUMAN_TRADE
 
 
[TEXTVIEWER:human_standard_bye]
 
[TEXTVIEWER:human_standard_bye]
[TEXTVIEWER:human_standard1]
+
were unable to complete the
 
Jobs removed from unpowered  
 
Jobs removed from unpowered  
were unable to complete the
+
[TEXTVIEWER:human_trade1]
 
[TEXTVIEWER:human_trade_bye]
 
[TEXTVIEWER:human_trade_bye]
[TEXTVIEWER:human_trade1]
+
ELVES_STANDARD
raw green glass
+
[DIPSCRIPT:ELVES_STANDARD]
branch
+
[ENDIF]
grown
+
[HISTORY_DIPEV:FIRSTCONTACT]
[CONSTRUCTTOPICLIST]
+
HUMAN_STANDARD
[TEXTVIEWER:dwarf_liaison1]
+
[DIPSCRIPT:HUMAN_STANDARD]
[DIPSCRIPT:DWARF_LIAISON]
+
[TEXTVIEWER:elves_standard1]
DWARF_LIAISON
+
[TEXTVIEWER:elves_standard_bye]
 +
ELVES_FIRSTCONTACT
 
[DIPSCRIPT:ELVES_FIRSTCONTACT]
 
[DIPSCRIPT:ELVES_FIRSTCONTACT]
ELVES_FIRSTCONTACT
+
[TOPICDISCUSSION]
 
[TEXTVIEWER:dwarf_liaison_bye]
 
[TEXTVIEWER:dwarf_liaison_bye]
[TOPICDISCUSSION]
+
[ELSE]
 
[TEXTVIEWER:elves_firstcontact2]
 
[TEXTVIEWER:elves_firstcontact2]
[ELSE]
+
[IF:GLOBAL:TREESREMOVED:>:GLOBAL:0]
 
[TEXTVIEWER:elves_firstcontact1]
 
[TEXTVIEWER:elves_firstcontact1]
[IF:GLOBAL:TREESREMOVED:>:GLOBAL:0]
+
human_trade1
[DIPSCRIPT:ELVES_STANDARD]
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  On behalf of the Merchants' Guild, let me extend greetings to your people.  There is much to discuss.
ELVES_STANDARD
+
human_trade_bye
[HISTORY_DIPEV:FIRSTCONTACT]
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves.
[ENDIF]
+
[TEXTVIEWER:dwarf_liaison1]
ballista parts
+
[CONSTRUCTTOPICLIST]
trap component
+
DWARF_LIAISON
pipe section
+
[DIPSCRIPT:DWARF_LIAISON]
siege ammo
+
elves_standard1
ballista arrow head
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Greetings from the woodlands.  We have much to discuss.
amulet
+
elves_standard_bye
scepter
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Although we do not always see eye to eye (ha!), I bid you farewell.  May you someday embrace nature as you embrace the rocks and mud.
ammunition
+
human_standard1
crystal glass
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Greetings, noble dwarf.  There is much to discuss.
clear glass
+
human_standard_bye
green glass
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  It has been an honor, noble [VAR:NATIVENAME:MEETING:NOBLE].  I bid you farewell.
perfect
+
dwarf_liaison1
stagnant
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  I am your liaison from the Mountainhomes.  Let's discuss your situation.
 +
dwarf_liaison_bye
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Farewell, [VAR:NATIVENAME:MEETING:NOBLE].  I look forward to our meeting next year.  Our fortunes rise and fall together.
 +
elves_firstcontact2
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  What a pleasant surprise!  Not a single tree here weeps from the abuses meted out with such ease by your people.  Joy!  The dwarves have turned a page, not that we would make paper.  A travesty!  Perhaps it is better said that the dwarves have turned over a new leaf, and the springtime for our two races has only just begun.
 +
elves_firstcontact1
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind.  Further abuse cannot be tolerated.  Let this be a warning to you.
 +
UCR_A
 +
data
 +
UCR
 +
UNIT_COMBAT_REPORT_ALL_ACTIVE
 +
Command Line: World generation initiated.
 +
Command Line: World generation aborted because folder exists.
 +
data/installed_mods
 +
mods
 +
rotten
 +
filthy
 +
codex
 +
figurine
 
slimy  
 
slimy  
 +
dirty
 +
sticky
 
vomitous  
 
vomitous  
sticky
 
ichorous
 
purulent
 
gooey
 
dirty
 
laced with
 
paste
 
bloody
 
mechanisms
 
catapult parts
 
cheese
 
powder
 
animal trap
 
bucket
 
barrel
 
 
strands
 
strands
 +
sheet
 
throne
 
throne
 +
web
 +
-bound
 
codices
 
codices
-bound
 
 
tanned hide
 
tanned hide
filthy
+
totem
rotten
+
window
figurine
+
terrarium
sarcophag
+
mug
casket
+
goblet
 +
bucket
 +
animal trap
 +
cage
 +
barrel
 +
flask
 
musical instrument
 
musical instrument
 
waterskin
 
waterskin
 +
vial
 +
toy
 +
cup
 
unglazed  
 
unglazed  
terrarium
+
tool
window
+
crutch
goblet
+
quiver
small tame animal
+
cast
small live animal
+
splint
chops
+
rope
preserved
+
chain
prepared meal
+
casket
suits of
+
sarcophag
chain
+
coffer
weapon
+
bin
/buckler
+
box
shield
+
backpack
handwear
+
limb/body
 +
boxe
 +
bag
 +
blocks
 +
portal
 +
cut crystal glass gems
 +
gems
 +
hatch cover
 +
grate
 +
door
 +
floodgate
 +
charcoal
 +
coke
 +
wafers
 +
bars
 +
cut green glass gems
 +
cut clear glass gems
 +
refined coal
 +
bars
 +
plant part
 
silk body part
 
silk body part
plant part
 
 
corpse
 
corpse
 +
teeth
 +
soap body part
 
yarn body part
 
yarn body part
soap body part
+
leather body part
 
wooden body part
 
wooden body part
leather body part
+
leather goods shop sign
withered
 
Rotten
 
strand body part
 
leaf or fruit
 
leaves and fruit
 
woven clothing shop sign
 
leather shop sign
 
cloth shop sign
 
general imports sign
 
bowyer's shop sign
 
gem cutter's shop sign
 
bone carver's shop sign
 
leather clothing shop sign
 
 
carpenter's shop sign
 
carpenter's shop sign
leather goods shop sign
+
armorsmith's shop sign
 
metal craft shop sign
 
metal craft shop sign
blacksmith's shop sign
 
 
tavern sign
 
tavern sign
 +
slab
 +
stone furniture shop sign
 
metal furniture shop sign
 
metal furniture shop sign
stone furniture shop sign
+
leather clothing shop sign
bracelet
+
bone carver's shop sign
earring
+
leather shop sign
 +
woven clothing shop sign
 +
bowyer's shop sign
 +
blacksmith's shop sign
 +
gem cutter's shop sign
 +
weaponsmith's shop sign
 
statue
 
statue
 +
memorial
 +
quern
 
millstone
 
millstone
 +
general imports sign
 +
cloth shop sign
 +
food imports sign
 +
clothing imports sign
 +
crystal glass
 +
gem
 +
green glass
 +
clear glass
 +
bracelet
 
traction bench
 
traction bench
armorsmith's shop sign
+
ring
weaponsmith's shop sign
+
earring
craft shop sign
+
siege ammo
memorial
+
ammunition
clothing imports sign
+
amulet
food imports sign
+
ballista arrow head
food shop sign
+
coin
general store sign
+
perfect
Opulent Throne Room
+
scepter
Royal Throne Room
+
crown
 +
mechanisms
 +
tube
 +
cheese
 +
catapult parts
 +
ballista parts
 +
anvil
 +
pipe section
 +
trap component
 +
ichorous
 +
bloody
 +
gooey
 +
purulent
 +
laced with
 +
powder
 +
paste
 +
glob
 +
Hamlet
 +
Outpost
 +
Town
 +
Village
 
Evaluate Depot Caravan Access Overflow
 
Evaluate Depot Caravan Access Overflow
Decent Study
+
caught up in the web!
Splendid Study
+
No access to  
Throne Room
+
his
Royal Bedroom
+
caught in a cloud of flames!
No Study
 
Meager Study
 
Modest Study
 
Decent Quarters
 
Fine Quarters
 
Great Bedroom
 
Grand Bedroom
 
Tiny streaks of lightning streak quickly over the object's surface.
 
The item smells like wet earth.
 
The item is covered with small bumps.
 
The item constantly emits a nearly inaudible high-pitched whistle.
 
No access to  
 
The item sounds like rustling leaves when moved.
 
The item is covered with minute gray hairs.
 
Creatures that look at the item cannot think negative thoughts.
 
 
Metropolis
 
Metropolis
 +
City
 +
No access
 
Capital
 
Capital
No access
+
items
Outpost
+
no material
Hamlet
+
claims it as a personal treasure.
Village
 
 
  offers it to  
 
  offers it to  
  claims it as a personal treasure.
+
him
 +
her
 +
she
 +
  has been possessed!
 +
looses a roaring laughter, fell and terrible!
 +
is taken by a fey mood!
 +
withdraws from society...
 +
claims it as an heirloom in the name of the family ancestor
 
claims it as a family heirloom
 
claims it as a family heirloom
claims it as an heirloom in the name of the family ancestor
+
  begins to stalk and brood...
no material
+
  has created
  caught in a cloud of flames!
 
The object looks oddly square.
 
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
 
The item sparkles with a supernatural brilliance.
 
  caught up in the web!
 
 
legwear
 
legwear
 +
A kidnapper has made off with
 +
footwear
 
headwear
 
headwear
footwear
+
Of
 +
of
 +
has stolen
 
A thief has stolen  
 
A thief has stolen  
has stolen
+
chain
A kidnapper has made off with
+
suits of
  has been possessed!
+
meat
  withdraws from society...
+
weapon
is taken by a fey mood!
+
shield
has created
+
/buckler
begins to stalk and brood...
+
armor
looses a roaring laughter, fell and terrible!
+
handwear
Item Hauling
+
tame
Refuse Hauling
+
small tame animal
 +
live
 +
small live animal
 +
  chops
 +
  chop
 +
prepared meal
 +
preserved
 +
seeds
 +
withered
 +
strand body part
 +
Rotten
 +
raw
 +
egg
 +
leaves and fruit
 +
leaf or fruit
 +
Wood Hauling
 
Food Hauling
 
Food Hauling
Wood Hauling
 
Animal Care
 
Stone Engraving
 
Push/Haul Vehicles
 
Animal Hauling
 
Feed Patients/Prisoners
 
Dressing Wounds
 
Setting Bones
 
Diagnosis
 
Plant Processing
 
Clothesmaking
 
Small Animal Dissection
 
Recovering Wounded
 
 
Stone Hauling
 
Stone Hauling
 +
and the surrounding lands have been made
 +
an even more official land of the realm
 +
caught in a burst of
 +
an official land of the realm
 +
lumber limits
 +
ROOM SHARING INDEX OUT OF BOUNDS:
 +
has been disturbed.
 +
group of
 +
Grave
 
No Tomb
 
No Tomb
 +
swarm of
 +
its way out of confinement!
 +
Many
 +
have been disturbed.
 +
Royal Mausoleum
 +
Grand Mausoleum
 +
Meager Dining Room
 +
No Dining Room
 +
Burial Chamber
 
Servant's Burial Chamber
 
Servant's Burial Chamber
Burial Chamber
+
Mausoleum
have been disturbed.
+
Fine Tomb
group of
+
Royal Dining Room
has been disturbed.
+
Grand Dining Room
an official land of the realm
+
Meager Quarters
caught in a burst of
 
its way out of confinement!
 
swarm of
 
ROOM SHARING INDEX OUT OF BOUNDS:
 
lumber limits
 
an even more official land of the realm
 
and the surrounding lands have been made
 
 
No Quarters
 
No Quarters
Meager Quarters
+
Decent Dining Room
Modest Quarters
+
Modest Dining Room
Quarters
 
Fine Dining Room
 
 
Great Dining Room
 
Great Dining Room
Grand Dining Room
+
Fine Dining Room
Royal Dining Room
+
Grand Bedroom
No Dining Room
+
Great Bedroom
Meager Dining Room
+
No Study
Modest Dining Room
+
Royal Bedroom
Decent Dining Room
+
Quarters
Fine Tomb
+
Modest Quarters
Mausoleum
+
Fine Quarters
Grand Mausoleum
+
Decent Quarters
Royal Mausoleum
+
Throne Room
 +
Splendid Study
 +
Royal Throne Room
 +
Opulent Throne Room
 +
Modest Study
 +
Meager Study
 +
Decent Study
 +
Study
 +
created a masterpiece
 +
Version
 +
You have
 +
/*.dat
 +
world.dat
 
TEXT_SET
 
TEXT_SET
 +
/*.*
 +
world.sav
 +
save/current/*.dat
 +
save/current/*.sav
 +
DESCRIPTOR_COLOR
 +
GRAPHICS
 +
DESCRIPTOR_SHAPE
 +
DESCRIPTOR_PATTERN
 +
REACTION
 
INTERACTION
 
INTERACTION
REACTION
+
TILE_PAGE
 
PALETTE
 
PALETTE
save/current/*.dat
+
Fishing/Related
world.dat
+
Jewelry
/*.dat
 
world.sav
 
save/current/*.sav
 
created a masterpiece
 
You have
 
 
Healthcare
 
Healthcare
Hunting/Related
 
Stoneworking
 
Woodworking
 
Other Jobs
 
Jewelry
 
Fishing/Related
 
 
Farming/Related
 
Farming/Related
DESCRIPTOR_SHAPE
+
MATERIAL_TEMPLATE
 
BUILDING
 
BUILDING
MATERIAL_TEMPLATE
+
Other Jobs
 
LANGUAGE
 
LANGUAGE
TILE_PAGE
+
Lever Operation
GRAPHICS
+
Road Building
DESCRIPTOR_COLOR
+
Trade Good Hauling
DESCRIPTOR_PATTERN
+
Water Hauling
 +
Stoneworking
 +
Hunting/Related
 +
Wall/Floor Construction
 +
Woodworking
 +
Metalcrafting
 +
Stonecrafting
 
Armoring
 
Armoring
Furnace Operating
 
Hunting
 
Farming (Fields)
 
Siege Operating
 
Stonecrafting
 
Metalcrafting
 
 
Blacksmithing
 
Blacksmithing
Trade Good Hauling
+
Mechanics
 
Pump Operating
 
Pump Operating
Mechanics
+
Siege Operating
 
Crossbow-making
 
Crossbow-making
Wall/Floor Construction
+
Recovering Wounded
Road Building
+
Small Animal Dissection
Lever Operation
+
Dressing Wounds
Water Hauling
+
Feed Patients/Prisoners
 +
Farming (Fields)
 +
Furnace Operating
 +
Clothesmaking
 +
Plant Processing
 +
Animal Hauling
 +
Push/Haul Vehicles
 +
Refuse Hauling
 +
Item Hauling
 +
Diagnosis
 +
Setting Bones
 +
Stone Engraving
 +
Animal Care
 +
PrcA
 +
ncA
 +
XucA
 +
scA
 +
pcA
 +
`z-A
 +
@Iq@
 
shadow
 
shadow
 +
SIGFPE
 +
{timestamp}
 +
SIGTERM
 +
Received signal
 +
%Y-%m-%d-%H-%M-%S
 +
SIGILL
 +
SIGABRT
 +
SIGSEGV
 +
SIGINT
 +
crash_{timestamp}.txt
 
bad variant access
 
bad variant access
 +
FPS:
 +
text
 
graphics/tile_page_*
 
graphics/tile_page_*
 +
REC
 +
graphics/palette_*
 +
graphics/graphics_*
 
*** Error(s) found in the file "
 
*** Error(s) found in the file "
graphics/graphics_*
+
xzcA
graphics/palette_*
+
The sun is rising
 +
blowing from the
 +
mighty wind
 +
heavy wind
 +
western
 +
The sun is low in the
 +
in the east
 +
in the west
 +
There are scattered puffy clouds above you.
 +
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.
 +
A dark, menacing cloud towers above you, crowned by an anvil.
 +
The sky is striped with thin clouds.
 +
strong breeze
 +
gentle breeze
 +
There is a
 +
There is no wind here.
 +
The sky above you is gray.
 +
The sky above you is a uniform and dark gray.
 +
A towering gray cloud descends from the white sky above you.
 +
The sky above you is completely gray, with dark cloud pillars pressing through it.
 +
There are scattered clouds underneath a striped sky.
 +
Mounds of clouds are clustered through a striped sky.
 +
A dark, towering cloud rises into a striped sky.
 +
The sky above you is hazy and white.
 +
It is raining outside.
 +
There is a thin mist outside.
 +
There is thick fog outside.
 +
There is a thin mist here.
 +
The sky above you is nearly black, ripped through with towering clouds.
 +
from the sky
 +
is falling
 +
It is snowing outside.
 +
brimstone
 +
freshly-baked goods
 +
soil
 +
vomit
 +
Fog enshrouds the area.
 +
There is a heavy blanket of fog enveloping everything.
 +
You smell
 +
smoke
 +
soot
 +
filth
 +
cooked flesh
 +
bug innards
 +
asked that you
 +
offer your services to
 +
requested that you
 +
There is an unintelligible mess.
 +
Finish action
 +
Stop action
 +
Continue action
 +
Bring
 +
At your location
 +
To the southeast
 +
To the southwest
 +
To the northeast
 +
The vegetation is broken.
 +
The vegetation has been slightly perturbed.
 +
The vegetation is bent.
 +
The vegetation is heavily damaged.
 +
To the west
 +
Freshest track
 +
FOOTWEAR_TRACKING_SYMBOL
 +
HUMANOID_TRACKING_SYMBOL
 +
To the northwest
 +
To the south
 +
To the north
 +
To the east
 +
The temperature is pleasant.
 +
It is deathly cold.
 +
It is burning.
 +
The temperature cannot be judged.
 +
It is freezing.
 +
It is cool.
 +
It is warm.
 +
It is scorching.
 +
bright behind the clouds
 +
to the west
 +
to the east
 +
is setting
 +
The temperature is as it has been and always will be.
 +
Being dead is cold and clammy.
 +
hardly visible behind the clouds
 +
pale behind the clouds
 +
waning half moon
 +
waning gibbous moon
 +
waxing crescent moon
 +
waxing half moon
 +
is directly above you
 +
is rising
 +
new moon
 +
waning crescent moon
 +
The sky is alive with vortices of purple light and dark, boiling clouds
 +
You cannot see the sky clearly from here, but the available sunlight indicates the sunset
 +
You cannot see the sky clearly from here, but the available sunlight indicates the day
 +
You cannot see the sky clearly from here, but the available sunlight indicates the dawn
 +
waxing gibbous moon
 +
full moon
 +
behind the clouds
 +
The area gives off a sickly light
 +
The sun is high in the
 +
The sun is in the
 +
sky
 +
eastern
 +
You cannot see the sky clearly from here, but the available sunlight indicates the night
 +
The stars are out
 +
The sun is setting to the
 +
The sun is directly above you
 +
Return to arena
 +
Finishing up...
 +
Finish anyway
 +
In conflict!
 +
Continue waiting
 +
the settings menu.
 +
You can continue waiting, or save/quit from
 +
You haven't been able to act for a while.
 
Could not load sound file  
 
Could not load sound file  
 
Could not load music file  
 
Could not load music file  
 +
init_sound returned false!
 +
future
 +
FILE
 +
sound/
 
MUSIC_FILE
 
MUSIC_FILE
 
sound/music_file_*
 
sound/music_file_*
init_sound returned false!
+
This function cannot be called on a default constructed task
sound/sound_file_*
+
Fail to schedule the chore!
: error loading file.
+
no state
SOUND_FILE
+
promise already satisfied
sound/
+
future already retrieved
AUTHOR
+
broken promise
invalid hash bucket count
 
unordered_map/set too long
 
 
: file not found.  
 
: file not found.  
 
: End of current chunk reached while trying to read data.
 
: End of current chunk reached while trying to read data.
 +
: end of file unexpectedly reached while trying to read essential data.
 +
: media was ejected while reading.
 
: unsupported file or audio format.
 
: unsupported file or audio format.
 +
sound/sound_file_*
 +
TITLE
 +
AUTHOR
 +
LOOPS
 
: couldn't perform seek operation.
 
: couldn't perform seek operation.
 
Could not load file  
 
Could not load file  
: end of file unexpectedly reached while trying to read essential data.
+
: error loading file.
: media was ejected while reading.
+
SOUND_FILE
sow the seeds of chaos in the world
+
{cA
highlight boundaries between worlds
+
zcA
bring death to the world
+
~cA
provide opportunities for courage
+
(|cA
rescued
+
{cA
<reason>
+
~cA
maintain balance in universe
+
qF@
sphere alignment
+
nF@
failed mood
+
oF@
cannot find artifact
+
nF@
trapped in cage
+
`oF@
lack of sleep
+
|cA
admire architecture
+
}cA
danger
+
|cA
as a symbol of everlasting peace
+
~cA
cement bonds of friendship
+
P|cA
gather information
+
0/!@
on a pilgrimage
+
(!@
unable to leave location
+
arrived at person
great deal of stress
 
artifact is heirloom of family hfid
 
sanctify hf
 
exiled after conviction
 
become citizen
 
be with master
 
 
eradicate beasts
 
eradicate beasts
arrived at person
+
entertain people
 
make a living as a warrior
 
make a living as a warrior
entertain people
+
reunited with loved one
hire on as mercenary
+
violent disagreement
curiosity
+
adopted
hire on as scholar
+
true name invocation
hire on as performer
+
going wrong direction
glorify hf
+
arrived at location
prefers working alone
+
entity no longer rules
prevented from leaving
+
left site
have not performed
+
vent at boss
 
cry on boss
 
cry on boss
vent at boss
+
should have reached goal
 
insufficient progress toward goal
 
insufficient progress toward goal
should have reached goal
+
work request
 
make weapon
 
make weapon
work request
+
vent at priest
 
cry on priest
 
cry on priest
vent at priest
+
offer condolences
violent disagreement
+
be brought to safety
reunited with loved one
+
help with rescue
true name invocation
+
insufficient work
adopted
+
bring torture to the world
arrived at location
+
provide opportunities for acts of valor
going wrong direction
+
bring war to the world
left site
+
find relative
entity no longer rules
+
bring misery to the world
 
bring murder to the world
 
bring murder to the world
bring misery to the world
+
bring nightmares into reality
 
bring thralldom to the world
 
bring thralldom to the world
bring nightmares into reality
+
liked appearance
 
because it was destined
 
because it was destined
liked appearance
 
 
great fortresses built and tested
 
great fortresses built and tested
be brought to safety
+
whim
offer condolences
+
highlight boundaries between worlds
insufficient work
+
sow the seeds of chaos in the world
help with rescue
+
provide opportunities for courage
provide opportunities for acts of valor
+
bring death to the world
bring torture to the world
+
<reason>
find relative
+
rescued
bring war to the world
+
sphere alignment
viewed displayed item
+
maintain balance in universe
viewed item in own display
+
mastered skill
threw hauled item in tantrum
 
pet lost
 
admire owned building
 
admire building
 
admire owned arranged building
 
admire arranged building
 
clothing rots away
 
tattered clothing
 
good spar
 
haunted in dreams
 
had miscarriage
 
freed from prison
 
old clothing
 
spouse had miscarriage
 
nearby conflict
 
became parent
 
being an agreement companion
 
agreement cancelled
 
 
broke up with lover
 
broke up with lover
mastered skill
+
divorced
 
fell in love
 
fell in love
divorced
+
jump into existing conflict
witnessed blood drinking in incident
+
caught sneaking last stand
stranger sneaking around
+
produced masterwork
listened to complaint
+
produced artifact
made complaint
+
hf is dead
entity cancels tribute
+
slayer in incident
entity controls site
+
separated from hf
stranger advancing with weapon
+
reunited with hf
kicked out of squad
+
death and injury
 
witnessed death in incident
 
witnessed death in incident
death and injury
+
found body in incident
 
hf died unexpectedly
 
hf died unexpectedly
found body in incident
+
</reason>
 
</reason_id>
 
</reason_id>
</reason>
+
<reason_id>
 
<circumstance>
 
<circumstance>
<reason_id>
+
too vain to give in to death
caught sneaking last stand
+
had ambitions for which death is only a small obstacle
jump into existing conflict
+
lack of funds
produced artifact
+
heavy losses in battle
produced masterwork
+
panicked about what happens after death
slayer in incident
+
afraid to die
hf is dead
+
not ready to face the afterlife
reunited with hf
+
too proud to give in to death
separated from hf
+
smoother operation of entity
 
holds high value
 
holds high value
smoother operation of entity
+
shared interest in profession
 
envious of those that live on
 
envious of those that live on
shared interest in profession
+
seek sanctuary
 
part of trade negotiation
 
part of trade negotiation
seek sanctuary
+
artifact is symbol of entity position
 
afraid of persecution
 
afraid of persecution
artifact is symbol of entity position
+
cement bonds of friendship
had ambitions for which death is only a small obstacle
+
as a symbol of everlasting peace
too vain to give in to death
+
on a pilgrimage
heavy losses in battle
+
gather information
lack of funds
+
great deal of stress
afraid to die
+
unable to leave location
panicked about what happens after death
+
sanctify hf
too proud to give in to death
+
artifact is heirloom of family hfid
not ready to face the afterlife
+
cannot find artifact
eaten rotten food
+
failed mood
tired of food
+
lack of sleep
good drink
+
trapped in cage
good food
+
admire architecture
punished somebody with tool
+
pray
punished by beating
+
relax
cannot get punishment tool
+
danger
punished by tool
+
curiosity
eating without table
+
hire on as mercenary
lesser has better room
+
hire on as performer
eating in dining room
+
hire on as scholar
eating at crowded table
+
prefers working alone
do not have enough cabinets
+
glorify hf
do not have enough chests
+
have not performed
do not have enough armor stands
+
prevented from leaving
do not have enough weapon racks
+
study
established as land holder
+
exiled after conviction
land holder rank increased
+
be with master
mandate was obeyed
+
become citizen
knocked out by cavein
+
mandate ignored
 
mandate only partially completed
 
mandate only partially completed
mandate ignored
+
destroyed building
 
committed vandalism
 
committed vandalism
destroyed building
+
nobody to punish for failed mandate
ate vermin while starving
+
personal punishment delayed
ate favorite animal while starving
+
punishment of victimizer delayed
punished somebody with beating
+
insufficient justice buildings
beat somebody up
+
elected
no shirt
+
reelected
ate own pet while starving
+
request approved
no shoes
+
request ignored
 +
caught in dust
 
considering demand
 
considering demand
caught in dust
+
punishment of victimizer reduced
 
personal punishment reduced
 
personal punishment reduced
punishment of victimizer reduced
+
caught in snow
 
caught in miasma
 
caught in miasma
caught in snow
+
caught in smoke
 
waterfall mist
 
waterfall mist
caught in smoke
+
rough sleep
personal punishment delayed
+
resting
nobody to punish for failed mandate
+
caught in freakish weather
insufficient justice buildings
+
caught in rain
punishment of victimizer delayed
+
hungry
reelected
+
starving
elected
+
suffered major injury
request ignored
+
suffered minor injury
request approved
+
drowsy
 
very drowsy
 
very drowsy
drowsy
+
thirsty
 
dehydrated
 
dehydrated
thirsty
+
complaint unregistered
 
long patrol
 
long patrol
complaint unregistered
+
sun nauseated
 
sun irritated
 
sun irritated
sun nauseated
+
tattered clothing
resting
+
clothing rots away
rough sleep
+
haunted in dreams
caught in rain
+
good spar
caught in freakish weather
+
freed from prison
starving
+
had miscarriage
hungry
+
spouse had miscarriage
suffered minor injury
+
old clothing
suffered major injury
+
viewed item in own display
gained relative
+
viewed displayed item
gave birth
+
pet lost
gave water
+
threw hauled item in tantrum
received water
+
admire building
slept on driftwood
+
admire owned building
slept on dirt
+
admire arranged building
evicted
+
admire owned arranged building
artwork defaced
+
stranger sneaking around
relation gave stress complaint chat
+
witnessed blood drinking in incident
relation received personal chat
+
made complaint
relation chat
+
listened to complaint
relation received stress complaint chat
+
entity controls site
gave food
+
entity cancels tribute
received food
+
kicked out of squad
relation gave personal chat
+
stranger advancing with weapon
relation abstract chat
+
became parent
drinking without well
+
nearby conflict
drinking rotten
+
agreement cancelled
view hated vermin caged
+
being an agreement companion
view favorite animal caged
+
drinking goo
drinking ichor
+
drinking ichor
drinking goo
 
drinking nasty
 
 
drinking pus
 
drinking pus
slept on rough stone
+
drinking nasty
slept on grass
+
tired of drink
slept on ice
+
drinking blood
slept on rocks
+
drinking slime
slept in room
+
drinking vomit
slept without proper room
+
cleaned self with soap
slept in mud
+
killed somebody in training accident
slept on smooth floor
+
attacked
 +
attacked by zombie possible relative
 +
acquired item
 
acquired favorite animal as pet
 
acquired favorite animal as pet
acquired item
+
confined
 
cleaned self
 
cleaned self
confined
+
new grudge
 
near hated vermin
 
near hated vermin
new grudge
+
near favorite animal
 
pestered by flying micro vermin
 
pestered by flying micro vermin
near favorite animal
+
tax collector succeeded
drinking blood
+
disappointed nobility
tired of drink
+
tax collector failed
drinking vomit
+
new buddy
drinking slime
+
have inadequate protection
killed somebody in training accident
+
taxable room inaccessible
cleaned self with soap
+
misinformed about taxable room
attacked by zombie possible relative
+
pleased nobility
attacked
+
rescued somebody
 
completed job
 
completed job
rescued somebody
+
tax escort stole property
 
lost property to taxes
 
lost property to taxes
tax escort stole property
+
eating without dining room
 
eating without chair
 
eating without chair
eating without dining room
+
new bonded relationship
 
was rescued
 
was rescued
new bonded relationship
+
lesser has better room
disappointed nobility
+
eating without table
tax collector succeeded
+
eating at crowded table
new buddy
+
eating in dining room
tax collector failed
+
do not have enough chests
taxable room inaccessible
+
do not have enough cabinets
have inadequate protection
+
do not have enough weapon racks
pleased nobility
+
do not have enough armor stands
misinformed about taxable room
+
tired of food
did individual melee drills
+
eaten rotten food
nightmare
+
good food
improved skill
+
good drink
did ranged practice
+
punished by beating
play with toy
+
punished somebody with tool
make believe
+
punished by tool
dream about hf
+
cannot get punishment tool
active performance simulated instrument
+
ate favorite animal while starving
active performance poem reciter
+
ate vermin while starving
active performance singer
+
beat somebody up
active performance instrument
+
punished somebody with beating
change personality value
+
naked
put on quality worn item
+
no shirt
active performance storyteller
+
no shoes
active performance preacher
+
ate own pet while starving
learned musical form
+
land holder rank increased
learned poetic form
+
established as land holder
taught scholar flag
+
knocked out by cavein
learned dance form
+
mandate was obeyed
 +
learned scholar flag
 
learned skill
 
learned skill
learned scholar flag
+
learned written content
 
learned interaction
 
learned interaction
learned written content
+
syndrome emotion
residency petition rejected
+
performed in incident
citizenship petition accepted
+
saw performance in incident
left troupe
+
kicked out of troupe
citizenship petition rejected
+
research breakthrough
read written content
+
stuck on research topic
taught skill
+
ponder research topic
residency petition accepted
+
discuss research topic
wrote written content
+
religion prayer in incorrect temple
 
religion prayer in godless temple
 
religion prayer in godless temple
religion prayer in incorrect temple
+
pray to hf in dedicated temple
 
drinking without goblet
 
drinking without goblet
pray to hf in dedicated temple
+
body of relation rotted
 
unmet needs
 
unmet needs
body of relation rotted
+
pray to hf
 
religion prayer
 
religion prayer
pray to hf
+
animal convicted
performed in incident
+
victim convicted
syndrome emotion
+
perpetrator convicted
kicked out of troupe
+
perpetrator against family convicted
saw performance in incident
+
turned child away from sanctuary
stuck on research topic
+
expelled
research breakthrough
+
relative expelled
discuss research topic
+
dead unit convicted
ponder research topic
+
have tomb
 
have no tomb
 
have no tomb
have tomb
+
interacted with community pillar
 
interacted with pet
 
interacted with pet
interacted with community pillar
+
met in room
 
official meeting in bedroom
 
official meeting in bedroom
met in room
+
official meeting in dining room
 
official meeting without room
 
official meeting without room
official meeting in dining room
+
relation received personal chat
victim convicted
+
relation gave stress complaint chat
animal convicted
+
relation received stress complaint chat
perpetrator against family convicted
+
relation chat
perpetrator convicted
+
received food
expelled
+
gave food
turned child away from sanctuary
+
relation abstract chat
dead unit convicted
+
relation gave personal chat
relative expelled
+
gave birth
on a whim
+
gained relative
that great fortresses might be raised and tested in siege
+
received water
that more might be murdered
+
gave water
that it might bathe in misery forever
+
slept on dirt
to provide opportunities for courage to rise
+
slept on driftwood
to sow the seeds of chaos therein
+
artwork defaced
that all should gaze upon a truly gruesome visage
+
evicted
that more might die
+
slept on grass
in order to find a relative
+
slept on rough stone
that war might rage forever
+
slept on rocks
in order to be brought to safety
+
slept on ice
to offer condolences
+
slept without proper room
in order to make thralls of everyone
+
slept in room
in order to make nightmares reality
+
slept on smooth floor
to provide opportunities for acts of valor to be performed
+
slept in mud
in order that acts of torture be perpetrated
+
drinking rotten
</circumstance>
+
drinking without well
is entity subordinate
+
view favorite animal caged
<circumstance_id>
+
view hated vermin caged
</circumstance_id>
+
guildhall petition accepted
 
guildhall petition rejected
 
guildhall petition rejected
guildhall petition accepted
+
guildhall petition ignored
 
guildhall agreement abandoned
 
guildhall agreement abandoned
guildhall petition ignored
+
entity temple recognition
after pondering the ineffable subtleties of  
+
temple petition rejected
due to their cosmic similarity
+
temple petition ignored
to create a monument to the boundaries between realities
+
temple agreement abandoned
in order to maintain balance in the universe
+
cut of corrupt funds
to adventure
+
from afar
for an insurrection
+
during an infiltration mission
in order to be rescued
+
temple petition accepted
as a guide
+
scholarly lecture in site
 
performance in site
 
performance in site
scholarly lecture in site
+
accepting bribes for leniency
 
embezzling funds from position
 
embezzling funds from position
accepting bribes for leniency
+
acquired artifact
 
claimed artifact given away
 
claimed artifact given away
acquired artifact
+
preying on civilized for blood
 
unnaturally ageless
 
unnaturally ageless
preying on civilized for blood
+
by preserving part of body
temple petition rejected
+
abducted hf
entity temple recognition
+
murdered hf
temple agreement abandoned
+
historical event collection
temple petition ignored
+
active musical form
from afar
+
active dance form
cut of corrupt funds
+
defeated hf
temple petition accepted
+
item was favorite possession
during an infiltration mission
+
active sermon promote value
 
active sermon refuse value
 
active sermon refuse value
active sermon promote value
+
active story event
 
active poetic form
 
active poetic form
active story event
+
active performance chanter
 
active performance dancer
 
active performance dancer
active performance chanter
+
active sermon worship hfid
 
active sermon sphere
 
active sermon sphere
active sermon worship hfid
+
active performance poem reciter
abducted hf
+
active performance simulated instrument
by preserving part of body
+
active performance instrument
historical event collection
+
active performance singer
murdered hf
+
put on quality worn item
active dance form
+
change personality value
active musical form
+
active performance preacher
item was favorite possession
+
active performance storyteller
defeated hf
+
nightmare
due to panic about what happens after death
+
did individual melee drills
due to envy of those that live on
+
did ranged practice
unable to face any possible judgment and the afterlife
+
improved skill
due to fear of death
+
make believe
as an heirloom of the
+
play with toy
in order to sanctify
+
dream about hf
as a symbol of authority within
+
dream
family
+
citizenship petition accepted
due to a belief in
+
residency petition rejected
to smooth the operation of
+
citizenship petition rejected
in order to cement the bonds of friendship
+
left troupe
as part of a trade negotiation
+
taught skill
being too vain to give in to death
+
read written content
being too proud to give in to death
+
wrote written content
due to fear of persecution
+
residency petition accepted
having ambitions for which death was only a small obstacle
+
learned poetic form
in order to drink
+
learned musical form
to fill a role as a scholar
+
learned dance form
in order to pray
+
taught scholar flag
in order to admire architecture
+
after being prevented from leaving
 
out of curiosity
 
out of curiosity
after being prevented from leaving
+
to fill a role as a mercenary
 
to fill a role as a performer
 
to fill a role as a performer
to fill a role as a mercenary
+
in order to continue working alone
after being trapped in a cage
+
due to jealousy
due to lack of sleep
+
in order to glorify
after being unable to leave a location
+
due to a lack of performances
after a great deal of stress
+
after being exiled following a criminal conviction
to experience danger
+
in order to pursue scholarship
in order to relax
+
in order to be with the master
after failing to create an artifact
+
in order to become a citizen
after being unable to find an artifact
+
in order to entertain people
 
in order to make a living as a warrior
 
in order to make a living as a warrior
in order to entertain people
+
in order to study
 
in order to flee
 
in order to flee
in order to study
+
after adoption
 
after invocation of the true name
 
after invocation of the true name
after adoption
+
after finding
 
in order to eradicate beasts
 
in order to eradicate beasts
after finding
+
as the relevant government was no longer in control
due to jealousy
+
after leaving the site
in order to continue working alone
+
after being reunited with a loved one
due to a lack of performances
+
after a violent disagreement
in order to glorify
+
as the goal was not reached
in order to pursue scholarship
+
as insufficient progress was made toward the goal
after being exiled following a criminal conviction
+
after going the wrong direction
in order to become a citizen
+
after arriving at the location
in order to be with the master
+
to vent at a priest
 
to cry on a priest
 
to cry on a priest
to vent at a priest
+
to vent at somebody in charge
 
to cry on somebody in charge
 
to cry on somebody in charge
to vent at somebody in charge
+
to help with a rescue
 
due to insufficient work
 
due to insufficient work
to help with a rescue
+
to request work
 
that weapons be made
 
that weapons be made
to request work
+
that war might rage forever
after leaving the site
+
in order to find a relative
as the relevant government was no longer in control
+
to offer condolences
after a violent disagreement
+
in order to be brought to safety
r being reunited with a loved one
+
in order to make nightmares reality
as insufficient progress was made toward the goal
+
in order to make thralls of everyone
as the goal was not reached
+
in order that acts of torture be perpetrated
after arriving at the location
+
to provide opportunities for acts of valor to be performed
after going the wrong direction
+
that great fortresses might be raised and tested in siege
</rep_psychopath>
+
on a whim
<rep_violent>
+
that it might bathe in misery forever
</rep_trade_partner>
+
that more might be murdered
<rep_psychopath>
+
to sow the seeds of chaos therein
</rep_bully>
+
to provide opportunities for courage to rise
<rep_brigand>
+
that more might die
</rep_violent>
+
that all should gaze upon a truly gruesome visage
<rep_bully>
+
due to their cosmic similarity
</rep_poet>
+
after pondering the ineffable subtleties of
<rep_storyteller>
+
in order to maintain balance in the universe
</rep_bard>
+
to create a monument to the boundaries between realities
<rep_poet>
+
for an insurrection
</rep_preacher>
+
to adventure
<rep_trade_partner>
+
as a guide
</rep_storyteller>
+
in order to be rescued
<rep_preacher>
+
is entity subordinate
after embezzling funds
+
</circumstance>
after accepting bribes in exchange for leniency
+
</circumstance_id>
</rep_hero>
+
<circumstance_id>
after receiving a cut of corruptly-obtained funds
+
after preying on the blood of civilized creatures
 
being unnaturally ageless
 
being unnaturally ageless
after preying on the blood of civilized creatures
+
after a scholarly lecture in
 
after a performance in  
 
after a performance in  
after a scholarly lecture in
+
during
</rep_monster>
+
after acquiring
<rep_intruder>
+
after
</rep_brigand>
+
was given away
<rep_monster>
+
as the item was a favorite possession
</rep_bonded>
+
by preserving a part of the body
<rep_hero>
+
after abducting
</rep_intruder>
+
after murdering
<rep_bonded>
+
after dreaming of
 
after a dream
 
after a dream
after dreaming of
+
after a nightmare
 
after defeating  
 
after defeating  
after a nightmare
 
after incompletely performing the rites of
 
 
  in a dedicated temple
 
  in a dedicated temple
in an undedicated temple
+
after incompletely performing the rites of
 
  in an improperly dedicated temple
 
  in an improperly dedicated temple
after acquiring
+
in an undedicated temple
during
+
after taking heavy losses in battle
was given away
+
after the death of
after  
+
after praying to
by preserving a part of the body
+
after performing the rites of
as the item was a favorite possession
+
geography
after murdering
+
medicine
after abducting
+
engineering
 +
due to a lack of funds
 +
mathematics
 
astronomy
 
astronomy
mathematics
+
natural history
 
chemistry
 
chemistry
natural history
+
to gather information
 
in order to find sanctuary
 
in order to find sanctuary
to gather information
+
due to a shared interest in
 
philosophy
 
philosophy
due to a shared interest in  
+
to smooth the operation of
after the death of
+
due to a belief in  
after taking heavy losses in battle
+
as part of a trade negotiation
after performing the rites of  
+
in order to cement the bonds of friendship
after praying to  
+
being too proud to give in to death
medicine
+
being too vain to give in to death
geography
+
having ambitions for which death was only a small obstacle
due to a lack of funds
+
due to fear of persecution
engineering
+
due to envy of those that live on
developed a business rivalry
+
due to panic about what happens after death
developed an athletic rivalry
+
due to fear of death
  as a capable and connected lieutenant with more autonomy to act on plots in the web of intrigue
+
unable to face any possible judgment and the afterlife
recognized
+
in order to sanctify
due to a shared scholarly interest
+
as an heirloom of the
became friends
+
  family
become friends over a shared love of athletics
+
as a symbol of authority within
due to a shared artistic interest
+
due to lack of sleep
added masterful rings
+
after being trapped in a cage
added a masterful covering
+
after a great deal of stress
added masterful spikes
+
after being unable to leave a location
added masterful bands
+
in order to relax
created a masterful
+
to experience danger
constructed a masterful
+
after being unable to find an artifact
added a masterful image
+
after failing to create an artifact
masterfully dyed a
+
to fill a role as a scholar
became childhood friends
+
in order to drink
<rep_information_source>
+
in order to admire architecture
became infatuated with
+
in order to pray
cemented a bond of friendship amidst the horror of combat
+
<rep_treasure_hunter>
 
</rep_thief>
 
</rep_thief>
<rep_treasure_hunter>
+
<rep_thief>
 
</rep_information_source>
 
</rep_information_source>
<rep_thief>
+
<rep_protector_of_weak>
over the latter's romantic relationship
+
</rep_knowledge_preserver>
formed a grudge against
+
<rep_knowledge_preserver>
broke up
+
</rep_treasure_hunter>
became lovers
+
<rep_quarreler>
held a deep hatred of
+
</rep_flatterer>
was bent toward supernatural vengeance upon
+
<rep_flatterer>
due to religious persecution
+
</rep_protector_of_weak>
due to persecution
+
<rep_friendly_fighter>
 
</rep_loyal_soldier>
 
</rep_loyal_soldier>
<rep_friendly_fighter>
+
<rep_loyal_soldier>
 
</rep_quarreler>
 
</rep_quarreler>
<rep_loyal_soldier>
+
<rep_hated_group>
 
</rep_enemy_fighter>
 
</rep_enemy_fighter>
<rep_hated_group>
 
</rep_friendly_fighter>
 
 
<rep_enemy_fighter>
 
<rep_enemy_fighter>
</rep_knowledge_preserver>
+
</rep_friendly_fighter>
<rep_protector_of_weak>
+
<rep_comrade>
</rep_treasure_hunter>
+
</rep_respected_group>
<rep_knowledge_preserver>
+
<rep_respected_group>
</rep_flatterer>
+
</rep_hated_group>
<rep_quarreler>
+
<rep_killer>
</rep_protector_of_weak>
+
</rep_murderer>
<rep_flatterer>
+
<rep_murderer>
 +
</rep_comrade>
 +
<rep_friendly>
 
</rep_hunter>
 
</rep_hunter>
<rep_friendly>
+
<rep_hunter>
 
</rep_killer>
 
</rep_killer>
<rep_hunter>
+
<rep_bard>
 
</rep_dancer>
 
</rep_dancer>
<rep_bard>
+
<rep_dancer>
 
</rep_friendly>
 
</rep_friendly>
<rep_dancer>
+
<rep_storyteller>
</rep_respected_group>
+
</rep_poet>
<rep_comrade>
+
<rep_poet>
</rep_hated_group>
+
</rep_bard>
<rep_respected_group>
+
<rep_trade_partner>
</rep_murderer>
+
</rep_preacher>
<rep_killer>
+
<rep_preacher>
</rep_comrade>
+
</rep_storyteller>
<rep_murderer>
+
<rep_violent>
, the forces of
+
</rep_psychopath>
the attack by
+
<rep_psychopath>
the rampage of the forces of
+
</rep_trade_partner>
rampaged throughout
+
<rep_brigand>
by the attackers.
+
</rep_bully>
as scouts
+
<rep_bully>
as scouts
+
</rep_violent>
  The defenders hired
+
<rep_intruder>
the search of
+
</rep_monster>
and found nothing
+
<rep_monster>
slipped into
+
</rep_brigand>
by the forces of
+
<rep_hero>
fled
+
</rep_bonded>
throughout
+
<rep_bonded>
searched
+
</rep_intruder>
the fleeing of  
+
after accepting bribes in exchange for leniency
weaving of a masterful sewn image
+
after embezzling funds
addition of masterful cloth
+
after receiving a cut of corruptly-obtained funds
creation of a masterful illustration
+
</rep_hero>
writing of a masterpiece
+
addition of a masterful handle
 
addition of masterful rollers
 
addition of masterful rollers
addition of a masterful handle
+
making of a masterful improvement
 
addition of masterful thread
 
addition of masterful thread
, and the defenders were led by
+
addition of a masterful covering
led the attack
+
addition of masterful rings
were hired
+
addition of masterful bands
  The defenders were led by
+
addition of masterful spikes
creation of a masterful image set
+
the masterful  
addition of a masterful instrument piece
+
  created by  
the masterful engraving
+
masterfully dyed with
  prepared by  
+
addition of a masterful image
 +
during mining
 
  by falling debris
 
  by falling debris
  during mining
+
  by growing vegetation
 
  masterfully constructed by  
 
  masterfully constructed by  
by growing vegetation
+
a masterpiece
 
  by melting
 
  by melting
a masterpiece
+
by magma
 
  during fortification carving
 
  during fortification carving
  by magma
+
  to a
addition of masterful rings
+
prepared a masterful  
addition of a masterful covering
+
created a masterful engraving
addition of masterful spikes
+
destroyed
addition of masterful bands
+
masterfully wrote
created by
+
created a masterful illustration
the masterful  
+
attached a masterful instrument piece
addition of a masterful image
+
created a masterful image set
masterfully dyed with
+
made a masterful improvement
added masterful thread
+
added masterful thread
wove a masterful sewn image
 
 
added masterful cloth
 
added masterful cloth
 +
wove a masterful sewn image
 +
added a masterful handle
 
added masterful rollers
 
added masterful rollers
added a masterful handle
+
added a masterful rope
 
added a masterful chain
 
added a masterful chain
added a masterful rope
+
added a masterful covering
prepared a masterful  
+
added masterful rings
to a
+
added masterful bands
destroyed
+
added masterful spikes
  created a masterful engraving
+
  constructed a masterful  
created a masterful illustration
+
created a masterful  
masterfully wrote
+
masterfully dyed a
created a masterful image set
+
added a masterful image
attached a masterful instrument piece
+
developed an athletic rivalry
the attack of
+
developed a business rivalry
  leaving
+
  recognized
  abandoned the settlement of  
+
  as a capable and connected lieutenant with more autonomy to act on plots in the web of intrigue
  spotted the forces of
+
  became friends
and destruction of
+
due to a shared scholarly interest
the detection of the forces of
+
due to a shared artistic interest
  slipping out of  
+
  become friends over a shared love of athletics
  formed
+
  formed a grudge against
  formed
+
  over the latter's romantic relationship
  moved
+
  became lovers
  became the primary criminal organization
+
  broke up
  withered.
+
  was bent toward supernatural vengeance upon
  settlement of  
+
  held a deep hatred of  
the withering of
+
due to persecution
the abandonment of
+
due to religious persecution
  and took over
+
<rep_information_source>
  tribute from
+
  became childhood friends
  declared
+
  cemented a bond of friendship amidst the horror of combat
  and takeover of
+
  became infatuated with
 +
  Spring
 
  Summer
 
  Summer
  Spring
+
  Autumn
 
  Winter
 
  Winter
  Autumn
+
  every
routed
+
, but they had nothing left to give
the surrender of
+
the failure to secure
the rout of  
+
the securing of  
  and destroyed
+
  demanded and received treasure from
the declaration that
+
tried to secure tribute from
  to be a holy city
+
  secured tribute from
surrendered
+
, to be delivered from
is a holy city
+
The new government was called
 
  and lordship of  
 
  and lordship of  
The new government was called
+
over
 
  demanded treasure from  
 
  demanded treasure from  
  over
+
  freed
 
the freeing of  
 
the freeing of  
  freed
+
  and placed
 
  in charge of  
 
  in charge of  
and placed
+
raided
, but they had nothing left to give
+
pillaged
every
+
raiding of
the securing of  
+
pillaging of  
the failure to secure
+
stole treasure from
tried to secure tribute from  
+
looted treasure from
demanded and received treasure from  
+
stole livestock from
, to be delivered from  
+
seized livestock from
secured tribute from  
+
the defeat of
 
  destruction of  
 
  destruction of  
the defeat of
 
looted treasure and seized livestock from
 
 
stole treasure and livestock from
 
stole treasure and livestock from
 +
looted treasure and seized livestock from
 +
, undetected by
 
the infiltration of  
 
the infiltration of  
, undetected by
+
the attack on
 
  defeated  
 
  defeated  
the attack on
+
and found nothing
pillaged
+
the search of
raided
+
by the forces of  
pillaging of  
+
slipped into
raiding of
+
throughout
looted treasure from
+
fled
stole treasure from
+
the fleeing of
seized livestock from
+
searched
stole livestock from
+
the attack by
inquiry after
+
, the forces of  
viewing of
+
  rampaged throughout
  against
+
the rampage of the forces of
, an insurrection
+
as scouts
profaning
+
by the attackers.
the razing of
+
  The defenders hired
prayer inside
+
as scouts
disturbing
+
  led the attack
  ended with the disappearance of the rebelling population
+
, and the defenders were led by
  overthrown
+
  The defenders were led by
the overthrow of  
+
  were hired
  crushed the insurrection in
+
addition of a masterful instrument piece
the insurrection in
+
creation of a masterful image set
the insurrection
+
  prepared by
the local government
+
the masterful engraving
concluded with
+
addition of masterful cloth
razed
+
weaving of a masterful sewn image
  replaced
+
writing of a masterpiece
asked about
+
creation of a masterful illustration
viewed
+
  thrust a spire of slade up from the underworld, naming it
 
  rebuilt  
 
  rebuilt  
  thrust a spire of slade up from the underworld, naming it
+
  constructed
 
, and established a gateway between worlds
 
, and established a gateway between worlds
  constructed
+
  finished the construction of
the rebuilding of  
+
as a part of  
the emergence of  
+
connecting
the replacement of  
+
the completion of  
from the underworld through the power of  
+
the proclamation of a series of oppressive edicts upon
the creation of  
+
the lifting of numerous oppressive laws from
created
+
the enactment of a series of oppressive laws
the foundation of  
+
the repeal of numerous oppressive laws
the construction of  
+
laid a series of oppressive edicts upon
 
  lifted numerous oppressive laws from  
 
  lifted numerous oppressive laws from  
  laid a series of oppressive edicts upon
+
  enacted a series of oppressive laws
 
  repealed numerous oppressive laws
 
  repealed numerous oppressive laws
enacted a series of oppressive laws
+
the subordination of  
 
the incorporation of  
 
the incorporation of  
the subordination of
+
into
 
the return to reason at the settlement of  
 
the return to reason at the settlement of  
  into
+
  regained their senses after another period of questionable judgment.
as a part of  
+
the formation of  
finished the construction of  
+
ascendency of the criminal organization
the completion of  
+
relocation of
  connecting
+
  fully incorporated into
the lifting of numerous oppressive laws from
+
under the leadership of  
the proclamation of a series of oppressive edicts upon
+
at the settlement of  
the repeal of numerous oppressive laws
+
regained their senses after an initial period of questionable judgment.
the enactment of a series of oppressive laws
 
 
several
 
several
 +
a few
 +
the joining of
 
  began operating at the direction of  
 
  began operating at the direction of  
the joining of  
+
a multitude of
 
hundreds
 
hundreds
a multitude of
 
dozens of
 
 
some hundred
 
some hundred
the formation of  
+
dozens of
  regained their senses after another period of questionable judgment.
+
  formed
relocation of
+
formed
ascendency of the criminal organization
+
became the primary criminal organization
  under the leadership of  
+
  moved
  fully incorporated into
+
settlement of  
regained their senses after an initial period of questionable judgment.
+
  withered.
at the settlement of  
+
the abandonment of  
  unrolled a brilliant tactical plan
+
the withering of  
  made an outright foolish plan
+
  leaving
put forth a sound plan
+
the attack of
  made a poor plan
+
  abandoned the settlement of
  outmanuevered
+
their
  entirely outwitted
+
  and destruction of
the forces shifted, and
+
  spotted the forces of
the forces were arrayed, and
+
  slipping out of
the attackers had a positional advantage
+
the detection of the forces of
the attackers had a strong positional advantage
+
the surrender of
  hatched a stunning strategy
+
routed
  blundered terribly
+
and destroyed
  used good tactics
+
the rout of
  used poor tactics
+
to be a holy city
, which rises above
+
the declaration that
an unknown peak
+
  is a holy city
  escaped from
+
  surrendered
the climbing of
+
  tribute from
 +
  and took over
 +
and takeover of
 +
  declared
 +
ripping
 
stabbing
 
stabbing
ripping
+
were
 
  the first to reach the summit of  
 
  the first to reach the summit of  
outmatched
+
burning out
the journey of
+
burning away
tactical planning was superior to
+
smashing
with a cunning plan
+
slashing
unknown lands
+
tearing out
made a journey to
+
tearing off
the return of
+
stabbing out
the escape from
+
ripping off
 +
stabbed
 
  as a means of torture
 
  as a means of torture
stabbed
+
slashing out
 
slashing off
 
slashing off
slashing out
+
burned away
 
smashed
 
smashed
burned away
+
slashed
 
ripped
 
ripped
slashed
+
torn off
burning away
+
stabbed out
burning out
+
ripped off
slashing
+
burned out
smashing
+
broken away
tearing off
+
slashed out
tearing out
+
slashed off
ripping off
+
torn out
stabbing out
+
the questionable judgment of
 
the reclamation of  
 
the reclamation of  
the questionable judgment of
+
devoured
 
the devouring of  
 
the devouring of  
devoured
+
the end of the insurrection in
 
the crushing of the insurrection against  
 
the crushing of the insurrection against  
the end of the insurrection in
+
were taken by a mood to act against their better judgment at
 
  launched an expedition to reclaim  
 
  launched an expedition to reclaim  
  were taken by a mood to act against their better judgment at
+
  overthrown
stabbed out
+
ended with the disappearance of the rebelling population
torn off
+
crushed the insurrection in
burned out
+
the overthrow of
ripped off
+
the insurrection
slashed out
+
the insurrection in
broken away
+
concluded with
torn out
+
the local government
slashed off
+
viewing of
got into a brawl with
+
inquiry after
  confronted
+
, an insurrection
a scuffle between
+
  against
the subduing of  
+
the razing of  
ambushed
+
profaning
surprised
+
disturbing
cornered
+
prayer inside
  happened upon
+
the emergence of
surprising of
+
the rebuilding of
attack on
+
  from the underworld through the power of
happening upon
+
the replacement of  
ambush of
+
created
the escape of  
+
the creation of  
in which the former emerged victorious
+
the construction of  
  after a horrific combat
+
the foundation of
  after a punishing fight
+
  replaced
wild beasts
+
  razed
tamed the
+
viewed
fought with and subdued
+
asked about
the taming of the
+
the horrible experiments of
 
the carousal of
 
the carousal of
the horrible experiments of
+
the purchased of  
 
  equipment by
 
  equipment by
the purchased of
+
superior quality
despite the latter's wounds
 
was forced to retreat from
 
was forced to make a hasty escape
 
eventually prevailed and
 
.  While defeated, the latter escaped unscathed
 
fought with
 
's onslaught
 
managed to escape from
 
everyone
 
losing
 
performed horrible experiments
 
the clash between
 
slaying
 
a single
 
 
exceptional
 
exceptional
superior quality
+
masterwork
 
  equipment
 
  equipment
masterwork
+
caroused
 
purchased  
 
purchased  
caroused
+
well-crafted
 
finely-crafted
 
finely-crafted
well-crafted
+
losing
 +
everyone
 +
the clash between
 +
performed horrible experiments
 +
a single
 +
slaying
 +
them
 +
dying
 +
poorly led
 +
a lone
 +
animated
 +
clashed with
 +
brilliantly led
 +
inspiringly led
 +
ably led
 +
led
 +
neither side had a positional advantage
 
the tactical contest between  
 
the tactical contest between  
neither side had a positional advantage
+
the tactics of
 
a tactical situation
 
a tactical situation
the tactics of
+
the attackers had a slight positional advantage
 
the defenders had a strong positional advantage
 
the defenders had a strong positional advantage
the attackers had a slight positional advantage
+
the defenders had a positional advantage
 
the defenders had a slight positional advantage
 
the defenders had a slight positional advantage
the defenders had a positional advantage
+
the forces were arrayed, and
a lone
+
the forces shifted, and
poorly led
+
the attackers had a strong positional advantage
  clashed with
+
the attackers had a positional advantage
animated
+
blundered terribly
inspiringly led
+
  hatched a stunning strategy
brilliantly led
+
used poor tactics
ably led
+
used good tactics
  drowned
+
made an outright foolish plan
  out in the air
+
  unrolled a brilliant tactical plan
  to beasts
+
  made a poor plan
  buried
+
  put forth a sound plan
  crucified
+
  entirely outwitted
left
+
  outmanuevered
alive
+
and
threw
+
but
  murdered
+
the journey of
  into a pit of spikes
+
  outmatched
  against an obstacle, causing immediate death
+
  with a cunning plan
  slaughtered
+
  tactical planning was superior to
struck down
+
  made a journey to
of blood
+
unknown lands
drained
+
the escape from
burned
+
the return of  
as a
+
an unknown peak
  to death
+
, which rises above
in dragon fire
+
the climbing of
 +
  escaped from
 +
an energetic poltergeist
 
a troublesome poltergeist
 
a troublesome poltergeist
an energetic poltergeist
+
a restless haunt
 
a forlorn haunt
 
a forlorn haunt
a restless haunt
+
an angry ghost
to pieces
+
a moaning spirit
hacked
+
a howling spirit
  beheaded
+
a secretive poltergeist
executed
+
  once more, this time
mortally wounded
+
a murderous ghost
shot and killed
+
a sadistic ghost
, who suffocated
+
a violent ghost
, who bled to death
+
became obsessed with an inscrutable goal
 
  was disturbed from eternal rest
 
  was disturbed from eternal rest
became obsessed with an inscrutable goal
+
was brought back from the dead
 
  came back from the dead
 
  came back from the dead
was brought back from the dead
+
began dreaming of falling in love
 
began dreaming of seeing the great natural wonders of the world
 
began dreaming of seeing the great natural wonders of the world
began dreaming of falling in love
+
began dreaming of attaining rank in society
 
came to desire to bathe the world in chaos
 
came to desire to bathe the world in chaos
began dreaming of attaining rank in society
+
began dreaming of crafting a masterwork
a moaning spirit
+
began dreaming of bringing peace to the world
an angry ghost
+
began dreaming of becoming a legendary warrior
a secretive poltergeist
+
began dreaming of mastering a skill
a howling spirit
+
began dreaming of starting a family
a murderous ghost
+
came to desire to rule the world
once more, this time
+
began dreaming of making a great discovery
a violent ghost
+
began dreaming of creating a great work of art
a sadistic ghost
+
independently discovered
 
became obsessed with  
 
became obsessed with  
independently discovered
+
own mortality and sought to extend
 
  life by any means
 
  life by any means
own mortality and sought to extend
+
cornering of
 
confrontation of
 
confrontation of
cornering of
+
brawl with
 
was the very first to discover
 
was the very first to discover
brawl with
+
attack on
began dreaming of bringing peace to the world
+
surprising of
began dreaming of crafting a masterwork
+
ambush of
began dreaming of mastering a skill
+
happening upon
began dreaming of becoming a legendary warrior
+
in which the former emerged victorious
came to desire to rule the world
+
the escape of  
began dreaming of starting a family
+
after a punishing fight
began dreaming of creating a great work of art
+
after a horrific combat
began dreaming of making a great discovery
+
confronted
to attain rank in society
+
got into a brawl with
  own life
+
the subduing of  
with an inscrutable goal
+
a scuffle between
to bathe the world in chaos
+
surprised
to fall in love
+
ambushed
to master a skill
+
  happened upon
with extending
+
cornered
to see the great natural wonders of the world
+
was forced to retreat from
  into a deep chasm
+
despite the latter's wounds
the fall of
+
eventually prevailed and
the death in the dark of  
+
was forced to make a hasty escape
the passing of
+
fought with  
, once more,
+
.  While defeated, the latter escaped unscathed
  from the dead
+
  managed to escape from
in a cage
+
's onslaught
the death of
+
tamed the  
independent discovery
+
wild beasts
initial discovery
+
the taming of the  
the new dream of
+
  fought with and subdued
the new desire of
+
, struck down by a  
 
, struck down  
 
, struck down  
, struck down by a
+
died after colliding with an obstacle
 
was impaled on spikes
 
was impaled on spikes
died after colliding with an obstacle
+
was killed by a flying object
to craft a masterwork
+
was banished by
to create a great work of art
+
was banished by a  
to become a legendary warrior
+
, struck down by
to bring peace to the world
+
was drowned
to rule the world
+
was struck down
the new obsession of
+
was killed by a trap
to make a great discovery
+
was killed by a vehicle
to start a family
+
, slain by a  
 
, slain
 
, slain
, slain by a
+
succumbed to infection
 
was left out in the air
 
was left out in the air
succumbed to infection
+
was crushed by a drawbridge
 
was crushed under a collapsing ceiling
 
was crushed under a collapsing ceiling
was crushed by a drawbridge
+
was killed by falling rocks
 
, slain by  
 
, slain by  
was killed by falling rocks
+
was burned to death by  
was banished by
+
fire
was killed by a flying object
+
was burned to death by a  
, struck down by
+
burned up in a magma mist
was banished by a
+
burned up in
was struck down
+
dragon fire
was drowned
+
's dragon fire
was killed by a vehicle
+
dragon fire
was killed by a trap
+
was encased in ice
 
fell into a deep chasm
 
fell into a deep chasm
was encased in ice
+
died of old age
 
burned up in magma
 
burned up in magma
died of old age
+
scared
 
solidified
 
solidified
scared
+
was encased in cooling lava
 
was encased in cooling magma
 
was encased in cooling magma
was encased in cooling lava
+
murdered
was burned to death by
+
threw
burned up in a magma mist
+
against an obstacle, causing immediate death
was burned to death by a
+
into a pit of spikes
  dragon fire
+
struck down
burned up in
+
  slaughtered
dragon fire
+
drained
's dragon fire
+
of blood
  on spikes
+
out in the air
the impalement of
+
  drowned
  to death
+
fed
the scaring of
+
  to beasts
  with an obstacle
+
crucified
the collision of
+
  buried
, after the death strike by a
+
alive
, after the death strike by
+
left
the reunion of
+
hacked
  through the efforts of
+
to pieces
  was abducted
+
  executed
  abducted
+
  beheaded
  from a great height
+
  shot and killed
the leap of
+
  mortally wounded
the murder of
+
, who bled to death
  blood
+
, who suffocated
  by a vehicle
+
as a
  by a trap
+
  burned
 +
  in dragon fire
 +
  to death
 +
the killing of
 
the slaughter of  
 
the slaughter of  
the killing of  
+
the scuttling of  
 
the draining of  
 
the draining of  
the scuttling of  
+
the crucifixion of  
attack with
+
the burial of
after an attack
+
the leaving of
the putting to rest of  
+
the feeding of
the vanishment of  
+
the fatal illness of  
the collapse of  
+
the hacking of  
by a flying object
+
the execution of  
  after an attack by a  
+
the beheading of
after an attack by
+
  under a collapsing ceiling
 
  by falling rocks
 
  by falling rocks
under a collapsing ceiling
+
the shooting of
 
the mortal wounding of  
 
the mortal wounding of  
the shooting of  
+
the scalding of  
 
  in a magma mist
 
  in a magma mist
the scalding of  
+
the crushing of  
 
  under a drawbridge
 
  under a drawbridge
the crushing of
+
in cooling magma
the burial of
+
in ice
the crucifixion of
+
in a
the feeding of
+
's fire
the leaving of  
+
the freezing of  
the hacking of  
+
the heat-induced death of  
the fatal illness of  
+
the encasement of  
the beheading of
+
in cooling lava
the execution of
+
in magma
 
the boiling of  
 
the boiling of  
in magma
+
the melting of
 
the condensation of  
 
the condensation of  
the melting of  
+
the starvation of  
 
the dehydration of  
 
the dehydration of  
the starvation of  
+
the drowning of  
 
the burning of  
 
the burning of  
the drowning of  
+
the fall of  
  in ice
+
  into a deep chasm
in cooling magma
+
the passing of  
's fire
+
the death in the dark of  
in a  
+
  from the dead
the heat-induced death of  
+
, once more,
the freezing of  
+
the death of  
  in cooling lava
+
in a cage
the encasement of  
+
own life
became crazed
+
to attain rank in society
was striken by melancholy
+
to bathe the world in chaos
stopped responding to the outside world
+
with an inscrutable goal
went berserk
+
to master a skill
was possessed
+
to fall in love
withdrew from society
+
to see the great natural wonders of the world
was taken by a fell mood
+
with extending
began to skulk and brood
+
to create a great work of art
the melancholy of
+
to craft a masterwork
the fell mood of
+
to bring peace to the world
the rampage of
+
to become a legendary warrior
the insanity of
+
the new obsession of
the withdrawal from society of
+
to rule the world
the fey mood of
+
to start a family
the dark brooding of
+
to make a great discovery
the possession of
+
initial discovery
  as the latter prefers to work alone
+
independent discovery
was denied an apprenticeship under
+
the new desire of
due to
+
the new dream of
prefers to work alone
+
  within
raising
+
raising
within
+
discarding
 
entombment
 
entombment
discarding
+
arose from
appearing not to age
+
was discarded in
after
+
was buried in
was taken by a fey mood
+
was entombed in
general suspicion
+
the giving up on being a  
denial of apprenticeship
+
the loss of a hist fig entry
  jealousy
+
, based in
aroused general suspicion
+
  throughout
under
+
the mercenary operation
 
the thievery
 
the thievery
the mercenary operation
+
the career change from
 
the start as a  
 
the start as a  
the career change from
+
the wandering
 
the scouting
 
the scouting
the wandering
+
the hunting of great beasts
 
the baby-snatching
 
the baby-snatching
the hunting of great beasts
+
out of
was discarded in
+
in
arose from
+
around
was entombed in
+
the wilds
was buried in
+
to become a
the loss of a hist fig entry
+
became a
the giving up on being a  
+
stopped being a
throughout
+
lost a hist fig entry
, based in
+
decided to become a baby-snatcher, operating
 
decided to become a mercenary, operating
 
decided to become a mercenary, operating
decided to become a baby-snatcher, operating
+
decided to become a thief, operating
 
gave up being a  
 
gave up being a  
decided to become a thief, operating
+
the abduction of
 
began wandering
 
began wandering
the abduction of
+
became a scout
 
began hunting great beasts
 
began hunting great beasts
became a scout
+
  through the efforts of  
  out of
+
the reunion of
the wilds
+
  abducted
  around
+
  was abducted
became a
+
the leap of
  to become a
+
from a great height
lost a hist fig entry
+
were
stopped being a  
+
was
took up residence
+
the impalement of
took up residence in
+
on spikes
was imprisoned in
+
the scaring of  
laired within
+
to death
started working at
+
the collision of
stopped being the pet of
+
  with an obstacle
started hanging out at
+
, after the death strike by
ruled from
+
, after the death strike by a
  taught
+
  after an attack
escaped from
+
attack with
the learning of
+
the vanishment of
  learned
+
the putting to rest of  
stopped ruling from
+
by a flying object
stopped working at
+
the collapse of  
moved out of
+
after an attack by
stopped hanging out at
+
after an attack by a
stopped being the child of
+
blood
stopped being the father of
+
the murder of  
ended the romantic relationship with
+
by a trap
lost the worship of
+
by a vehicle
 +
began worshipping
 
became the pet of
 
became the pet of
began worshipping
+
became the spouse of the deceased
 
stopped being the mother of
 
stopped being the mother of
became the spouse of the deceased  
+
became the former spouse of
stopped being the owner of
+
became the deceased spouse of
stopped traveling with
+
was sired by
lost faith in
+
became the parent of
stopped being the parent of
+
began traveling with
no longer imprisoned
+
ceased being the master of
was no longer imprisoned by
+
ceased being the apprentice of
stopped being the apprentice of
+
became the owner of
stopped being the master of
+
was imprisoned by
 
imprisoned
 
imprisoned
was imprisoned by
+
became the master of
 
began an apprenticeship under
 
began an apprenticeship under
became the master of
+
sired
 
was born to
 
was born to
 +
received the worship of
 
became romantically involved with
 
became romantically involved with
received the worship of
+
to
became the deceased spouse of
+
into the area around
became the former spouse of
+
into
became the parent of
+
gave birth to
was sired by
+
studies
ceased being the master of
+
wandering
began traveling with
+
settling
became the owner of
+
visit
ceased being the apprentice of
+
settled in
 
visited
 
visited
settled in
+
fled into
 
the area around  
 
the area around  
fled into
+
the catatonia
 
fled to
 
fled to
the catatonia
+
departed to
 
moved to study in
 
moved to study in
departed to
+
the fell mood of
into the area around
+
the melancholy of
gave birth to
+
the insanity of
wandering
+
the rampage of
studies
+
the fey mood of
settling
+
the withdrawal from society of
the shield
+
the possession of
the tooth
+
the dark brooding of
serving in combat
+
was striken by melancholy
dodging
+
became crazed
the whip
+
went berserk
the pike
+
stopped responding to the outside world
the blowgun
+
withdrew from society
the bow
+
was possessed
  years of membership
+
began to skulk and brood
being a member for a year
+
was taken by a fell mood
  dissolved
+
  after
the bestowal of the title of  
+
appearing not to age
battles
+
general suspicion
participating in
+
was taken by a fey mood
enemies
+
  jealousy
slaying an enemy
+
denial of apprenticeship
  given to all new members
+
under
  received the title of
+
aroused general suspicion
a weapon or technique
+
was denied an apprenticeship under
attaining sufficient skill with
+
  as the latter prefers to work alone
 +
  prefers to work alone
 +
due to
 +
  The support of
 
  was crucial to the coup.
 
  was crucial to the coup.
  The support of
+
expelled
 
  recruited  
 
  recruited  
  expelled
+
  formed a friendship
the hammer
+
toppled the government of
the mace
+
and assumed control
the crossbow
+
in power
the spear
+
formed a false friendship where each used the other for information
a ranged weapon
+
formed a friendship
a melee weapon or technique
+
formed a false friendship with
the sword
+
in order to extract information
the axe
+
forcible creation
 
collaborative creation
 
collaborative creation
forcible creation
+
popularly-supported creation
 
  of the position of  
 
  of the position of  
popularly-supported creation
+
with threats of violence
 
, pushed by a wave of popular support
 
, pushed by a wave of popular support
  with threats of violence
+
  as a matter of course
 
audacious creation
 
audacious creation
as a matter of course
+
compelled the creation of
  toppled the government of  
+
collaborated to create
  formed a friendship
+
  the position of  
  in power
+
  through force of argument
  and assumed control
+
  into believing
formed a friendship
+
  assumed the identity
formed a false friendship where each used the other for information
+
the impersonation of
in order to extract information
+
members of
  formed a false friendship with
+
  from a  
 
  into a  
 
  into a  
from a
+
the transformation of
 
  fooled  
 
  fooled  
the transformation of  
+
from the teaching of  
 
the moment when  
 
the moment when  
  from the teaching of
+
  changed
 
  changed
 
  changed
  changed
+
escaped from
collaborated to create
+
  taught
compelled the creation of
+
learned
through force of argument
+
the learning of  
the position of
+
stopped working at
assumed the identity
+
stopped ruling from
into believing
+
stopped hanging out at
members of
+
moved out of
the impersonation of  
+
took up residence in
sacred sites were desecrated
+
took up residence
Several
+
laired within
along with smaller sacred sites
+
was imprisoned in
Several major structures were destroyed
+
stopped being the pet of
Most property was confiscated
+
started working at
along with several smaller sacred sites
+
ruled from
were destroyed
+
started hanging out at
, including
+
stopped traveling with
several groups
+
stopped being the owner of
in war if the latter did likewise.
+
stopped being the parent of
swore to support
+
lost faith in
the persecution of  
+
was no longer imprisoned by
the breach of  
+
no longer imprisoned
breached
+
stopped being the master of
Five hundred or more people were expelled
+
stopped being the apprentice of
A thousand or more people were expelled
+
stopped being the father of
Dozens of people were expelled
+
stopped being the child of
A hundred or more people were expelled
+
lost the worship of
 +
ended the romantic relationship with
 
  with dozens of others
 
  with dozens of others
  with a hundred or more others
+
  with many others
 
  with some others
 
  with some others
with many others
+
A thousand or more people were expelled
A few people were expelled
 
expelled
 
property was confiscated
 
Somebody was expelled
 
and some others
 
Several people were expelled
 
and others were
 
were expelled
 
rebuilding
 
inheritance
 
, inveighing against
 
preached to
 
rebuilt
 
inherited
 
purchase
 
formerly owned by
 
 
  was expelled
 
  was expelled
  persecuted
+
  with a thousand or more others
 
  with five hundred or more others
 
  with five hundred or more others
  with a thousand or more others
+
  with a hundred or more others
 +
, urging love be shown to
 
the sermon of  
 
the sermon of  
, urging love be shown to
 
 
urging love between  
 
urging love between  
setting
+
persecuted
 +
inheritance
 +
rebuilding
 +
preached to
 +
, inveighing against
 +
inherited
 +
rebuilt
 +
formerly owned by
 +
purchase
 +
improved fortifications
 +
a gated courtyard
 +
a feast hall
 +
purchased
 +
had the fortifications improved of
 +
had a gated courtyard added to
 +
had a feast hall added to
 +
the addition of
 +
received
 
the purchase of  
 
the purchase of  
  received
+
  equipment by
 
had a dungeon constructed within
 
had a dungeon constructed within
equipment by
+
the dissolution of
 
  purchased  
 
  purchased  
the dissolution of
+
standard
 
, which  
 
, which  
standard
+
being a member for a year
a gated courtyard
+
years of membership
improved fortifications
+
the bestowal of the title of  
purchased
+
dissolved
a feast hall
+
participating in
had a gated courtyard added to
+
  battles
had the fortifications improved of
+
slaying an enemy
the addition of  
+
enemies
had a feast hall added to
+
the tooth
was imprisoned by
+
the shield
  was enslaved by
+
dodging
an enemy of
+
serving in combat
a mercenary for
+
the pike
revealed nothing during interrogation.
+
the whip
during interrogation
+
the bow
conviction of
+
the blowgun
wrongful
+
the mace
a former prisoner of
+
the hammer
a former slave of
+
the spear
a claimant for
+
the crossbow
a worker of
+
a melee weapon or technique
a member of
+
a ranged weapon
a criminal in the eyes of
+
the axe
a former mercenary of
+
the sword
a former member of
+
received the title of  
  sentenced to
+
given to all new members
 +
attaining sufficient skill with
 +
a weapon or technique
 +
the corrupt
 +
with fabricated evidence
 +
  through the machinations of
 
  and sentenced to death
 
  and sentenced to death
  beaten
+
  confessed and
hammerstroke
+
wrongfully
the corrupt
+
convicted
 
as a go-between in a conspiracy to commit  
 
as a go-between in a conspiracy to commit  
through the machinations of
+
the contact
with fabricated evidence
+
a coconspirator,
one year
+
the target
months
+
  as the plot unfolded,
more than
 
  and would have been imprisoned but for lack of accommodations
 
and exiled
 
one month
 
and imprisoned for a term of
 
 
  with fabricated evidence in  
 
  with fabricated evidence in  
with fabricated evidence, but nothing came of it.
+
after being recognized and arrested
 
due to ongoing surveillance as the plot unfolded,  
 
due to ongoing surveillance as the plot unfolded,  
after being recognized and arrested
+
due to ongoing surveillance on
 
the arrest and interrogation of  
 
the arrest and interrogation of  
  was released.
+
  attempted to frame
 
  at the behest of  
 
  at the behest of  
  attempted to frame
+
  with fabricated evidence, but nothing came of it.
  confessed and
+
  Despite the interrogation
  as the plot unfolded,
+
  refused to reveal anything and was released.
convicted
+
  After enduring an interrogation
wrongfully
+
  was released.
the contact
+
was arrested
due to ongoing surveillance on
+
  After being interrogated
the target
+
implicated
a coconspirator,
+
but did not reveal everything
 
the sale of  
 
the sale of  
  sold
+
  sabotaged the activities of
 
the sabotage of the activities of  
 
the sabotage of the activities of  
  sabotaged the activities of
+
  was recognized and arrested
 
  ransomed  
 
  ransomed  
 +
was sent to
 +
the ransom of
 +
sold
 +
, including
 +
swore to support
 +
in war if the latter did likewise.
 
the alliance between  
 
the alliance between  
the ransom of  
+
the persecution of  
  was sent to
+
  breached
  Despite the interrogation
+
the breach of
  but did not reveal everything
+
several groups
  After enduring an interrogation
+
sacred sites were desecrated
  refused to reveal anything and was released.
+
  along with smaller sacred sites
  was arrested
+
some
  was recognized and arrested
+
Some
  implicated
+
Several major structures were destroyed
  After being interrogated
+
were destroyed
the friendship of
+
  along with several smaller sacred sites
the false friendship of
+
Several
the recruitment of  
+
A few people were expelled
the expulsion of
+
Somebody was expelled
the moving out of
+
  property was confiscated
the stoppage of hanging-out of
+
Most property was confiscated
the escape of
+
  and some others
the entry
+
were expelled
the selection
+
  and others were
the crimes
+
expelled
the rise
+
Five hundred or more people were expelled
the ascension
+
A hundred or more people were expelled
the status
+
Dozens of people were expelled
the election
+
Several people were expelled
the appointment
+
the end of the romantic relationship between
the end of the master-apprentice of
+
the end of the imprisonment by
 +
the end of the imprisonment of
 
the end of the apprenticeship of
 
the end of the apprenticeship of
as the pet of
+
over
the end of the companionship of
+
the termination of
the end of the romantic relationship between
+
the divorce of
 
the loss of faith of
 
the loss of faith of
the end of the imprisonment of
+
as the owner of
the end of the imprisonment by
+
under
the lair of
 
the removal of the seat of power of
 
the cease of occupation of
 
the seat of power of
 
the working of
 
the residence of
 
the hanging-out of
 
 
the former apprenticeship of
 
the former apprenticeship of
the companionship of
+
the former master-apprentice relationship of
 
as the child of
 
as the child of
the former master-apprentice relationship of
+
as the parent of
 
the imprisonment of
 
the imprisonment of
the imprisonment by
+
the apprenticeship of
 
the master-apprentice relationship of
 
the master-apprentice relationship of
the apprenticeship of
+
the companionship of
the divorce of
 
the termination of
 
as the owner of
 
as the parent of
 
made peace with
 
left the service of
 
was brought to the justice of
 
, appointed by
 
ceased to be
 
ceased to be a
 
 
the marriage of
 
the marriage of
the status of
+
the belief of
 
the romantic relationship between
 
the romantic relationship between
the belief of
+
the imprisonment by
 
escaped from the prisons of
 
escaped from the prisons of
escaped from the slavery of
+
stopped working for
 
ceased to be a claimant for  
 
ceased to be a claimant for  
stopped working for
+
the status of
the rejection of  
+
made peace with
  was rejected by
+
was brought to the justice of
a sabotage plot
+
left
concluded
+
escaped from the slavery of
the failure
+
  in fulfillment of a promise
the unsatisfactory conclusion
+
ceased to be a  
proposed by  
+
ceased to be
the miserable failure
+
left the service of
a parley
+
a former prisoner of
a citizenship agreement
+
a worker of
a promise of position
+
a claimant for
a residency agreement
+
, appointed by  
an assassination plot
+
a member of
an abduction plot
+
a former member of
corrupt dealing
+
a former mercenary of
a theft deal
+
a former slave of
 +
was imprisoned by
 +
a mercenary for
 +
an enemy of
 +
a criminal in the eyes of
 +
revealed nothing during interrogation.
 +
wrongful
 +
conviction of
 +
was enslaved by
 +
one year
 +
more than
 +
years
 +
during interrogation
 +
and would have been imprisoned but for lack of accommodations
 +
and imprisoned for a term of
 +
one month
 +
months
 +
sentenced to
 +
hammerstroke
 +
beaten
 +
and exiled
 +
the first contact of
 +
rejected contact with
 
the rejection of contact by  
 
the rejection of contact by  
rejected contact with
 
, cementing bonds of mutual trust
 
 
  concluded
 
  concluded
 +
with
 +
from the slavery of
 
from the prisons of
 
from the prisons of
from the slavery of
 
the first contact of
 
 
  made contact with  
 
  made contact with  
the brilliant
+
the end of work
with miserable outcome
+
the end of the claim of
the fair conclusion
+
from the position of
the positive
+
from the mercenary service of
fairly
+
the end of the former membership of
with a positive outcome
+
the end of the former mercenary status of
in failure
+
the end of the former enslavement of
in an unsatisfactory fashion
+
the end of the former imprisonment of
 +
the departure of
 +
the peace-making of
 
the loss of heroic status of
 
the loss of heroic status of
the peace-making of
 
the end of the former membership of
 
 
the end of the membership of
 
the end of the membership of
 +
as a former prisoner of
 +
the loss of status of
 
the fall of
 
the fall of
the loss of status of
 
the departure of
 
 
the removal of
 
the removal of
from the position of  
+
as a member of
the end of the claim of
+
as a former member of
from the mercenary service of
+
as a former mercenary of
the end of the former enslavement of
+
as a former slave of
the end of the former mercenary status of
+
to the position of  
the end of work
+
into the mercenary service of
the end of the former imprisonment of
+
as an enemy of
 +
in the eyes of
 +
the imprisonment
 +
the work
 
the claim
 
the claim
into the mercenary service of
+
as a
to the position of
+
the rise
 +
the crimes
 +
the acceptance
 
the enslavement
 
the enslavement
the acceptance
+
the appointment
the work
+
the election
the imprisonment
+
the selection
as a former slave of
+
the entry
as a former mercenary of
+
the expulsion of  
as a former prisoner of
+
the recruitment of  
in the eyes of
+
the status
as an enemy of
+
the ascension
as a former member of
+
the moving out of
as a member of
+
the escape of
with the possible involvement of  
+
the false friendship of  
the loss of a diplomat of  
+
the friendship of  
the voiding of agreements with
+
the cease of occupation of
voided all agreements with
+
the removal of the seat of power of
horrible mutilation of
+
the stoppage of hanging-out of
hanging from a
+
the seat of power of
They suspected the involvement of  
+
the hanging-out of
lost a diplomat at
+
the residence of
gambling
+
the lair of
broke even
+
the end of the master-apprentice of
and went into debt
+
the end of the companionship of
and went further into debt
+
as the pet of
did well
+
the working of
made a fortune
+
the body
did poorly
+
added to a grisly mound
lost a fortune
+
added to a grotesque pillar
flayed and the skin stretched over
 
 
added to a gruesome sculpture
 
added to a gruesome sculpture
hung from a
+
the acceptance of an offer of peace from  
animated
+
rejected an offer of peace from
the body
+
the rejection of an offer of peace from
 
the bodies
 
the bodies
added to a grotesque pillar
+
the acceptance of
added to a grisly mound
+
became embroiled in a dispute over
display on
+
the dispute between
construction of a gruesome sculpture from
+
  accepted an offer of peace from  
animation of
 
  of the skins of
 
impalement on
 
horribly mutilated
 
construction of a grotesque pillar from
 
construction of a grisly mound from
 
 
an agreement
 
an agreement
after an adoption
+
was accepted by
 
the conclusion of  
 
the conclusion of  
was accepted by
+
corrupt dealings
 
because of a leadership change at the site
 
because of a leadership change at the site
 +
because the group went too far away
 +
after a joyous reunion
 +
after an adoption
 +
a request to offer service
 +
an agreement to retrieve
 +
because the group travelled too slowly
 
after arriving at the destination
 
after arriving at the destination
after a joyous reunion
+
an agreement to establish a guildhall
because the group went too far away
+
an infiltration plot
the acceptance of an offer of peace from
+
a framing plot
accepted an offer of peace from
+
a war starting plot
the rejection of an offer of peace from
+
a foiled bribery conspiracy
rejected an offer of peace from
+
a foiled corruption conspiracy
the acceptance of
+
a foiled embezzlement conspiracy
corrupt dealings
+
an agreement to establish a temple
the dispute between
+
a guide agreement
became embroiled in a dispute over
+
a journey to safety
 
bound service
 
bound service
a journey to safety
 
a foiled bribery conspiracy
 
 
a performance tour
 
a performance tour
 +
a promise of position
 +
a rescue mission
 
an insurrection mission
 
an insurrection mission
a rescue mission
 
a guide agreement
 
 
an adventure
 
an adventure
a framing plot
+
corrupt dealing
an infiltration plot
+
a citizenship agreement
because the group travelled too slowly
+
a parley
a war starting plot
+
a residency agreement
a foiled embezzlement conspiracy
+
a sabotage plot
a foiled corruption conspiracy
+
an abduction plot
an agreement to establish a guildhall
+
an assassination plot
an agreement to establish a temple
+
a theft deal
the concealment of  
+
proposed by
  was stored
+
was rejected by
was acquired
+
the rejection of  
the storing of
+
  concluded
tribute delivery
+
the fair conclusion
costly
+
the unsatisfactory conclusion
  was hidden in  
+
the failure
visit of merchants
+
the miserable failure
was made
+
  in failure
the offering of  
+
with miserable outcome
  an official symbol
+
the brilliant
  a symbol of
+
the positive
  was inherited
+
, cementing bonds of mutual trust
the acquisition of
+
  with a positive outcome
the inheritance of
+
  fairly
  was offered
+
  in an unsatisfactory fashion
  delivered tribute to
+
boxes
 +
  beds
 +
  crafts
 
a caravan from  
 
a caravan from  
  visited
+
  bags
merchants from
+
tables
  boxes
+
  cabinets
 
  chairs
 
  chairs
  crafts
+
  cloth
ill-fated
+
  quivers
.  They were greatly offended by the locals
+
  backpacks
terrible
+
  flasks
tragic
 
and suffered great hardships
 
  and were never heard from again
 
. They reported irregularities with their goods
 
. They reported a seizure of goods
 
 
  weapons
 
  weapons
  ammunition
+
  ranged weapons
 
  anvils
 
  anvils
  ranged weapons
+
  thread
 
  handwear
 
  handwear
 +
footwear
 +
headwear
 +
ammunition
 +
foot armor
 +
helmets
 +
bodywear
 
  legwear
 
  legwear
headwear
+
goods
footwear
+
  armor
flasks
+
  leg armor
cabinets
+
  hand armor
tables
 
cloth
 
  thread
 
  backpacks
 
  quivers
 
 
  trading  
 
  trading  
gambling of
+
favorable
 
unfavorable  
 
unfavorable  
favorable
+
trading of
 
skillful  
 
skillful  
 +
disastrous
 +
unfortunate
 +
gambling of
 +
gambling
 +
and went further into debt
 +
and went into debt
 
masterful  
 
masterful  
unfortunate
+
did well
disastrous
+
lost a fortune
foot armor
+
did poorly
hand armor
+
broke even
  bodywear
+
  with the possible involvement of
  helmets
+
  voided all agreements with
trading of  
+
the voiding of agreements with
leg armor
+
made a fortune
  armor
+
horrible mutilation of
a poetry competition
+
  lost a diplomat at
a music competition
+
They suspected the involvement of
a flying race
+
the loss of a diplomat of
a foot race
+
display on
the performance
+
of the skins of
held by
+
animation of
a dance competition
+
hanging from a  
a competition involving
+
impalement on
There were
+
construction of a grisly mound from
there was a competition
+
onstruction of a grotesque pillar from
including
+
construction of a gruesome sculpture from
competitors
+
flayed and the skin stretched over
a wrestling competition
+
animated
a gladiatory competition
+
hung from a  
throwing competition
+
horribly mutilated
was dropped by
+
the looting of
 +
the recovery of
 +
the theft of
 
  was recovered by  
 
  was recovered by  
  held
+
  was recovered
the discardment of
+
was stolen
the looting of
+
and brought to
 
the confiscation of  
 
the confiscation of  
the theft of
+
was found
the recovery of  
+
the discovery of  
a story recital
+
was confiscated
a poetry recital
+
  was looted
  as part of
 
there was a performance
 
a dance
 
a performance of
 
a recital of
 
a concert
 
 
the original  
 
the original  
the acquisition of a copy of
+
from
 
  was lost
 
  was lost
 +
the disappearance of
 
  made a copy of the original  
 
  made a copy of the original  
 +
acquired a copy of
 +
, keeping it within
 +
the acquisition of a copy of
 +
the authoring of
 +
received its name
 +
was created
 
the naming of  
 
the naming of  
, keeping it within
+
a musical form
acquired a copy of
+
a dance form
was recovered
+
a work
was looted
+
  was authored by
and brought to
 
  was stolen
 
was found
 
the disappearance of
 
was confiscated
 
the discovery of
 
 
the sanctification of  
 
the sanctification of  
the claiming of
+
into a family heirloom
 
a poetic form
 
a poetic form
  into a family heirloom
+
  was created by
 
  was claimed
 
  was claimed
 +
was sanctified
 +
the making of
 +
the claiming of
 +
was made
 +
a symbol of
 +
an official symbol
 
  was made a family heirloom
 
  was made a family heirloom
the making of
+
was inherited
  was sanctified
+
  was offered
the authoring of  
+
the inheritance of  
was authored by
+
the offering of
was created
+
the concealment of
received its name
+
the storing of
a musical form
+
  was acquired
  was created by
+
the acquisition of
a work
+
tribute delivery
a dance form
+
visit of merchants
to fight in
+
  was hidden in  
as part of  
+
  was stored
, an assault on
+
ill-fated
  fought in  
+
tragic
  which was said to permeate
+
terrible
  which permeates
+
costly
as a scout
+
  and suffered great hardships
  was hired
+
.  They reported a seizure of goods
casual
+
. They reported irregularities with their goods
faithful
+
.  They were greatly offended by the locals
worship
+
delivered tribute to
dubious
+
merchants from
[C:3:0:1]Related Historical Figures[C:7:0:0][B]
+
visited
  in defense of  
+
and were never heard from again
ardent
+
  devoted to the worship of  
object of
+
dedicated to the mastery of
wrestling
+
known for
  known for
+
wrestling
striking
+
  merchant company from
biting
+
group from
 +
linked to
 
  devoted to worship
 
  devoted to worship
  linked to
+
company
  dedicated to the mastery of  
+
band
  devoted to the worship of  
+
  performance troupe from
goddess
+
  collection of outcasts from
, a force
+
  religion of  
their use of
+
bandit gang from
kicking
+
versatile mercenary
  centered around the worship of
+
shadowy military
  centered around the worship of various beings
+
could be found within
 +
  were a population within
 +
  was a
 
  civilization of  
 
  civilization of  
was a
+
there was a ceremony
bandit gang from
+
a ceremony held by
  religion of
+
  was a
 
  was a legendary  
 
  was a legendary  
  were a population within
+
  and ended at
could be found within
+
  It ended at
collection of outcasts from
+
a procession held by
  performance troupe from
+
  held a ceremony
group from
 
merchant company from
 
shadowy military
 
versatile mercenary
 
company
 
 
  held a procession
 
  held a procession
was the victor.
+
there was a procession
 
   It started at  
 
   It started at  
there was a procession
+
and returned there after following its route.
 
Victory was spread among  
 
Victory was spread among  
 +
winners
 +
The victory was shared by
 +
was the victor.
 +
There were
 +
competitors
 +
including
 
Competing were  
 
Competing were  
The victory was shared by
+
a wrestling competition
  winners
+
  throwing competition
there was a ceremony
+
a gladiatory competition
held a ceremony
+
there was a competition
was a  
+
a poetry competition
a ceremony held by
+
a foot race
  and ended at
+
a flying race
and returned there after following its route.
+
  race
a procession held by
+
the performance
  It ended at
+
a competition involving
infamous bully
+
a dance competition
legendary bully
+
a music competition
known bully
+
a story recital
noted bully
+
there was a performance
noted brigand
+
as part of
infamous brigand
+
held by
rumored brigand
+
a dance
known brigand
+
a concert
rumored villain
+
a recital of
known villain
+
a poetry recital
great hunter
+
was dropped by
legendary hunter
+
the discardment of
legendary villain
+
held
rumored bully
+
a performance of
noted villain
+
a bridge
infamous villain
+
a wall
legendary intruder
+
an unknown construction
rumored brawler
+
an unknown secret
noted intruder
+
[LPAGE:SITE:
infamous intruder
+
an unknown site
famous brawler
+
a road
legendary brawler
+
a tunnel
known brawler
+
a time before time
noted brawler
+
an unknown civilization
known monster
+
interrogator
noted monster
+
an unidentified creature
legendary brigand
+
site occ
rumored monster
+
seat of power
rumored intruder
+
hangout
known intruder
+
prison
infamous monster
+
(associated civilization)[R]
legendary monster
+
(militant worshippers)[R]
 +
(religious worshippers)[R]
 +
[C:6:0:1]Related Sites[C:7:0:0][B]
 
worker
 
worker
former prisoner
+
former worker
 
claim to  
 
claim to  
former worker
+
)[R]
 +
former mercenary
 
former member
 
former member
member
 
 
former slave
 
former slave
famous hero
+
former prisoner
legendary hero
+
d.
respected for heroic acts
+
[C:1:0:1]Related Entities[C:7:0:0][B]
greatly respected for heroic acts
+
  to present
(associated civilization)[R]
+
  until
  (religious worshippers)[R]
+
owner
  (militant worshippers)[R]
+
former spouse
 +
deceased spouse
 +
b.
 +
apprenticeship
 +
traveling companion
 
former master
 
former master
traveling companion
 
 
former apprentice
 
former apprentice
prisoner
+
dubious
apprenticeship
+
worship
 +
lover
 
imprisoner
 
imprisoner
to present
+
object of
[C:1:0:1]Related Entities[C:7:0:0][B]
+
ardent
former mercenary
+
faithful
  until
+
casual
deceased spouse
+
  fought in
former spouse
+
, an assault on
a time before time
+
in defense of
prison
+
[C:3:0:1]Related Historical Figures[C:7:0:0][B]
interrogator
+
was hired
an unknown civilization
+
as a scout
site occ
+
as part of  
[C:6:0:1]Related Sites[C:7:0:0][B]
+
to fight in
hangout
+
centered around the worship of various beings
seat of power
+
centered around the worship of  
a bridge
+
, a force
a tunnel
+
which was said to permeate
an unknown construction
+
biting
a wall
+
striking
[LPAGE:SITE:
+
kicking
an unidentified creature
+
their use of  
a road
+
Age of One Power
an unknown site
+
Age of Myth
rumored preserver of knowledge
+
Age of Legends
known preserver of knowledge
+
Twilight Age
famous treasure hunter
+
Two
legendary treasure hunter
+
Two Powers
legendary preserver of knowledge
+
Age of the
rumored protector of the weak
+
Age
noted preserver of knowledge
+
RANDOM_DEF_SPHERE
famous preserver of knowledge
+
some vague concept
noted thief
+
Age of Three Powers
infamous thief
 
rumored thief
 
known thief
 
known treasure hunter
 
noted treasure hunter
 
legendary thief
 
rumored treasure hunter
 
known loyal soldier
 
noted loyal soldier
 
legendary fighter
 
rumored loyal soldier
 
rumored enemy fighter
 
known enemy fighter
 
famous loyal soldier
 
legendary loyal soldier
 
famous protector of the weak
 
legendary protector of the weak
 
known protector of the weak
 
noted protector of the weak
 
noted fighter
 
famous fighter
 
rumored fighter
 
known fighter
 
noted killer
 
infamous killer
 
rumored killer
 
known killer
 
skilled hunter
 
talented hunter
 
legendary killer
 
rumored hunter
 
legendary enemy fighter
 
rumored murderer
 
noted enemy fighter
 
infamous enemy fighter
 
infamous murderer
 
legendary murderer
 
known murderer
 
noted murderer
 
 
Age of  
 
Age of  
Age of Three Powers
+
A few issues still trouble scholars, but the picture is fairly clear. 
Two Powers
+
NULL heirloom artifact
 +
NULL artifact from dead wg inventory, skipping
 
HF_LINK
 
HF_LINK
NULL artifact from dead wg inventory, skipping
+
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times. 
some vague concept
+
Its nature is still an intriguing puzzle to the learned. 
RANDOM_DEF_SPHERE
+
It is still shrouded in mystery. 
Twilight Age
+
Many facts are still unclear to historians. 
Age of Legends
+
a trade agreement
Age of Heroes
+
a tribute agreement
Age of Fairy Tales
+
a demand of unconditional surrender
Age of the
+
a vague agreement
Age of Myth
+
a peace agreement
Age of One Power
+
a lumber agreement
 +
the establishment of landed nobility
 
the elevation of the landed nobility
 
the elevation of the landed nobility
the establishment of landed nobility
+
an unknown region
a tribute agreement
+
[LPAGE:EPOP:
a trade agreement
+
an empty population
 
an unknown population
 
an unknown population
an empty population
+
the magma sea
a lumber agreement
+
the Underworld
a peace agreement
+
an unknown underground region
Many facts are still unclear to historians. 
+
[LPAGE:SR:
It is still shrouded in mystery. 
+
[LPAGE:BOOK:
NULL heirloom artifact
 
A few issues still trouble scholars, but the picture is fairly clear. 
 
a vague agreement
 
a demand of unconditional surrender
 
Its nature is still an intriguing puzzle to the learned. 
 
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times. 
 
[LPAGE:AB:
 
an unknown building
 
 
an unknown artifact
 
an unknown artifact
[LPAGE:BOOK:
+
[LPAGE:FL:
a trenches
+
the depths of the world
a well
+
a fortress entrance
 
a barrow
 
a barrow
a fortress entrance
+
an unknown building
[LPAGE:SR:
+
[LPAGE:AB:
an unknown underground region
+
a waste
[LPAGE:EPOP:
+
a yard
an unknown region
+
a well
the depths of the world
+
a trenches
[LPAGE:FL:
+
a dormitory
the Underworld
+
a dining hall
the magma sea
+
a pasture
a shop
+
a meadow
a castle courtyard
+
a mythical palace
 +
a mythical dungeon
 +
a mythical lair
 +
a warehouse
 +
a shop
 +
a shrine
 
a market square
 
a market square
a shrine
+
a vault
 
a cottage plot
 
a cottage plot
an unknown secret
+
a castle wall
 
a castle tower
 
a castle tower
a castle wall
+
a castle courtyard
a meadow
+
<year>
a pasture
+
</seconds72>
a yard
+
<seconds72>
a waste
+
<type>field battle</type>
a warehouse
+
<historical_event>
a vault
+
</id>
a dining hall
+
<id>
a dormitory
+
</year>
 +
, once of the Underworld. 
 +
By
 
I bind myself to this place.
 
I bind myself to this place.
<historical_event>
+
Main Ceremony
 +
Ceremony
 
NULL artifact from wg storage, skipping
 
NULL artifact from wg storage, skipping
Ceremony
 
, once of the Underworld. 
 
 
NULL artifact from wg scholar storage, skipping
 
NULL artifact from wg scholar storage, skipping
<seconds72>
+
Gladiatory Games
</seconds72>
+
Procession
</attacker_civ_id>
 
<type>field battle</type>
 
<year>
 
</year>
 
Poetry Competition
 
Musical Competition
 
Air Race
 
Poetry Recital
 
Musical Performance
 
Dance Competition
 
Storytelling
 
 
Opening Ceremony
 
Opening Ceremony
Procession
 
Main Ceremony
 
 
Closing Ceremony
 
Closing Ceremony
 +
Air Race
 +
Race
 
Wrestling Competition
 
Wrestling Competition
Gladiatory Games
 
 
  Throwing Competition
 
  Throwing Competition
 +
Dance Competition
 +
Musical Competition
 +
Poetry Competition
 +
Race
 +
The Occasion
 +
Dance Performance
 +
Musical Performance
 +
Poetry Recital
 +
the Wilds
 +
Rampage
 +
Journey
 +
Occasion of
 +
Attempted
 +
Abduction
 +
in the Wilds
 +
Raid of
 +
Overthrow of
 +
Persecution of
 +
Purge in
 
Insurrection in  
 
Insurrection in  
Purge in
+
Pillaging
Abduction
+
Conquest
Attempted
+
Surrender
 
Destruction
 
Destruction
Surrender
+
Unknown creature[R]
Persecution of
+
  Other Kill
Overthrow of
+
  in the wilds
  Occasion of
+
Duel of
Journey
+
Notable Kill
Dance Performance
 
The Occasion
 
Raid of
 
  in the Wilds
 
Rampage
 
the Wilds
 
Unknown Age
 
The world has passed into
 
 
[C:7:0:0][B]
 
[C:7:0:0][B]
  Notable Kill
+
  Kill
Age of Death
+
Unknown creature in
Golden Age
+
Age of Civilization
 
Age of Emptiness
 
Age of Emptiness
Age of Civilization
+
The world has passed into
Duel of  
+
Unknown Age
in the wilds
+
Age of Fairy Tales
Conquest
+
Age of Heroes
Pillaging
+
Golden Age
Unknown creature in
+
Age of Death
Other Kill
+
</new_site_civ_id>
Unknown creature[R]
+
<new_site_civ_id>
 +
</new_leader_hfid>
 +
<new_leader_hfid>
 +
<holding_civ_id>
 +
</rescued_hfid>
 +
<rescued_hfid>
 +
<type>new site leader</type>
 +
<freeing_civ_id>
 +
</freeing_hfid>
 
<freeing_hfid>
 
<freeing_hfid>
</freeing_hfid>
 
<holding_civ_id>
 
 
</holding_civ_id>
 
</holding_civ_id>
 +
</season>
 +
<already_bled_dry/>
 
<type>hf freed</type>
 
<type>hf freed</type>
<already_bled_dry/>
 
<freeing_civ_id>
 
 
</freeing_civ_id>
 
</freeing_civ_id>
</new_leader_hfid>
+
<took_items/>
<new_site_civ_id>
+
<took_livestock/>
<type>site taken over</type>
+
<type>site tribute forced</type>
<new_leader_hfid>
+
<season>
<rescued_hfid>
+
<no_defeat_mention/>
</rescued_hfid>
+
<type>plundered site</type>
</new_site_civ_id>
+
<detected/>
<type>new site leader</type>
+
<was_raid/>
 +
</site_civ_id>
 +
<site_civ_id>
 
<type>attacked site</type>
 
<type>attacked site</type>
<site_civ_id>
 
<no_defeat_mention/>
 
 
<type>destroyed site</type>
 
<type>destroyed site</type>
 +
</searcher_civ_id>
 +
<searcher_civ_id>
 
<result>found nothing</result>
 
<result>found nothing</result>
<searcher_civ_id>
 
</site_civ_id>
 
 
<type>sneak into site</type>
 
<type>sneak into site</type>
<type>site tribute forced</type>
+
<type>entity fled site</type>
<took_livestock/>
+
</fled_civ_id>
</season>
+
<fled_civ_id>
<season>
+
<type>entity searched site</type>
<detected/>
+
</rampage_civ_id>
<type>plundered site</type>
+
<rampage_civ_id>
<took_items/>
+
</site_id>
<was_raid/>
+
<site_id>
 +
</defender_merc_enid>
 +
<defender_merc_enid>
 
</historical_event>
 
</historical_event>
<defender_merc_enid>
 
</rampage_civ_id>
 
 
<type>entity rampaged in site</type>
 
<type>entity rampaged in site</type>
 +
</attacker_merc_enid>
 +
<attacker_merc_enid>
 
</d_support_merc_enid>
 
</d_support_merc_enid>
<attacker_merc_enid>
 
</defender_merc_enid>
 
 
<d_support_merc_enid>
 
<d_support_merc_enid>
<fled_civ_id>
+
</defender_general_hfid>
</fled_civ_id>
+
<defender_general_hfid>
</searcher_civ_id>
+
</a_support_merc_enid>
<type>entity searched site</type>
+
<a_support_merc_enid>
</site_id>
+
</coords>
<rampage_civ_id>
+
<coords>
<type>entity fled site</type>
+
</attacker_general_hfid>
<site_id>
+
<attacker_general_hfid>
 +
</subregion_id>
 +
<subregion_id>
 
</feature_layer_id>
 
</feature_layer_id>
<subregion_id>
 
</coords>
 
 
<feature_layer_id>
 
<feature_layer_id>
 +
</attacker_civ_id>
 +
<attacker_civ_id>
 
</defender_civ_id>
 
</defender_civ_id>
<attacker_civ_id>
 
</subregion_id>
 
 
<defender_civ_id>
 
<defender_civ_id>
</a_support_merc_enid>
+
</winner_hfid>
<defender_general_hfid>
+
<winner_hfid>
</attacker_merc_enid>
+
</competitor_hfid>
<a_support_merc_enid>
+
<competitor_hfid>
</attacker_general_hfid>
+
<occasion_id>
<coords>
+
</schedule_id>
</defender_general_hfid>
+
<schedule_id>
<attacker_general_hfid>
+
<type>competition</type>
 +
</site_id2>
 +
<site_id2>
 
<type>performance</type>
 
<type>performance</type>
<site_id2>
 
<occasion_id>
 
 
</occasion_id>
 
</occasion_id>
</site_id1>
+
</master_wcid>
 
<master_wcid>
 
<master_wcid>
</site_id2>
+
</site_id1>
 
<site_id1>
 
<site_id1>
</competitor_hfid>
+
<artifact_id>
<winner_hfid>
+
<type>created world construction</type>
<type>procession</type>
+
</wcid>
<competitor_hfid>
+
<wcid>
<schedule_id>
+
<type>hf prayed inside structure</type>
</schedule_id>
+
<type>hf viewed artifact</type>
</winner_hfid>
+
<type>hf asked about artifact</type>
<type>competition</type>
+
</artifact_id>
 +
</hist_fig_id>
 +
<hist_fig_id>
 
<type>hf profaned structure</type>
 
<type>hf profaned structure</type>
<hist_fig_id>
 
<type>hf prayed inside structure</type>
 
 
<type>hf disturbed structure</type>
 
<type>hf disturbed structure</type>
 +
</new_ab_id>
 +
<new_ab_id>
 
<type>razed structure</type>
 
<type>razed structure</type>
<new_ab_id>
 
</hist_fig_id>
 
 
<type>hf razed structure</type>
 
<type>hf razed structure</type>
</wcid>
+
<rebuilt/>
<type>created world construction</type>
+
<type>replaced structure</type>
</master_wcid>
+
</old_ab_id>
<wcid>
+
<old_ab_id>
<type>hf asked about artifact</type>
+
<resident_civ_id>
<type>hf viewed artifact</type>
+
<type>created structure</type>
<artifact_id>
+
</structure_id>
</artifact_id>
+
<structure_id>
 +
<type>created site</type>
 +
</builder_hfid>
 
<builder_hfid>
 
<builder_hfid>
</builder_hfid>
 
<resident_civ_id>
 
 
</resident_civ_id>
 
</resident_civ_id>
 +
<civ_id>
 +
<abandoned/>
 
<type>site retired</type>
 
<type>site retired</type>
<abandoned/>
 
<type>created site</type>
 
 
<first/>
 
<first/>
</old_ab_id>
+
<attacker_hfid>
<type>replaced structure</type>
+
<type>hf destroyed site</type>
</new_ab_id>
+
<type>site died</type>
<old_ab_id>
+
</civ_id>
</structure_id>
+
</leaver_civ_id>
<type>created structure</type>
+
<leaver_civ_id>
<rebuilt/>
+
<type>hf attacked site</type>
<structure_id>
+
</attacker_hfid>
 +
<type>site surrendered</type>
 +
<type>spotted leaving site</type>
 
</spotter_hfid>
 
</spotter_hfid>
<type>spotted leaving site</type>
 
</leaver_civ_id>
 
 
<spotter_hfid>
 
<spotter_hfid>
 +
<type>site taken over</type>
 +
<type>holy city declaration</type>
 
</religion_id>
 
</religion_id>
<type>holy city declaration</type>
 
<type>site surrendered</type>
 
 
<religion_id>
 
<religion_id>
<type>site died</type>
+
<a_hfid>
<type>hf destroyed site</type>
+
</d_hfid>
<civ_id>
+
<d_hfid>
</civ_id>
+
</a_squad_id>
<type>hf attacked site</type>
+
</situation>
<leaver_civ_id>
+
<start/>
<attacker_hfid>
+
<type>squad vs squad</type>
</attacker_hfid>
+
</a_hfid>
 +
d strongly favored
 +
d favored
 
d slightly favored
 
d slightly favored
d favored
 
</situation>
 
 
neither favored
 
neither favored
 +
<situation>
 +
a strongly favored
 
a favored
 
a favored
a strongly favored
 
d strongly favored
 
 
a slightly favored
 
a slightly favored
<d_hfid>
+
</a_tactics_roll>
</d_hfid>
+
<a_tactics_roll>
<a_squad_id>
+
</d_tactics_roll>
</a_squad_id>
+
<d_tactics_roll>
<type>squad vs squad</type>
 
<start/>
 
<a_hfid>
 
</a_hfid>
 
<group_hfid>
 
</group_hfid>
 
 
</a_tactician_hfid>
 
</a_tactician_hfid>
<type>tactical situation</type>
+
<a_tactician_hfid>
</group_2_hfid>
+
</d_tactician_hfid>
<group_1_hfid>
+
<d_tactician_hfid>
 
<type>hf reach summit</type>
 
<type>hf reach summit</type>
 +
</group_hfid>
 +
<group_hfid>
 +
<type>tactical situation</type>
 +
</group_1_hfid>
 +
<group_1_hfid>
 +
</group_2_hfid>
 
<group_2_hfid>
 
<group_2_hfid>
</d_tactics_roll>
+
2 lost after receiving wounds
<a_tactics_roll>
+
2 lost after giving wounds
<situation>
+
2 lost after mutual wounds
<d_tactics_roll>
+
</subtype>
</d_tactician_hfid>
+
happen upon
<a_tactician_hfid>
+
corner
</a_tactics_roll>
+
confront
<d_tactician_hfid>
+
got into a brawl
 +
subdued
 +
scuffle
 
surprised
 
surprised
scuffle
 
happen upon
 
 
ambushed
 
ambushed
 +
<wounder_hfid>
 +
<was_torture/>
 
<type>hf simple battle event</type>
 
<type>hf simple battle event</type>
<was_torture/>
 
subdued
 
 
<subtype>
 
<subtype>
2 lost after mutual wounds
+
<type>hf wounded</type>
2 lost after giving wounds
+
</woundee_hfid>
</group_1_hfid>
+
<woundee_hfid>
</subtype>
+
</wounder_hfid>
confront
+
</outcome>
corner
+
<type>reclaim site</type>
2 lost after receiving wounds
+
<unretire/>
got into a brawl
+
<type>creature devoured</type>
 +
<target_civ_id>
 +
<outcome>
 
leadership overthrown
 
leadership overthrown
<outcome>
 
</outcome>
 
 
population gone
 
population gone
 +
<type>procession</type>
 +
<type>ceremony</type>
 
<type>insurrection started</type>
 
<type>insurrection started</type>
<type>ceremony</type>
 
<target_civ_id>
 
 
</target_civ_id>
 
</target_civ_id>
<woundee_hfid>
+
become a legendary warrior
</woundee_hfid>
+
master a skill
<wounder_hfid>
+
fall in love
</wounder_hfid>
+
see the great natural sites
<unretire/>
+
rule the world
<type>reclaim site</type>
+
create a great work of art
<type>hf wounded</type>
+
craft a masterwork
<type>creature devoured</type>
+
bring peace to the world
 +
<secret_goal>
 +
stay alive
 
maintain entity status
 
maintain entity status
stay alive
 
rule the world
 
 
start a family
 
start a family
 +
<knowledge>
 +
<type>hf gains secret goal</type>
 
</secret_goal>
 
</secret_goal>
<type>hf gains secret goal</type>
 
<secret_goal>
 
 
immortality
 
immortality
fall in love
+
<type>knowledge discovered</type>
master a skill
+
</hfid>
make a great discovery
 
see the great natural sites
 
craft a masterwork
 
create a great work of art
 
become a legendary warrior
 
bring peace to the world
 
</quality>
 
<return/>
 
<type>hf travel</type>
 
<quality>
 
<type>hf equipment purchase</type>
 
 
<hfid>
 
<hfid>
</hfid>
 
<knowledge>
 
 
</knowledge>
 
</knowledge>
 +
<return/>
 +
<escape/>
 
<type>hf new pet</type>
 
<type>hf new pet</type>
<escape/>
 
<type>knowledge discovered</type>
 
 
<type>hf reunion</type>
 
<type>hf reunion</type>
<d_race>
+
</quality>
</d_race>
+
<type>hf travel</type>
 +
<type>hf carouse</type>
 +
<type>hf equipment purchase</type>
 +
<quality>
 +
<d_number>
 +
</d_slain>
 +
<d_slain>
 +
<type>hf performed horrible experiments</type>
 
<d_interaction>
 
<d_interaction>
</d_interaction>
+
</d_effect>
 +
<d_effect>
 +
</d_number>
 +
<a_slain>
 +
</d_race>
 +
<d_race>
 +
</d_interaction>
 +
<a_effect>
 +
</a_number>
 
<a_number>
 
<a_number>
</a_number>
 
<a_slain>
 
 
</a_slain>
 
</a_slain>
<d_slain>
+
<a_race>
</d_slain>
+
</a_interaction>
<type>hf carouse</type>
+
<a_interaction>
<type>hf performed horrible experiments</type>
+
</a_effect>
<d_effect>
+
<d_leader_hfid>
</d_effect>
+
</d_leadership_roll>
<d_number>
+
<d_leadership_roll>
</d_number>
+
</a_race>
 +
<a_leader_hfid>
 +
</a_leadership_roll>
 
<a_leadership_roll>
 
<a_leadership_roll>
</a_leadership_roll>
 
<d_leader_hfid>
 
 
</d_leader_hfid>
 
</d_leader_hfid>
 +
<a_squad_id>
 +
</d_squad_id>
 
<d_squad_id>
 
<d_squad_id>
</d_squad_id>
 
<a_leader_hfid>
 
 
</a_leader_hfid>
 
</a_leader_hfid>
<a_interaction>
+
cold
</a_interaction>
+
spikes
<a_effect>
+
cooling lava
</a_effect>
+
cooling magma
<d_leadership_roll>
+
put to rest
</d_leadership_roll>
+
quitdead
<a_race>
+
abandon
</a_race>
+
heat
 +
trap
 +
vehicle
 
flying object
 
flying object
vehicle
 
put to rest
 
 
vanish
 
vanish
 +
chasm
 +
cage blasted
 
murdered
 
murdered
cage blasted
 
 
blood drained
 
blood drained
cooling lava
+
lava mist
spikes
+
dragonfire
freezing water
+
steam
cooling magma
+
crushed bridge
abandon
 
quitdead
 
 
slaughtered
 
slaughtered
 +
scuttled
 +
obstacle
 +
lava
 +
shot
 +
drown
 +
air
 
struck
 
struck
 +
<cause>
 +
old age
 
hunger
 
hunger
old age
 
 
thirst
 
thirst
dragonfire
+
</slayer_item_id>
crushed bridge
+
<slayer_item_id>
obstacle
+
</slayer_shooter_item_id>
scuttled
+
<slayer_shooter_item_id>
lava mist
+
</slayer_race>
 +
<slayer_race>
 +
</slayer_caste>
 +
<slayer_caste>
 +
<actor_hfid>
 +
<type>hf died</type>
 
</slayer_hfid>
 
</slayer_hfid>
<type>hf died</type>
 
</slayer_race>
 
 
<slayer_hfid>
 
<slayer_hfid>
 +
forlorn haunt
 +
<raised_before/>
 
<disturbance/>
 
<disturbance/>
<raised_before/>
 
<actor_hfid>
 
 
</actor_hfid>
 
</actor_hfid>
</slayer_shooter_item_id>
+
secretive poltergeist
<slayer_item_id>
+
energetic poltergeist
<cause>
+
troublesome poltergeist
<slayer_shooter_item_id>
+
restless haunt
</slayer_caste>
+
violent ghost
<slayer_race>
+
angry ghost
</slayer_item_id>
+
moaning spirit
<slayer_caste>
+
howling spirit
 +
</ghost>
 +
murderous ghost
 
<ghost>
 
<ghost>
murderous ghost
 
violent ghost
 
 
sadistic ghost
 
sadistic ghost
 +
make a great discovery
 +
attain rank in society
 
bathe world in chaos
 
bathe world in chaos
attain rank in society
 
</ghost>
 
 
<type>hf revived</type>
 
<type>hf revived</type>
troublesome poltergeist
+
<identity_id1>
energetic poltergeist
+
</hfid2>
forlorn haunt
+
<hfid2>
restless haunt
+
</identity_id2>
moaning spirit
+
<type>hfs formed reputation relationship</type>
angry ghost
+
</hfid1>
secretive poltergeist
+
<hfid1>
howling spirit
+
</identity_id1>
 +
underworld contact
 +
possibly unknown director
 
</corruptor_seen_as>
 
</corruptor_seen_as>
possibly unknown director
 
<type>hfs formed reputation relationship</type>
 
 
</target_seen_as>
 
</target_seen_as>
 +
personal enemy
 +
usable snatcher
 
plot snatcher
 
plot snatcher
usable snatcher
 
underworld contact
 
 
plot saboteur
 
plot saboteur
<hfid2>
+
delivery target
</hfid2>
+
handler
<identity_id2>
+
usable assassin
</identity_id2>
+
plot assassin
<hfid1>
+
usable thief
</hfid1>
+
potential employer
<identity_id1>
+
plot thief
</identity_id1>
+
compromised position holder
 +
source of illegal funds
 +
source of illegal funds for master
 
suspected criminal
 
suspected criminal
source of illegal funds for master
 
usable thief
 
 
general purpose asset
 
general purpose asset
 +
<corruptor_seen_as>
 +
<target_seen_as>
 
necessary threat
 
necessary threat
<target_seen_as>
 
source of illegal funds
 
 
rebuffed corruption
 
rebuffed corruption
usable assassin
+
<corruptor_identity>
handler
+
</target_identity>
personal enemy
+
<target_identity>
plot assassin
+
<type>hfs formed intrigue relationship</type>
plot thief
+
<type>failed intrigue corruption</type>
potential employer
+
</corruptor_hfid>
delivery target
+
<corruptor_hfid>
compromised position holder
+
</corruptor_identity>
 +
</target_hfid>
 +
<target_hfid>
 
</snatcher_hfid>
 
</snatcher_hfid>
<target_hfid>
 
<type>failed intrigue corruption</type>
 
 
<snatcher_hfid>
 
<snatcher_hfid>
 +
suicide leaping
 +
suicide drowned
 
</cause>
 
</cause>
suicide drowned
 
</target_hfid>
 
 
<type>hf abducted</type>
 
<type>hf abducted</type>
<target_identity>
+
condense
</target_identity>
+
solid
<corruptor_seen_as>
+
infection
<type>hfs formed intrigue relationship</type>
+
scared to death
<corruptor_hfid>
+
exec hacked to pieces
</corruptor_hfid>
+
exec left out in air
<corruptor_identity>
+
boil
</corruptor_identity>
+
melt
 +
exec buried alive
 +
exec drowned
 
exec burned alive
 
exec burned alive
exec drowned
 
exec hacked to pieces
 
 
exec fed to beasts
 
exec fed to beasts
 +
freezing water
 +
exec generic
 
exec beheaded
 
exec beheaded
exec generic
 
exec buried alive
 
 
exec crucified
 
exec crucified
infection
+
</persecutor_hfid>
suicide leaping
+
<persecutor_hfid>
scared to death
+
</persecutor_enid>
exec left out in air
+
<persecutor_enid>
condense
+
</entity_2>
 +
<entity_2>
 +
<topic>entity 1 should love entity 2</topic>
 +
<type>entity persecuted</type>
 +
<site_hfid>
 +
<topic>set entity 1 against entity 2</topic>
 
</entity_1>
 
</entity_1>
<topic>set entity 1 against entity 2</topic>
 
</entity_2>
 
 
<entity_1>
 
<entity_1>
 +
<type>hf preach</type>
 +
</speaker_hfid>
 
<speaker_hfid>
 
<speaker_hfid>
</speaker_hfid>
 
<site_hfid>
 
 
</site_hfid>
 
</site_hfid>
</persecutor_enid>
+
</last_owner_hfid>
<persecutor_hfid>
+
<last_owner_hfid>
</target_enid>
+
</last_owner_enid>
<persecutor_enid>
+
<last_owner_enid>
<topic>entity 1 should love entity 2</topic>
+
<acquirer_enid>
<entity_2>
+
<purchased_unowned/>
</persecutor_hfid>
+
<inherited/>
<type>entity persecuted</type>
+
<rebuilt_ruined/>
 +
<building_profile_id>
 +
</acquirer_hfid>
 
<acquirer_hfid>
 
<acquirer_hfid>
</acquirer_hfid>
 
<acquirer_enid>
 
 
</acquirer_enid>
 
</acquirer_enid>
 +
<modification>gated courtyard</modification>
 +
<modification>feast hall</modification>
 
<type>building profile acquired</type>
 
<type>building profile acquired</type>
<modification>feast hall</modification>
 
<building_profile_id>
 
 
</building_profile_id>
 
</building_profile_id>
</last_owner_enid>
+
</modifier_hfid>
<last_owner_hfid>
+
<modifier_hfid>
<type>hf preach</type>
+
<modification>dungeon</modification>
<last_owner_enid>
+
<modification>improved fortifications</modification>
<inherited/>
+
<type>entity equipment purchase</type>
<purchased_unowned/>
+
</new_equipment_level>
</last_owner_hfid>
+
<new_equipment_level>
<rebuilt_ruined/>
+
<type>modified building</type>
 +
<type>add hf entity honor</type>
 +
</honor_id>
 
<honor_id>
 
<honor_id>
</honor_id>
 
<type>entity equipment purchase</type>
 
 
<type>entity dissolved</type>
 
<type>entity dissolved</type>
 +
<type>entity expels hf</type>
 +
<type>hf recruited unit type for entity</type>
 
</unit_type>
 
</unit_type>
<type>hf recruited unit type for entity</type>
 
<type>add hf entity honor</type>
 
 
<unit_type>
 
<unit_type>
<modification>dungeon</modification>
+
</instigator_hfid>
<modifier_hfid>
+
<instigator_hfid>
<modification>gated courtyard</modification>
+
</conspirator_hfid>
<modification>improved fortifications</modification>
+
<conspirator_hfid>
<new_equipment_level>
+
</overthrown_hfid>
</new_equipment_level>
+
<overthrown_hfid>
</modifier_hfid>
+
</pos_taker_hfid>
<type>modified building</type>
+
<pos_taker_hfid>
 +
<hf_rep_2_of_1>
 +
<type>entity overthrown</type>
 
</position_profile_id>
 
</position_profile_id>
<type>entity overthrown</type>
 
</overthrown_hfid>
 
 
<position_profile_id>
 
<position_profile_id>
 +
<identity_id2>
 +
</hf_rep_1_of_2>
 
<hf_rep_1_of_2>
 
<hf_rep_1_of_2>
</hf_rep_1_of_2>
 
<hf_rep_2_of_1>
 
 
</hf_rep_2_of_1>
 
</hf_rep_2_of_1>
</conspirator_hfid>
+
</fooled_hfid>
<instigator_hfid>
+
<fooled_hfid>
<type>entity expels hf</type>
+
</framer_hfid>
<conspirator_hfid>
+
<framer_hfid>
</pos_taker_hfid>
+
</convicter_enid>
<overthrown_hfid>
+
<convicter_enid>
</instigator_hfid>
+
</plotter_hfid>
<pos_taker_hfid>
+
<plotter_hfid>
 +
<implicated_hfid>
 +
<did_not_reveal_all_in_interrogation/>
 
<held_firm_in_interrogation/>
 
<held_firm_in_interrogation/>
<did_not_reveal_all_in_interrogation/>
 
</convicter_enid>
 
 
<type>failed frame attempt</type>
 
<type>failed frame attempt</type>
 +
</arresting_enid>
 +
<arresting_enid>
 
<wanted_and_recognized/>
 
<wanted_and_recognized/>
<arresting_enid>
 
<implicated_hfid>
 
 
</implicated_hfid>
 
</implicated_hfid>
</framer_hfid>
+
<saboteur_hfid>
<fooled_hfid>
+
<type>hf interrogated</type>
<crime>
+
</interrogator_hfid>
<framer_hfid>
+
<interrogator_hfid>
</plotter_hfid>
 
<convicter_enid>
 
</fooled_hfid>
 
<plotter_hfid>
 
</enslaved_hfid>
 
<type>hf enslaved</type>
 
 
</seller_hfid>
 
</seller_hfid>
<enslaved_hfid>
+
<seller_hfid>
<payer_hfid>
 
</payer_hfid>
 
<moved_to_site_id>
 
</moved_to_site_id>
 
</interrogator_hfid>
 
<type>hf interrogated</type>
 
</arresting_enid>
 
<interrogator_hfid>
 
 
<type>sabotage</type>
 
<type>sabotage</type>
<seller_hfid>
 
<saboteur_hfid>
 
 
</saboteur_hfid>
 
</saboteur_hfid>
 +
<moved_to_site_id>
 +
<type>hf enslaved</type>
 +
</enslaved_hfid>
 +
<enslaved_hfid>
 +
<payer_entity_id>
 +
</payer_hfid>
 +
<payer_hfid>
 +
</moved_to_site_id>
 +
<ransomed_hfid>
 +
</ransomer_hfid>
 +
<ransomer_hfid>
 +
</payer_entity_id>
 +
</joining_enid>
 +
<joining_enid>
 +
<type>hf ransomed</type>
 +
</ransomed_hfid>
 +
<civ_entity_id>
 +
<type>entity alliance formed</type>
 
</initiating_enid>
 
</initiating_enid>
<type>entity alliance formed</type>
 
</joining_enid>
 
 
<initiating_enid>
 
<initiating_enid>
 +
<type>entity breach feature layer</type>
 +
</site_entity_id>
 
<site_entity_id>
 
<site_entity_id>
</site_entity_id>
 
<civ_entity_id>
 
 
</civ_entity_id>
 
</civ_entity_id>
<ransomer_hfid>
+
</destroyed_structure_id>
</ransomer_hfid>
+
<destroyed_structure_id>
<payer_entity_id>
+
</shrine_amount_destroyed>
</payer_entity_id>
+
<shrine_amount_destroyed>
<type>hf ransomed</type>
+
</expelled_number>
<joining_enid>
+
<expelled_number>
<ransomed_hfid>
+
</property_confiscated_from_hfid>
</ransomed_hfid>
+
<property_confiscated_from_hfid>
 +
</expelled_creature>
 +
<expelled_creature>
 
</expelled_pop_id>
 
</expelled_pop_id>
<expelled_creature>
 
</expelled_number>
 
 
<expelled_pop_id>
 
<expelled_pop_id>
 +
</target_enid>
 +
<target_enid>
 
</expelled_hfid>
 
</expelled_hfid>
<target_enid>
 
</expelled_creature>
 
 
<expelled_hfid>
 
<expelled_hfid>
</shrine_amount_destroyed>
+
<reason>ageless</reason>
<destroyed_structure_id>
+
<reason>murder</reason>
<type>entity breach feature layer</type>
+
<type>change hf state</type>
<shrine_amount_destroyed>
+
<mood>
</property_confiscated_from_hfid>
+
<relationship>
<expelled_number>
+
apprentice
</destroyed_structure_id>
+
</relationship>
<property_confiscated_from_hfid>
+
<type>hf confronted</type>
 +
</body_state>
 +
<type>hf relationship denied</type>
 
</seeker_hfid>
 
</seeker_hfid>
<type>hf relationship denied</type>
 
<relationship>
 
 
<seeker_hfid>
 
<seeker_hfid>
 +
unburied at battlefield
 +
unburied at subregion
 
unburied at feature layer
 
unburied at feature layer
unburied at subregion
 
</body_state>
 
 
entombed at site
 
entombed at site
<type>change hf state</type>
+
<body_state>
<reason>murder</reason>
+
active
<mood>
+
buried at site
</relationship>
+
unburied at site
apprentice
+
</promise_to_hfid>
<reason>ageless</reason>
+
<promise_to_hfid>
<type>hf confronted</type>
+
<type>remove hf entity link</type>
 +
<type>change hf body state</type>
 +
</position_id>
 +
<position_id>
 
</appointer_hfid>
 
</appointer_hfid>
<position_id>
 
</promise_to_hfid>
 
 
<appointer_hfid>
 
<appointer_hfid>
 +
former squad
 +
former occupation
 
resident
 
resident
former occupation
 
</position_id>
 
 
</link>
 
</link>
buried at site
+
<link>
active
+
former position
unburied at battlefield
+
position claim
unburied at site
+
squad
<type>remove hf entity link</type>
 
<promise_to_hfid>
 
<body_state>
 
<type>change hf body state</type>
 
<surveiled_contact/>
 
<surveiled_coconspirator/>
 
 
<convict_is_contact/>
 
<convict_is_contact/>
 +
</confessed_after_apb_arrest_enid>
 +
<confessed_after_apb_arrest_enid>
 +
<type>add hf entity link</type>
 +
<surveiled_convicted/>
 +
<surveiled_coconspirator/>
 +
<surveiled_contact/>
 
<surveiled_target/>
 
<surveiled_target/>
 +
<hammerstrokes>
 +
</prison_months>
 
<prison_months>
 
<prison_months>
</prison_months>
 
<surveiled_convicted/>
 
 
<wrongful_conviction/>
 
<wrongful_conviction/>
position claim
+
<exiled/>
former position
+
<death_penalty/>
former squad
+
<no_prison_available/>
<confessed_after_apb_arrest_enid>
+
</hammerstrokes>
</confessed_after_apb_arrest_enid>
+
<contact_hfid>
<link>
+
</coconspirator_hfid>
<type>add hf entity link</type>
+
<coconspirator_hfid>
 +
<beating/>
 +
<convicted_hfid>
 +
</corrupt_convicter_hfid>
 
<corrupt_convicter_hfid>
 
<corrupt_convicter_hfid>
</corrupt_convicter_hfid>
 
<contact_hfid>
 
 
</contact_hfid>
 
</contact_hfid>
 +
<crime>
 +
</crime>
 
<type>hf convicted</type>
 
<type>hf convicted</type>
</crime>
 
<convicted_hfid>
 
 
</convicted_hfid>
 
</convicted_hfid>
<no_prison_available/>
+
cheer propensity
<death_penalty/>
+
depression propensity
<hammerstrokes>
+
anger propensity
</hammerstrokes>
+
anxiety propensity
<coconspirator_hfid>
+
<top_facet>
</coconspirator_hfid>
+
love propensity
<exiled/>
+
hate propensity
<beating/>
+
envy propensity
 +
</relevant_position_profile_id>
 +
<relevant_position_profile_id>
 
</relevant_id_for_method>
 
</relevant_id_for_method>
<relevant_position_profile_id>
 
<top_facet>
 
 
<relevant_id_for_method>
 
<relevant_id_for_method>
 +
<method>revenge on grudge</method>
 +
<method>offer immortality</method>
 
</relevant_entity_id>
 
</relevant_entity_id>
<method>offer immortality</method>
 
</relevant_position_profile_id>
 
 
<relevant_entity_id>
 
<relevant_entity_id>
anger propensity
+
<method>precedence</method>
depression propensity
+
<method>blackmail over embezzlement</method>
lust propensity
+
<method>bribe</method>
anxiety propensity
+
<method>religious sympathy</method>
hate propensity
+
</lure_hfid>
love propensity
+
<lure_hfid>
cheer propensity
+
<method>intimidate</method>
envy propensity
+
<method>flatter</method>
 +
<action>bribe official</action>
 +
<action>bring into network</action>
 
<action>corrupt in place</action>
 
<action>corrupt in place</action>
<action>bring into network</action>
 
</lure_hfid>
 
 
<action>induce to embezzle</action>
 
<action>induce to embezzle</action>
 +
<agreement_id>
 +
<delegated/>
 
<successful/>
 
<successful/>
<delegated/>
 
<action>bribe official</action>
 
 
<failed_judgment_test/>
 
<failed_judgment_test/>
<method>bribe</method>
+
<type>agreement concluded</type>
<method>blackmail over embezzlement</method>
+
<type>agreement rejected</type>
<method>revenge on grudge</method>
+
<type>agreement formed</type>
<method>religious sympathy</method>
+
</agreement_id>
<method>intimidate</method>
+
<contacted_enid>
<lure_hfid>
+
<type>first contact failed</type>
<method>precedence</method>
+
</rejector_enid>
<method>flatter</method>
+
<rejector_enid>
 +
<type>first contact</type>
 +
</contactor_enid>
 
<contactor_enid>
 
<contactor_enid>
</contactor_enid>
 
<contacted_enid>
 
 
</contacted_enid>
 
</contacted_enid>
 +
<hfid_target>
 +
<type>remove hf hf link</type>
 
<type>add hf site link</type>
 
<type>add hf site link</type>
<type>remove hf hf link</type>
 
<type>first contact</type>
 
 
<type>remove hf site link</type>
 
<type>remove hf site link</type>
<type>agreement formed</type>
+
</state>
<type>agreement rejected</type>
+
<type>change hf job</type>
<agreement_id>
 
</agreement_id>
 
</rejector_enid>
 
<type>first contact failed</type>
 
<type>agreement concluded</type>
 
<rejector_enid>
 
berserk
 
insane
 
<state>
 
</mood>
 
macabre
 
secretive
 
melancholy
 
 
<type>add hf hf link</type>
 
<type>add hf hf link</type>
<type>change hf job</type>
 
<hfid_target>
 
 
</hfid_target>
 
</hfid_target>
 +
<state>
 +
settled
 
refugee
 
refugee
settled
 
</state>
 
 
visiting
 
visiting
 +
melancholy
 +
insane
 +
berserk
 +
</mood>
 +
fey
 +
secretive
 +
macabre
 +
fell
 +
</agreement_subject_id>
 +
<agreement_subject_id>
 +
<type>agreement made</type>
 +
<type>site dispute</type>
 +
</ally_defense_bonus>
 +
<ally_defense_bonus>
 +
</concluder_hfid>
 +
<concluder_hfid>
 +
</top_relationship_modifier>
 
<top_relationship_modifier>
 
<top_relationship_modifier>
</top_relationship_modifier>
+
</coconspirator_bonus>
 
<coconspirator_bonus>
 
<coconspirator_bonus>
</coconspirator_bonus>
+
<top_relationship_factor>fear</top_relationship_factor>
 
<top_relationship_factor>respect</top_relationship_factor>
 
<top_relationship_factor>respect</top_relationship_factor>
<top_relationship_factor>fear</top_relationship_factor>
+
</top_relationship_rating>
 
<top_relationship_rating>
 
<top_relationship_rating>
</top_relationship_rating>
+
<top_value_modifier>
<agreement_subject_id>
+
<top_relationship_factor>trust</top_relationship_factor>
</agreement_subject_id>
+
<top_relationship_factor>loyalty</top_relationship_factor>
<type>site dispute</type>
+
<top_relationship_factor>love</top_relationship_factor>
<type>agreement made</type>
+
</top_value>
<ally_defense_bonus>
+
</top_value_rating>
</ally_defense_bonus>
+
<top_value_rating>
<concluder_hfid>
+
</top_value_modifier>
</concluder_hfid>
+
<top_facet_rating>
 
</top_facet_modifier>
 
</top_facet_modifier>
<top_facet_rating>
+
<top_facet_modifier>
 
<top_value>
 
<top_value>
<top_facet_modifier>
+
flights of fancy
 
abstract
 
abstract
flights of fancy
+
</top_facet>
 
</top_facet_rating>
 
</top_facet_rating>
</top_facet>
+
gregarious
<top_relationship_factor>trust</top_relationship_factor>
+
assertive
<top_value_modifier>
+
frenetic
<top_relationship_factor>love</top_relationship_factor>
+
excitement-seeking
<top_relationship_factor>loyalty</top_relationship_factor>
+
altruism
</top_value_rating>
+
thoughtless
</top_value>
+
orderly
</top_value_modifier>
+
trusting
<top_value_rating>
+
set-in-ways
 
tolerance for differences
 
tolerance for differences
set-in-ways
+
obsessive
 
swayable
 
swayable
obsessive
+
singlemindedness
 
bashful
 
bashful
singlemindedness
+
private
 
perfectionist
 
perfectionist
private
+
ambition
assertive
+
extravagance
gregarious
+
zaniness
excitement-seeking
+
cruelty
frenetic
+
disdain advice
thoughtless
+
fearlessness
altruism
+
confidence
trusting
+
vanity
orderly
+
likes fighting
 +
stubborness
 
wastefulness
 
wastefulness
stubborness
 
polite
 
 
discord
 
discord
 +
lust propensity
 
stress vulnerability
 
stress vulnerability
likes fighting
+
greed
 
intemperance
 
intemperance
extravagance
+
</receiver_hist_figure_id>
ambition
+
<receiver_hist_figure_id>
cruelty
+
</receiver_entity_id>
zaniness
+
<receiver_entity_id>
fearlessness
+
</giver_hist_figure_id>
disdain advice
+
<giver_hist_figure_id>
vanity
+
</giver_entity_id>
confidence
+
<giver_entity_id>
 +
<hist_figure_id>
 
<type>artifact stored</type>
 
<type>artifact stored</type>
<hist_figure_id>
+
<type>artifact possessed</type>
 
<type>artifact given</type>
 
<type>artifact given</type>
<type>artifact possessed</type>
+
<type>artifact hidden</type>
 
</unit_id>
 
</unit_id>
<type>artifact hidden</type>
+
<unit_id>
 
</hist_figure_id>
 
</hist_figure_id>
<unit_id>
+
<seizure/>
<receiver_hist_figure_id>
+
<offended/>
</receiver_hist_figure_id>
+
<lost_value/>
<receiver_entity_id>
+
<is_tribute/>
</receiver_entity_id>
+
</depot_entity_id>
<giver_hist_figure_id>
+
<depot_entity_id>
</giver_hist_figure_id>
+
<all_dead/>
<giver_entity_id>
+
<hardship/>
</giver_entity_id>
+
<allotment_index>
 
</account_shift>
 
</account_shift>
<allotment_index>
+
<account_shift>
 
<type>merchant</type>
 
<type>merchant</type>
<account_shift>
+
<production_zone_id>
 
</allotment>
 
</allotment>
<production_zone_id>
+
<allotment>
 
</allotment_index>
 
</allotment_index>
<allotment>
+
<source_site_id>
<offended/>
+
</dest_site_id>
<seizure/>
+
<dest_site_id>
<is_tribute/>
+
</production_zone_id>
<lost_value/>
+
<trader_hfid>
<depot_entity_id>
+
</trader_entity_id>
</depot_entity_id>
+
<trader_entity_id>
<hardship/>
+
</source_site_id>
<all_dead/>
+
</new_account>
 
<new_account>
 
<new_account>
</new_account>
+
<type>trade</type>
 
</trader_hfid>
 
</trader_hfid>
<type>trade</type>
+
</gambler_hfid>
 
<gambler_hfid>
 
<gambler_hfid>
</gambler_hfid>
+
</old_account>
 
<old_account>
 
<old_account>
</old_account>
+
<type>diplomat lost</type>
</dest_site_id>
+
<type>body abused</type>
<source_site_id>
+
<type>agreement void</type>
</production_zone_id>
+
<type>gamble</type>
<dest_site_id>
+
</site_id_2>
</trader_entity_id>
+
<site_id_2>
<trader_hfid>
+
<type>peace accepted</type>
</source_site_id>
+
<type>peace rejected</type>
<trader_entity_id>
+
</entity_id_2>
 
<entity_id_2>
 
<entity_id_2>
</entity_id_2>
+
</site_id_1>
 
<site_id_1>
 
<site_id_1>
</site_id_1>
+
<dispute>
 
</dispute>
 
</dispute>
<dispute>
+
</entity_id_1>
 
<entity_id_1>
 
<entity_id_1>
</entity_id_1>
+
<pop_flid>
<type>body abused</type>
+
</join_entity_id>
<type>diplomat lost</type>
+
<join_entity_id>
<type>gamble</type>
+
<type>entity incorporated</type>
<type>agreement void</type>
+
<pop_number_moved>
<site_id_2>
+
</pop_srid>
</site_id_2>
+
<pop_srid>
<type>peace rejected</type>
+
</pop_flid>
<type>peace accepted</type>
+
<type>regionpop incorporated into entity</type>
 
</pop_race>
 
</pop_race>
<type>regionpop incorporated into entity</type>
+
<pop_race>
 
</pop_number_moved>
 
</pop_number_moved>
<pop_race>
+
</creator_hfid>
 
<creator_hfid>
 
<creator_hfid>
</creator_hfid>
 
<type>entity relocate</type>
 
 
<type>entity primary criminals</type>
 
<type>entity primary criminals</type>
</join_entity_id>
+
<type>entity relocate</type>
<pop_flid>
+
<type>entity law</type>
<type>entity incorporated</type>
+
<law_add>harsh</law_add>
<join_entity_id>
+
<law_remove>harsh</law_remove>
</pop_srid>
+
<type>entity created</type>
<pop_number_moved>
+
<type>item stolen</type>
</pop_flid>
+
<type>artifact recovered</type>
<pop_srid>
+
<type>artifact dropped</type>
 +
<injury/>
 +
<destroyer_hfid>
 
</destroyer_enid>
 
</destroyer_enid>
<destroyer_hfid>
+
<destroyer_enid>
 
<type>artifact found</type>
 
<type>artifact found</type>
<destroyer_enid>
+
</site_property_id>
 
<site_property_id>
 
<site_property_id>
</site_property_id>
+
<type>artifact destroyed</type>
 
</destroyer_hfid>
 
</destroyer_hfid>
<type>artifact destroyed</type>
+
<new_artifact_id>
<law_add>harsh</law_add>
+
</old_artifact_id>
<type>entity law</type>
+
<old_artifact_id>
<type>entity created</type>
+
<type>artifact lost</type>
<law_remove>harsh</law_remove>
+
<source_entity_id>
<type>artifact recovered</type>
+
<from_original/>
<type>item stolen</type>
+
<type>artifact transformed</type>
<injury/>
+
</new_artifact_id>
<type>artifact dropped</type>
+
<dest_entity_id>
 
</source_structure_id>
 
</source_structure_id>
<dest_entity_id>
+
<source_structure_id>
 
</source_entity_id>
 
</source_entity_id>
<source_structure_id>
+
<type>artifact copied</type>
 
</dest_structure_id>
 
</dest_structure_id>
<type>artifact copied</type>
+
<dest_structure_id>
 
</dest_entity_id>
 
</dest_entity_id>
<dest_structure_id>
+
</wc_id>
</old_artifact_id>
+
<wc_id>
<new_artifact_id>
+
<type>artifact created</type>
<type>artifact lost</type>
+
<name_only/>
<old_artifact_id>
+
<form_id>
<from_original/>
+
<type>musical form created</type>
<source_entity_id>
+
<type>dance form created</type>
</new_artifact_id>
+
<type>written content composed</type>
<type>artifact transformed</type>
+
holy relic
 
</claim>
 
</claim>
holy relic
+
<type>poetic form created</type>
 
</form_id>
 
</form_id>
<type>poetic form created</type>
+
<type>artifact claim formed</type>
 
<claim>
 
<claim>
<type>artifact claim formed</type>
+
symbol
 
heirloom
 
heirloom
symbol
+
<aggressor_ent_id>
<wc_id>
+
</defender_ent_id>
</wc_id>
+
<defender_ent_id>
<name_only/>
+
</historical_event_collection>
<type>artifact created</type>
+
</event>
<type>musical form created</type>
+
<event>
<form_id>
+
<type>war</type>
<type>written content composed</type>
+
</aggressor_ent_id>
<type>dance form created</type>
+
</end_seconds72>
 
<end_seconds72>
 
<end_seconds72>
</end_seconds72>
+
</eventcol>
 
<eventcol>
 
<eventcol>
</eventcol>
+
</start_seconds72>
 
<start_seconds72>
 
<start_seconds72>
</start_seconds72>
+
</end_year>
 
<end_year>
 
<end_year>
</end_year>
+
<type>create entity position</type>
</defender_ent_id>
+
<historical_event_collection>
<aggressor_ent_id>
+
</start_year>
</historical_event_collection>
+
<start_year>
<defender_ent_id>
+
</trickster_hfid>
<event>
+
<trickster_hfid>
</event>
+
</identity_id>
</aggressor_ent_id>
+
<identity_id>
<type>war</type>
+
<new_race>
 
</new_caste>
 
</new_caste>
<new_race>
 
<type>assume identity</type>
 
 
<new_caste>
 
<new_caste>
 +
<type>assume identity</type>
 +
<old_race>
 
</old_caste>
 
</old_caste>
<old_race>
+
<old_caste>
 
</new_race>
 
</new_race>
<old_caste>
+
<changee_hfid>
<historical_event_collection>
+
</changer_hfid>
<type>create entity position</type>
+
<changer_hfid>
<start_year>
+
</old_race>
</start_year>
+
</doer_hfid>
<trickster_hfid>
+
<doer_hfid>
</trickster_hfid>
+
<type>changed creature type</type>
<identity_id>
+
</changee_hfid>
</identity_id>
+
<teacher_hfid>
 
</interaction>
 
</interaction>
<teacher_hfid>
+
<interaction>
 
<type>hf does interaction</type>
 
<type>hf does interaction</type>
<interaction>
+
<type>hf learns secret</type>
 
</student_hfid>
 
</student_hfid>
<type>hf learns secret</type>
+
<student_hfid>
 
</teacher_hfid>
 
</teacher_hfid>
<student_hfid>
+
<type>masterpiece item improvement</type>
</changer_hfid>
+
<type>masterpiece food</type>
<changee_hfid>
+
<type>masterpiece engraving</type>
</old_race>
+
<type>masterpiece lost</type>
<changer_hfid>
+
<skill_at_time>
<doer_hfid>
+
<type>masterpiece arch constructed</type>
</doer_hfid>
+
<type>masterpiece item</type>
</changee_hfid>
+
<type>masterpiece dye</type>
<type>changed creature type</type>
+
</leader_hfid>
 
<leader_hfid>
 
<leader_hfid>
</leader_hfid>
+
<partial_incorporation/>
 
</skill_at_time>
 
</skill_at_time>
<partial_incorporation/>
+
</joiner_entity_id>
 
<joiner_entity_id>
 
<joiner_entity_id>
</joiner_entity_id>
+
</joined_entity_id>
 
<joined_entity_id>
 
<joined_entity_id>
</joined_entity_id>
+
<type>persecution</type>
<type>masterpiece food</type>
+
<type>purge</type>
<type>masterpiece item improvement</type>
+
</adjective>
<type>masterpiece lost</type>
+
<adjective>
<type>masterpiece engraving</type>
+
<defending_enid>
<type>masterpiece arch constructed</type>
+
<type>insurrection</type>
<skill_at_time>
+
</target_entity_id>
<type>masterpiece dye</type>
+
<target_entity_id>
<type>masterpiece item</type>
+
<type>site conquered</type>
 
</attacking_enid>
 
</attacking_enid>
<type>site conquered</type>
+
<attacking_enid>
 
</defending_enid>
 
</defending_enid>
<attacking_enid>
+
</parent_eventcol>
 
<parent_eventcol>
 
<parent_eventcol>
</parent_eventcol>
+
</ordinal>
 
<ordinal>
 
<ordinal>
</ordinal>
+
<defending_squad_animated/>
<type>purge</type>
+
attacker won
<type>persecution</type>
+
defender won
<adjective>
+
<type>duel</type>
</adjective>
+
</defending_squad_deaths>
<type>insurrection</type>
+
<defending_squad_deaths>
<defending_enid>
+
</defending_squad_site>
<target_entity_id>
+
<defending_squad_site>
</target_entity_id>
+
</defending_squad_entity_pop>
 
<defending_squad_entity_pop>
 
<defending_squad_entity_pop>
</defending_squad_entity_pop>
+
</defending_squad_number>
 
<defending_squad_number>
 
<defending_squad_number>
</defending_squad_number>
+
<attacking_squad_site>
 
<attacking_squad_animated/>
 
<attacking_squad_animated/>
<attacking_squad_site>
+
</defending_squad_race>
 
<defending_squad_race>
 
<defending_squad_race>
</defending_squad_race>
+
<attacking_squad_number>
attacker won
+
</attacking_squad_deaths>
<defending_squad_animated/>
+
<attacking_squad_deaths>
<type>duel</type>
+
</attacking_squad_site>
defender won
+
<attacking_squad_race>
<defending_squad_deaths>
+
</attacking_squad_entity_pop>
</defending_squad_deaths>
+
<attacking_squad_entity_pop>
<defending_squad_site>
+
</attacking_squad_number>
</defending_squad_site>
+
<d_support_merc_hfid>
</noncom_hfid>
+
</noncom_hfid>
<d_support_merc_hfid>
+
<noncom_hfid>
 
</attacking_squad_race>
 
</attacking_squad_race>
<noncom_hfid>
+
<defending_hfid>
 
</a_support_merc_hfid>
 
</a_support_merc_hfid>
<defending_hfid>
+
<a_support_merc_hfid>
 
</d_support_merc_hfid>
 
</d_support_merc_hfid>
<a_support_merc_hfid>
+
<attacking_hfid>
</attacking_squad_deaths>
+
<company_merc/>
<attacking_squad_number>
+
<individual_merc/>
</attacking_squad_site>
+
</defending_hfid>
<attacking_squad_deaths>
+
<attacking_merc_enid>
</attacking_squad_entity_pop>
+
</defending_merc_enid>
<attacking_squad_race>
+
<defending_merc_enid>
</attacking_squad_number>
+
</attacking_hfid>
<attacking_squad_entity_pop>
+
<attacking_ent_id>
 
</defending_ent_id>
 
</defending_ent_id>
<attacking_ent_id>
+
<defending_ent_id>
 
</attacking_merc_enid>
 
</attacking_merc_enid>
<defending_ent_id>
+
<type>battle</type>
 
</war_eventcol>
 
</war_eventcol>
<type>battle</type>
+
<war_eventcol>
 
</attacking_ent_id>
 
</attacking_ent_id>
<war_eventcol>
+
<link_type>home site building</link_type>
<company_merc/>
+
<link_type>lair</link_type>
<attacking_hfid>
+
<link_type>home site underground</link_type>
</defending_hfid>
+
<link_type>home saved zone</link_type>
<individual_merc/>
+
<link_type>occupation</link_type>
</defending_merc_enid>
+
<link_type>seat of power</link_type>
<attacking_merc_enid>
+
<link_type>hangout</link_type>
</attacking_hfid>
+
<link_type>home structure</link_type>
<defending_merc_enid>
+
</entity_former_occupation_link>
 
<entity_former_position_link>
 
<entity_former_position_link>
</entity_former_occupation_link>
+
</entity_former_position_link>
 
<site_link>
 
<site_link>
</entity_former_position_link>
+
</occupation_id>
 
<occupation_id>
 
<occupation_id>
</occupation_id>
+
</entity_occupation_link>
 
<entity_former_occupation_link>
 
<entity_former_occupation_link>
</entity_occupation_link>
+
</entity_former_squad_link>
<link_type>lair</link_type>
+
<entity_position_link>
<link_type>home site building</link_type>
+
</entity_position_link>
<link_type>home saved zone</link_type>
+
<entity_occupation_link>
<link_type>home site underground</link_type>
+
</squad_position>
<link_type>seat of power</link_type>
+
<squad_position>
<link_type>occupation</link_type>
+
</entity_squad_link>
<link_type>home structure</link_type>
+
<entity_former_squad_link>
<link_type>hangout</link_type>
+
</entity_link>
 
<entity_squad_link>
 
<entity_squad_link>
</entity_link>
+
</squad_id>
 
<squad_id>
 
<squad_id>
</squad_id>
+
<link_type>former slave</link_type>
 
<link_type>former prisoner</link_type>
 
<link_type>former prisoner</link_type>
<link_type>former slave</link_type>
+
<link_type>enemy</link_type>
 
<link_type>criminal</link_type>
 
<link_type>criminal</link_type>
<link_type>enemy</link_type>
+
<link_type>former member</link_type>
<entity_position_link>
+
<link_type>mercenary</link_type>
</entity_former_squad_link>
+
<link_type>former mercenary</link_type>
<entity_occupation_link>
+
<link_type>slave</link_type>
</entity_position_link>
+
<link_strength>
<squad_position>
+
</hf_link>
</squad_position>
+
<entity_link>
<entity_former_squad_link>
+
<link_type>member</link_type>
</entity_squad_link>
+
<link_type>pet owner</link_type>
 
<link_type>former spouse</link_type>
 
<link_type>former spouse</link_type>
<link_type>pet owner</link_type>
+
<link_type>deceased spouse</link_type>
 
</link_strength>
 
</link_strength>
<link_type>deceased spouse</link_type>
+
<link_type>apprentice</link_type>
 
<link_type>companion</link_type>
 
<link_type>companion</link_type>
<link_type>apprentice</link_type>
 
<link_type>former apprentice</link_type>
 
 
<link_type>former master</link_type>
 
<link_type>former master</link_type>
<link_type>mercenary</link_type>
+
<link_type>former apprentice</link_type>
<link_type>former member</link_type>
+
<link_type>lover</link_type>
<link_type>slave</link_type>
+
<link_type>prisoner</link_type>
<link_type>former mercenary</link_type>
+
<link_type>imprisoner</link_type>
</hf_link>
+
<link_type>master</link_type>
<link_strength>
+
<link_type>father</link_type>
<link_type>member</link_type>
+
<link_type>spouse</link_type>
<entity_link>
+
<link_type>child</link_type>
 +
<link_type>deity</link_type>
 +
<type>journey</type>
 
<type>occasion</type>
 
<type>occasion</type>
<type>journey</type>
+
<hf_link>
 
<link_type>mother</link_type>
 
<link_type>mother</link_type>
<hf_link>
+
<type>abduction</type>
 
<type>raid</type>
 
<type>raid</type>
<type>abduction</type>
+
<type>theft</type>
 
<type>beast attack</type>
 
<type>beast attack</type>
<type>theft</type>
+
assassin
<link_type>prisoner</link_type>
+
snatcher
<link_type>lover</link_type>
+
saboteur
<link_type>master</link_type>
+
<relationship_profile_hf_visual>
<link_type>imprisoner</link_type>
+
source of funds
<link_type>spouse</link_type>
+
source of funds for master
<link_type>father</link_type>
+
asset
<link_type>deity</link_type>
+
corrupt position holder
<link_type>child</link_type>
+
</used_identity_id>
 
<used_identity_id>
 
<used_identity_id>
</used_identity_id>
+
possible threat
 
rebuffed
 
rebuffed
possible threat
+
<entity_reputation>
 
</entity_reputation>
 
</entity_reputation>
<entity_reputation>
+
</current_identity_id>
 
<current_identity_id>
 
<current_identity_id>
</current_identity_id>
+
<cultural_identity_reputation>
snatcher
+
</cultural_identity_id>
assassin
+
<cultural_identity_id>
<relationship_profile_hf_visual>
+
</cultural_identity_reputation>
saboteur
+
</first_ageless_year>
source of funds for master
+
<first_ageless_year>
source of funds
+
</first_ageless_season_count>
corrupt position holder
+
<first_ageless_season_count>
 +
<property_id>
 
</site_property>
 
</site_property>
<property_id>
+
</unsolved_murders>
 
<unsolved_murders>
 
<unsolved_murders>
</unsolved_murders>
+
</holds_artifact>
 
<holds_artifact>
 
<holds_artifact>
</holds_artifact>
+
<site_property>
 
</property_id>
 
</property_id>
<site_property>
+
</active_interaction>
</cultural_identity_id>
+
<active_interaction>
<cultural_identity_reputation>
+
</animated_string>
</cultural_identity_reputation>
+
<animated_string>
<cultural_identity_id>
+
</goal>
<first_ageless_year>
+
<goal>
</first_ageless_year>
+
</interaction_knowledge>
<first_ageless_season_count>
+
<interaction_knowledge>
</first_ageless_season_count>
+
</honor_entity>
 
</journey_pet>
 
</journey_pet>
</honor_entity>
+
<journey_pet>
 
<goal>immortality</goal>
 
<goal>immortality</goal>
<journey_pet>
+
</battles>
 
<battles>
 
<battles>
</battles>
+
</kills>
 
<kills>
 
<kills>
</kills>
+
</hf_skill>
<active_interaction>
+
<honor_entity>
</active_interaction>
+
</entity>
<animated_string>
+
<entity>
</animated_string>
+
</skill>
<goal>
+
<skill>
</goal>
+
</total_ip>
<interaction_knowledge>
+
<total_ip>
</interaction_knowledge>
+
</site_link>
 
<sphere>
 
<sphere>
</site_link>
+
</sphere>
 
<hf_skill>
 
<hf_skill>
</sphere>
+
<link_type>prison structure</link_type>
 
<link_type>prison building profile</link_type>
 
<link_type>prison building profile</link_type>
<link_type>prison structure</link_type>
 
<sub_id>
 
 
</sub_id>
 
</sub_id>
<honor_entity>
+
<sub_id>
</hf_skill>
+
corrupt actor's government
<entity>
+
counterintelligence
</entity>
+
become immortal
<skill>
+
undead world conquest
</skill>
+
frame actor
<total_ip>
+
kidnap actor
</total_ip>
+
sabotage actor
 +
direct war to actor
 +
grow corruption network
 
attain rank
 
attain rank
grow corruption network
+
assassinate actor
 
corruptly punish actor
 
corruptly punish actor
assassinate actor
+
<type>
 
grow funding network
 
grow funding network
<type>
+
grow asset network
 
acquire artifact
 
acquire artifact
grow asset network
+
</handle_actor_id>
counterintelligence
 
corrupt actor's government
 
undead world conquest
 
become immortal
 
kidnap actor
 
frame actor
 
direct war to actor
 
sabotage actor
 
</strategy>
 
torment
 
<strategy_enid>
 
</strategy_enid>
 
work if suited
 
neutralize
 
 
<handle_actor_id>
 
<handle_actor_id>
</handle_actor_id>
+
</intrigue_actor>
 
<intrigue_plot>
 
<intrigue_plot>
</intrigue_actor>
+
</strategy_eppid>
 
<strategy_eppid>
 
<strategy_eppid>
</strategy_eppid>
+
<promised_actor_immortality/>
 
<promised_me_immortality/>
 
<promised_me_immortality/>
<promised_actor_immortality/>
+
torment
 +
</strategy>
 +
</strategy_enid>
 +
<strategy_enid>
 +
use
 +
tax
 +
neutralize
 +
work if suited
 +
<strategy>
 +
corrupt and pacify
 +
obey
 +
avoid
 +
</relationship_profile_hf_identity>
 +
<intrigue_actor>
 +
</role>
 +
<role>
 +
</relationship_profile_hf_visual>
 
<relationship_profile_hf_historical>
 
<relationship_profile_hf_historical>
</relationship_profile_hf_visual>
+
</relationship_profile_hf_historical>
 
<relationship_profile_hf_identity>
 
<relationship_profile_hf_identity>
</relationship_profile_hf_historical>
+
</loyalty>
 
<loyalty>
 
<loyalty>
</loyalty>
+
</fear>
 
<fear>
 
<fear>
</fear>
+
</respect>
corrupt and pacify
+
<respect>
<strategy>
+
</trust>
<intrigue_actor>
+
<trust>
</relationship_profile_hf_identity>
+
</known_identity_id>
<role>
+
<known_identity_id>
</role>
+
</love>
 +
<love>
 +
</last_meet_year>
 
<last_meet_year>
 
<last_meet_year>
</last_meet_year>
+
</last_meet_seconds72>
 
<last_meet_seconds72>
 
<last_meet_seconds72>
</last_meet_seconds72>
+
</hf_id>
 
<hf_id>
 
<hf_id>
</hf_id>
+
</meet_count>
 
<meet_count>
 
<meet_count>
</meet_count>
+
associated with
<respect>
+
possessed of an unusual destiny. 
</respect>
+
guided by forces unknown. 
<trust>
+
most often takes the form of a
</trust>
+
was most often depicted as a
<known_identity_id>
 
</known_identity_id>
 
<love>
 
</love>
 
 
  one of the only ones of  
 
  one of the only ones of  
  the only one of
+
  kind
 
Although accounts vary, it is universally agreed that  
 
Although accounts vary, it is universally agreed that  
 +
chosen by fate as the vanguard of destiny. 
 
  has been lost to time
 
  has been lost to time
 +
the first of
 +
one of the first of
 +
the only one of
 +
born in
 +
of unknown parentage
 +
was the
 
The identity of  
 
The identity of  
one of the first of
+
a deity
  the first of  
+
  that occurs in the myths of  
associated with
+
a force
was most often depicted as a  
+
, animated by unknown forces
chosen by fate as the vanguard of destiny. 
+
world view filter not set (adjust ci ps)
of divine parentage and possessed of unnatural gifts. 
 
most often takes the form of a
 
guided by forces unknown. 
 
 
world view filter not set (moderate private opinion)
 
world view filter not set (moderate private opinion)
world view filter not set (adjust ci ps)
+
[NOUN]
 
This nameless being
 
This nameless being
[NOUN]
+
<agreement_has_messenger/>
 
</plot_actor>
 
</plot_actor>
<agreement_has_messenger/>
+
</intrigue_plot>
 
NULL artifact from dead post-wg inventory, skipping
 
NULL artifact from dead post-wg inventory, skipping
</intrigue_plot>
+
<parent_plot_hfid>
of unknown parentage
+
<plot_actor>
born in
+
</plot_role>
was the
+
<plot_role>
is the
+
<delegated_plot_hfid>
that occurs in the myths of
+
</parent_plot_id>
a deity
+
<parent_plot_id>
, animated by unknown forces
+
</parent_plot_hfid>
a force
+
<on_hold/>
 
</delegated_plot_id>
 
</delegated_plot_id>
<on_hold/>
+
<delegated_plot_id>
 
</delegated_plot_hfid>
 
</delegated_plot_hfid>
<delegated_plot_id>
+
infiltrate society
 
</type>
 
</type>
infiltrate society
+
</actor_id>
 
<actor_id>
 
<actor_id>
</actor_id>
+
]s@
<plot_actor>
+
]s@
<parent_plot_hfid>
+
P<!@
<plot_role>
+
pc!@
</plot_role>
+
]s@
</parent_plot_id>
+
]s@
<delegated_plot_hfid>
+
]s@
</parent_plot_hfid>
+
0@s@
<parent_plot_id>
+
=!@
AMBIENCE_VOLUME
+
-!@
SFX_VOLUME
+
`>!@
MASTER_VOLUME
+
[!@
MUSIC_VOLUME
+
FPS
WINDOWED
+
FPS_CAP
TEXTURE_PARAM
+
G_FPS_CAP
INTERFACE_SCALING_DESIRED_GRID_HEIGHT
+
INTERFACE_SCALING_TO_DESIRED_GRID
INTERFACE_SCALING_PERCENTAGE
 
RECENTER_INTERFACE_SHUTDOWN_MS
 
COMPRESSED_SAVES
 
KEY_REPEAT_ACCEL_START
 
MACRO_MS
 
KEY_REPEAT_MS
 
KEY_REPEAT_ACCEL_LIMIT
 
AVERAGE_TIME_BETWEEN_SONGS
 
KEY_HOLD_MS
 
RESIZABLE
 
 
FULLSCREENX
 
FULLSCREENX
 +
FULLSCREENY
 +
MAXIMUM_INTERFACE_PERCENTAGE
 +
FULLFONT
 
WINDOWEDX
 
WINDOWEDX
 
WINDOWEDY
 
WINDOWEDY
FULLFONT
+
RESIZABLE
 +
data/init/init_default.txt
 
BASIC_FONT
 
BASIC_FONT
 
data/art/
 
data/art/
INTERFACE_SCALING_TO_DESIRED_GRID
+
FONT
INTERFACE_SCALING_DESIRED_GRID_WIDTH
 
FPS_CAP
 
G_FPS_CAP
 
FULLSCREENY
 
MAXIMUM_INTERFACE_PERCENTAGE
 
 
data/art/curses_640x300.png
 
data/art/curses_640x300.png
data/init/init_default.txt
+
LRED_B
data/art/intro_button.png
+
LMAGENTA_R
data/art/border.png
+
LMAGENTA_G
Run in Fullscreen Mode?  You can set your preferences in data/init/init.txt.
+
LMAGENTA_B
Unless you've changed your bindings, you can press F11 to toggle this setting any time.
+
LCYAN_G
data/art/load_bar.png
+
LCYAN_B
Text mode is not supported for now
 
Start FullScreen?
 
WHITE_G
 
WHITE_B
 
data/art/tabs.png
 
data/art/black_background.bmp
 
data/art/scrollbar.png
 
data/art/filter.png
 
 
LRED_R
 
LRED_R
 
LRED_G
 
LRED_G
LCYAN_G
+
LGREEN_R
LCYAN_B
+
LGREEN_G
 
LGREEN_B
 
LGREEN_B
 
LCYAN_R
 
LCYAN_R
LGREEN_R
+
DGRAY_B
LGREEN_G
+
LBLUE_R
YELLOW_B
+
LBLUE_G
WHITE_R
+
LBLUE_B
YELLOW_R
+
LGRAY_G
YELLOW_G
+
LGRAY_B
LMAGENTA_G
+
DGRAY_R
LMAGENTA_B
+
DGRAY_G
LRED_B
+
BROWN_R
LMAGENTA_R
+
BROWN_G
 
BROWN_B
 
BROWN_B
 
LGRAY_R
 
LGRAY_R
BROWN_R
+
RED_B
BROWN_G
+
MAGENTA_R
 
MAGENTA_G
 
MAGENTA_G
 
MAGENTA_B
 
MAGENTA_B
MAGENTA_R
+
CYAN_G
LBLUE_G
+
CYAN_B
LBLUE_B
+
RED_R
DGRAY_B
+
RED_G
LBLUE_R
+
GREEN_R
DGRAY_R
+
GREEN_G
DGRAY_G
+
GREEN_B
LGRAY_G
+
CYAN_R
LGRAY_B
+
BLACK_B
 +
BLUE_R
 
BLUE_G
 
BLUE_G
 
BLUE_B
 
BLUE_B
BLACK_B
+
USE_CLASSIC_ASCII
BLUE_R
+
data/init/colors.txt
 
BLACK_R
 
BLACK_R
 
BLACK_G
 
BLACK_G
USE_CLASSIC_ASCII
+
KEY_REPEAT_ACCEL_START
data/init/colors.txt
+
MACRO_MS
CYAN_G
+
RECENTER_INTERFACE_SHUTDOWN_MS
CYAN_B
+
COMPRESSED_SAVES
GREEN_B
+
SFX_VOLUME_ADV
CYAN_R
+
KEY_HOLD_MS
GREEN_R
+
KEY_REPEAT_MS
GREEN_G
+
KEY_REPEAT_ACCEL_LIMIT
 +
SFX_VOLUME
 +
AVERAGE_TIME_BETWEEN_SONGS
 +
MUSIC_VOLUME_ADV
 +
AMBIENCE_VOLUME_ADV
 +
TEXTURE_PARAM
 +
MASTER_VOLUME
 +
MUSIC_VOLUME
 +
AMBIENCE_VOLUME
 +
INTERFACE_SCALING_DESIRED_GRID_WIDTH
 +
INTERFACE_SCALING_DESIRED_GRID_HEIGHT
 +
INTERFACE_SCALING_PERCENTAGE
 +
WINDOWED
 +
data/art/filter.png
 +
data/art/tabs.png
 +
data/art/sort.png
 +
data/art/black_background.bmp
 +
data/art/load_bar.png
 +
data/art/intro_button.png
 +
data/art/border.png
 +
data/art/scrollbar.png
 +
data/art/bay12.png
 +
data/art/bay12_small.png
 +
data/art/bay12_tiny.png
 +
data/art/fmod.png
 +
data/art/pixel_kf_tiny.png
 +
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YELLOW_R
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WHITE_R
 
a secret identity
 
a secret identity
 +
INGESTION
 +
DISTURBANCE
 +
EXPERIMENT
 +
CREATURE_ACTION
 +
REGION
 +
I_SOURCE
 +
SECRET
 +
UNDERGROUND_SPECIAL
 +
ADVENTURE_INTERACTION_ICON_CREATE_GHOUL
 +
ADVENTURE_INTERACTION_ICON_SUMMON_NIGHTMARE
 +
Unrecognized default interaction icon:
 +
ADVENTURE_INTERACTION_ICON_LUCK_CURSE
 +
ADVENTURE_INTERACTION_ICON_ANIMATE_CORPSE
 +
ADVENTURE_INTERACTION_ICON_TRANSFORM
 +
ADVENTURE_INTERACTION_ICON_SUMMON_BOGEYMAN
 +
ADVENTURE_INTERACTION_ICON_RAISE_INTELLIGENT_UNDEAD
 +
ADVENTURE_INTERACTION_ICON_EMIT_DUST
 +
ADVENTURE_INTERACTION_ICON_SPIT_LIQUID_GLOB
 +
ADVENTURE_INTERACTION_ICON_EMIT_GAS
 +
ADVENTURE_INTERACTION_ICON_EMIT_VAPOR
 +
ADVENTURE_INTERACTION_ICON_SPRAY_VAPOR
 +
ADVENTURE_INTERACTION_ICON_SPRAY_DUST
 +
ADVENTURE_INTERACTION_ICON_SPIT_SOLID_GLOB
 +
ADVENTURE_INTERACTION_ICON_SPRAY_GAS
 +
ADVENTURE_INTERACTION_ICON_HURL_FIREBALL
 +
ADVENTURE_INTERACTION_ICON_CAUSE_DIZZINESS
 +
ADVENTURE_INTERACTION_ICON_SPRAY_WEB
 +
ADVENTURE_INTERACTION_ICON_SPRAY_FIRE_JET
 +
ADVENTURE_INTERACTION_ICON_ROT
 +
ADVENTURE_INTERACTION_ICON_SICKEN_NAUSEA
 +
ADVENTURE_INTERACTION_ICON_SUFFOCATE
 +
ADVENTURE_INTERACTION_ICON_BLIND
 +
ADVENTURE_INTERACTION_ICON_CAUSE_BLEEDING
 +
ADVENTURE_INTERACTION_ICON_PARALYZE
 +
ADVENTURE_INTERACTION_ICON_SICKEN_VOMIT_BLOOD
 +
ADVENTURE_INTERACTION_ICON_SICKEN_COUGH_BLOOD
 +
ADVENTURE_INTERACTION_ICON_RAISE_FOG
 +
ADVENTURE_INTERACTION_ICON_PROPEL_AWAY
 +
ADVENTURE_INTERACTION_ICON_BLISTER
 +
ADVENTURE_INTERACTION_ICON_CAUSE_PAIN
 +
I_DEFAULT_ICON
 +
EXPERIMENT_ONLY
 +
ADVENTURE_INTERACTION_ICON_VANISH
 +
ADVENTURE_INTERACTION_ICON_LAUNCH_ICE_BOLT
 +
interaction_layer
 +
*** Error(s) finalizing the interaction
 +
[INTERACTION:
 +
[OBJECT:INTERACTION]
 +
--- Logging Interaction
 +
SYN_NO_HOSPITAL
 +
SELECT_INTERACTION
 +
CUT_INTERACTION
 +
SYN_CONTACT
 +
SYN_INJECTED
 
SYN_INGESTED
 
SYN_INGESTED
 
SYN_INHALED
 
SYN_INHALED
SYN_CONTACT
+
IE_TARGET
SYN_INJECTED
+
CONTEXT_MATERIAL
 +
IE_IMMEDIATE
 +
IE_INTERMITTENT
 +
IT_MANUAL_INPUT
 +
IT_LOCATION token not valid
 +
FLOW
 +
IT_MATERIAL
 +
CONTEXT_LOCATION
 +
CONTEXT_BP
 +
RANDOM_NEARBY_LOCATION
 +
CONTEXT_CREATURE_OR_LOCATION
 +
CONTEXT_REGION
 +
IT_LOCATION
 +
CONTEXT_ITEM
 +
CONTEXT_CREATURE
 +
Interaction Source IS_SECRET token not found
 +
MUNDANE_RECORDING_POSSIBLE
 +
IS_CDI
 +
IS_DESCRIPTION
 +
SUPERNATURAL_LEARNING_POSSIBLE
 +
IS_SECRET
 +
MUNDANE_TEACHING_POSSIBLE
 +
MUNDANE_RESEARCH_POSSIBLE
 +
SAVAGE_ONLY
 
GOOD_ONLY
 
GOOD_ONLY
 +
IS_SECRET_GOAL
 +
IS_SPHERE
 +
GOOD_ALLOWED
 +
EVIL_ALLOWED
 
EVIL_ONLY
 
EVIL_ONLY
 
SAVAGE_ALLOWED
 
SAVAGE_ALLOWED
GOOD_ALLOWED
+
IS_REGION
EVIL_ALLOWED
+
IS_POWER_LEVEL
 
NORMAL_ALLOWED
 
NORMAL_ALLOWED
 
ANY_TERRAIN
 
ANY_TERRAIN
IS_REGION
+
IS_FREQUENCY
MUNDANE_RECORDING_POSSIBLE
+
IS_TRIGGER_STRING
MUNDANE_TEACHING_POSSIBLE
+
IS_USAGE_HINT
MUNDANE_RESEARCH_POSSIBLE
+
IS_NAME
SUPERNATURAL_LEARNING_POSSIBLE
+
IS_HIST_STRING_2
IS_SECRET
+
IS_HIST_STRING_1
IS_SECRET_GOAL
+
IS_TRIGGER_STRING_THIRD
IS_SPHERE
+
IS_TRIGGER_STRING_SECOND
SAVAGE_ONLY
+
MATERIAL_EMISSION
 +
CONTACT
 
Unrecognized Interaction Token:  
 
Unrecognized Interaction Token:  
 
Unrecognized Interaction Effect Type:  
 
Unrecognized Interaction Effect Type:  
MATERIAL_EMISSION
 
CONTACT
 
CHANGE_WEATHER
 
 
ADD_SYNDROME
 
ADD_SYNDROME
 
CHANGE_ITEM_QUALITY
 
CHANGE_ITEM_QUALITY
IS_USAGE_HINT
+
CHANGE_WEATHER
IS_NAME
+
HIDE
IS_FREQUENCY
+
PROPEL_UNIT
IS_TRIGGER_STRING
+
RESURRECT
IS_TRIGGER_STRING_THIRD
 
IS_TRIGGER_STRING_SECOND
 
IS_HIST_STRING_2
 
IS_HIST_STRING_1
 
LOCATION
 
I_TARGET
 
Unrecognized Interaction Source Type:
 
EXPERIMENT
 
CREATURE_ACTION
 
INGESTION
 
DISTURBANCE
 
SECRET
 
 
CREATE_ITEM
 
CREATE_ITEM
 
SUMMON_UNIT
 
SUMMON_UNIT
PROPEL_UNIT
+
I_EFFECT
RESURRECT
+
Unrecognized Interaction Target Type:
 
RAISE_GHOST
 
RAISE_GHOST
 
ANIMATE
 
ANIMATE
I_EFFECT
+
Unrecognized Interaction Source Type:  
Unrecognized Interaction Target Type:  
+
ITEM_POWER
SELECT_INTERACTION
+
LOCATION
CUT_INTERACTION
+
I_TARGET
#NAAM?
+
HAS_ANY_VERMIN_HATEABLE
SYN_NO_HOSPITAL
+
HAS_ANY_INTELLIGENT_LEARNS
UNDERGROUND_SPECIAL
+
HAS_ANY_LARGE_PREDATOR
REGION
+
OCCURS_AS_ENTITY_RACE
I_SOURCE
+
HAS_MALE
EXPERIMENT_ONLY
+
MATES_TO_BREED
[INTERACTION:
+
SMALL_RACE
[OBJECT:INTERACTION]
+
HAS_FEMALE
interaction_layer
+
BIOME_RIVER_TROPICAL_BRACKISHWATER
*** Error(s) finalizing the interaction
+
BIOME_RIVER_TROPICAL_FRESHWATER
BIOME_POOL_TEMPERATE_BRACKISHWATER
+
TWO_GENDERS
 +
BIOME_RIVER_TROPICAL_SALTWATER
 +
BIOME_RIVER_TEMPERATE_FRESHWATER
 +
BIOME_LAKE_TROPICAL_SALTWATER
 +
BIOME_RIVER_TEMPERATE_SALTWATER
 +
BIOME_RIVER_TEMPERATE_BRACKISHWATER
 +
BIOME_LAKE_TEMPERATE_SALTWATER
 +
BIOME_LAKE_TEMPERATE_BRACKISHWATER
 +
BIOME_LAKE_TROPICAL_BRACKISHWATER
 +
BIOME_LAKE_TROPICAL_FRESHWATER
 +
BIOME_POOL_TROPICAL_BRACKISHWATER
 +
BIOME_POOL_TROPICAL_FRESHWATER
 +
BIOME_LAKE_TEMPERATE_FRESHWATER
 +
BIOME_POOL_TROPICAL_SALTWATER
 
BIOME_POOL_TEMPERATE_FRESHWATER
 
BIOME_POOL_TEMPERATE_FRESHWATER
 
BIOME_SUBTERRANEAN_LAVA
 
BIOME_SUBTERRANEAN_LAVA
 +
BIOME_POOL_TEMPERATE_SALTWATER
 +
BIOME_POOL_TEMPERATE_BRACKISHWATER
 +
BIOME_OCEAN_ARCTIC
 +
BIOME_OCEAN_TEMPERATE
 
BIOME_SUBTERRANEAN_CHASM
 
BIOME_SUBTERRANEAN_CHASM
 
BIOME_SUBTERRANEAN_WATER
 
BIOME_SUBTERRANEAN_WATER
BIOME_OCEAN_ARCTIC
+
BIOME_DESERT_ROCK
BIOME_OCEAN_TEMPERATE
+
BIOME_DESERT_BADLAND
 
BIOME_OCEAN_TROPICAL
 
BIOME_OCEAN_TROPICAL
BIOME_LAKE_TROPICAL_FRESHWATER
+
BIOME_DESERT_SAND
BIOME_LAKE_TEMPERATE_SALTWATER
+
BIOME_GRASSLAND_TROPICAL
BIOME_LAKE_TEMPERATE_BRACKISHWATER
+
BIOME_SHRUBLAND_TEMPERATE
BIOME_LAKE_TEMPERATE_FRESHWATER
+
BIOME_SHRUBLAND_TROPICAL
BIOME_POOL_TROPICAL_SALTWATER
+
BIOME_SAVANNA_TROPICAL
BIOME_POOL_TROPICAL_BRACKISHWATER
+
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
BIOME_POOL_TROPICAL_FRESHWATER
 
BIOME_POOL_TEMPERATE_SALTWATER
 
BIOME_GRASSLAND_TEMPERATE
 
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
 
 
BIOME_FOREST_TROPICAL_DRY_BROADLEAF
 
BIOME_FOREST_TROPICAL_DRY_BROADLEAF
 +
BIOME_SAVANNA_TEMPERATE
 +
BIOME_GRASSLAND_TEMPERATE
 +
BIOME_FOREST_TEMPERATE_CONIFER
 +
BIOME_FOREST_TAIGA
 
BIOME_FOREST_TROPICAL_CONIFER
 
BIOME_FOREST_TROPICAL_CONIFER
 
BIOME_FOREST_TEMPERATE_BROADLEAF
 
BIOME_FOREST_TEMPERATE_BROADLEAF
BIOME_FOREST_TEMPERATE_CONIFER
+
BIOME_SWAMP_MANGROVE
BIOME_FOREST_TAIGA
+
BIOME_SWAMP_TROPICAL_SALTWATER
 
BIOME_MARSH_TROPICAL_SALTWATER
 
BIOME_MARSH_TROPICAL_SALTWATER
BIOME_DESERT_SAND
+
BIOME_MARSH_TROPICAL_FRESHWATER
BIOME_DESERT_ROCK
+
BIOME_MARSH_TEMPERATE_FRESHWATER
BIOME_DESERT_BADLAND
+
BIOME_SWAMP_TEMPERATE_SALTWATER
BIOME_SHRUBLAND_TROPICAL
+
BIOME_SWAMP_TROPICAL_FRESHWATER
BIOME_SAVANNA_TROPICAL
+
BIOME_MARSH_TEMPERATE_SALTWATER
BIOME_GRASSLAND_TROPICAL
 
BIOME_SHRUBLAND_TEMPERATE
 
BIOME_SAVANNA_TEMPERATE
 
BIOME_TUNDRA
 
 
BIOME_GLACIER
 
BIOME_GLACIER
 
BIOME_MOUNTAIN
 
BIOME_MOUNTAIN
 +
BIOME_SWAMP_TEMPERATE_FRESHWATER
 +
BIOME_TUNDRA
 +
IE_ARENA_NAME
 +
IE_LOCATION
 
EQUIPMENT
 
EQUIPMENT
 
IE_PROPEL_FORCE
 
IE_PROPEL_FORCE
IE_ARENA_NAME
+
HAS_GLOW_TILE
IE_LOCATION
+
HAS_COLOR
IE_IMMEDIATE
+
HAS_SOUND_ALERT
BIOME_MARSH_TROPICAL_FRESHWATER
+
HAS_GLOW_COLOR
BIOME_SWAMP_MANGROVE
+
HAS_SOLDIER_TILE
BIOME_SWAMP_TROPICAL_SALTWATER
+
HAS_CHILDSTATE
BIOME_SWAMP_TROPICAL_FRESHWATER
+
HAS_TILE
BIOME_MARSH_TEMPERATE_SALTWATER
+
CAN_SWIM_INNATE
BIOME_MARSH_TEMPERATE_FRESHWATER
+
HAS_BLOOD
BIOME_SWAMP_TEMPERATE_SALTWATER
+
AQUATIC_UNDERSWIM
BIOME_SWAMP_TEMPERATE_FRESHWATER
+
HAS_BABYSTATE
CONTEXT_CREATURE_OR_LOCATION
+
HAS_PUS
CONTEXT_LOCATION
+
HAS_ROTTABLE
CONTEXT_BP
+
HAS_SECRETION
CONTEXT_ITEM
+
INTELLIGENT_LEARNS
CONTEXT_CREATURE
+
INTELLIGENT_SPEAKS
CONTEXT_REGION
+
CURIOUS_BEAST_GUZZLER
IT_LOCATION
+
CURIOUS_BEAST_ITEM
Interaction Source IS_SECRET token not found
+
CURIOUS_BEAST_EATER
IE_INTERMITTENT
+
CAN_SWIM
IE_TARGET
+
CAN_BREATHE_WATER
CONTEXT_MATERIAL
+
HAS_ANY_SLOW_LEARNER
IT_MATERIAL
+
CURIOUS_BEAST
IT_MANUAL_INPUT
+
CANNOT_BREATHE_AIR
IT_LOCATION token not valid
+
HAS_ANY_GRASP
RANDOM_NEARBY_LOCATION
+
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
 
HAS_ANY_FLY_RACE_GAIT
 
HAS_ANY_FLY_RACE_GAIT
 
HAS_ANY_RACE_GAIT
 
HAS_ANY_RACE_GAIT
HAS_ANY_GRASP
+
HAS_ANY_IMMOBILE
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
+
HAS_ANY_GRAZER
 
HAS_ANY_OUTSIDER_CONTROLLABLE
 
HAS_ANY_OUTSIDER_CONTROLLABLE
 
HAS_ANY_LOCAL_POPS_CONTROLLABLE
 
HAS_ANY_LOCAL_POPS_CONTROLLABLE
HAS_ANY_IMMOBILE
+
ALL_CASTES_ALIVE
HAS_ANY_GRAZER
+
HAS_ANY_CARNIVORE
CURIOUS_BEAST_EATER
+
HAS_ANY_HAS_BLOOD
CAN_SWIM
+
HAS_ANY_SUPERNATURAL
CURIOUS_BEAST_GUZZLER
+
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
CURIOUS_BEAST_ITEM
+
HAS_ANY_NIGHT_CREATURE_HUNTER
CURIOUS_BEAST
+
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
CANNOT_BREATHE_AIR
+
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
CAN_BREATHE_WATER
+
HAS_ANY_FLIER
HAS_ANY_SLOW_LEARNER
+
HAS_ANY_MISCHIEVOUS
 
HAS_ANY_NIGHT_CREATURE
 
HAS_ANY_NIGHT_CREATURE
 
HAS_ANY_DEMON
 
HAS_ANY_DEMON
HAS_ANY_FLIER
+
HAS_ANY_UNIQUE_DEMON
 +
HAS_ANY_TITAN
 
HAS_ANY_MISCHIEVIOUS
 
HAS_ANY_MISCHIEVIOUS
 
HAS_ANY_NOT_LIVING
 
HAS_ANY_NOT_LIVING
HAS_ANY_UNIQUE_DEMON
+
HAS_ANY_UTTERANCES
HAS_ANY_TITAN
+
HAS_ANY_COMMON_DOMESTIC
 
HAS_ANY_FEATURE_BEAST
 
HAS_ANY_FEATURE_BEAST
HAS_ANY_HAS_BLOOD
+
HAS_ANY_INTELLIGENT_SPEAKS
HAS_ANY_SUPERNATURAL
+
HAS_ANY_CANNOT_BREATHE_AIR
ALL_CASTES_ALIVE
+
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_CARNIVORE
+
HAS_ANY_CAN_SWIM
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
+
HAS_ANY_NOT_FLIER
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
 
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
 
HAS_ANY_NIGHT_CREATURE_HUNTER
 
HAS_ANY_VERMIN_MICRO
 
 
HAS_ANY_POWER
 
HAS_ANY_POWER
 
HAS_ANY_SEMIMEGABEAST
 
HAS_ANY_SEMIMEGABEAST
 +
HAS_ANY_NOT_FIREIMMUNE
 +
HAS_ANY_VERMIN_MICRO
 +
HAS_ANY_BENIGN
 +
HAS_ANY_CURIOUS_BEAST
 
HAS_ANY_MEGABEAST
 
HAS_ANY_MEGABEAST
 
HAS_ANY_NATURAL_ANIMAL
 
HAS_ANY_NATURAL_ANIMAL
HAS_ANY_BENIGN
+
Unrecognized corpse target immune caste token:
HAS_ANY_CURIOUS_BEAST
+
Unrecognized corpse target affected creature token:
HAS_ANY_LARGE_PREDATOR
+
Unrecognized Creature/Caste Token in Summon Unit Effect:
HAS_ANY_INTELLIGENT_SPEAKS
+
Unrecognized corpse target immune creature token:
HAS_ANY_UTTERANCES
+
IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
HAS_ANY_COMMON_DOMESTIC
+
Unrecognized IT_FORBIDDEN token:
HAS_ANY_CAN_SWIM
+
Unrecognized corpse target affected caste token:
HAS_ANY_NOT_FLIER
+
IT_CANNOT_HAVE_SYNDROME_CLASS
HAS_ANY_CANNOT_BREATHE_AIR
+
FIT_FOR_RESURRECTION
HAS_ANY_CANNOT_BREATHE_WATER
+
FIT_FOR_ANIMATION
HAS_ANY_NOT_FIREIMMUNE
+
IT_FORBIDDEN
BIOME_RIVER_TROPICAL_SALTWATER
+
Unrecognized IT_REQUIRES token:
BIOME_RIVER_TROPICAL_BRACKISHWATER
+
MORTAL
BIOME_RIVER_TROPICAL_FRESHWATER
+
IT_REQUIRES
BIOME_RIVER_TEMPERATE_SALTWATER
+
STERILE
BIOME_RIVER_TEMPERATE_BRACKISHWATER
+
NO_AGING
BIOME_RIVER_TEMPERATE_FRESHWATER
+
IT_AFFECTED_CLASS
BIOME_LAKE_TROPICAL_SALTWATER
+
IT_AFFECTED_CREATURE
BIOME_LAKE_TROPICAL_BRACKISHWATER
 
OCCURS_AS_ENTITY_RACE
 
HAS_ANY_VERMIN_HATEABLE
 
HAS_ANY_INTELLIGENT_LEARNS
 
SMALL_RACE
 
HAS_FEMALE
 
HAS_MALE
 
MATES_TO_BREED
 
TWO_GENDERS
 
 
IT_IMMUNE_CLASS
 
IT_IMMUNE_CLASS
 
IT_IMMUNE_CREATURE
 
IT_IMMUNE_CREATURE
IT_AFFECTED_CLASS
+
IE_ADD_WEATHER
IT_AFFECTED_CREATURE
+
FOG_THICK
 
Target Token not found  
 
Target Token not found  
 
IE_REMOVE_WEATHER
 
IE_REMOVE_WEATHER
IE_ADD_WEATHER
+
STRATUS_NIMBUS
FOG_THICK
+
STRATUS_PROPER
IT_FORBIDDEN
+
FOG_NORMAL
Unrecognized IT_REQUIRES token:
+
FOG_MIST
FIT_FOR_RESURRECTION
+
CUMULUS_NIMBUS
FIT_FOR_ANIMATION
+
CUMULUS_MULTI
STERILE
+
STRATUS_ALTO
NO_AGING
+
CIRRUS
MORTAL
+
FRONT_COLD
IT_REQUIRES
+
FRONT_WARM
 
CUMULUS_MED
 
CUMULUS_MED
 
FRONT_OCCLUDED
 
FRONT_OCCLUDED
FRONT_COLD
+
IE_SET_QUALITY
FRONT_WARM
+
IE_CHANGE_QUALITY
 
IE_SYNDROME_TAG
 
IE_SYNDROME_TAG
 
IE_GRIME_LEVEL
 
IE_GRIME_LEVEL
IE_SET_QUALITY
+
IE_ITEM
IE_CHANGE_QUALITY
+
IE_MAKE_PET_IF_POSSIBLE
FOG_NORMAL
+
ARTIFACT
FOG_MIST
+
IE_ITEM_QUALITY
STRATUS_NIMBUS
+
IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED
STRATUS_PROPER
+
IE_FORBIDDEN_CREATURE_CASTE_FLAG
STRATUS_ALTO
+
IE_TIME_RANGE
CIRRUS
+
IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED
CUMULUS_NIMBUS
+
IE_CREATURE_FLAG
CUMULUS_MULTI
+
HAS_RACE_GAIT
 
IE_CREATURE_CASTE_FLAG
 
IE_CREATURE_CASTE_FLAG
 
IE_FORBIDDEN_CREATURE_FLAG
 
IE_FORBIDDEN_CREATURE_FLAG
IE_CREATURE_FLAG
 
HAS_RACE_GAIT
 
HAS_FLY_RACE_GAIT
 
HAS_GRASP
 
 
VERMIN_GOBBLER
 
VERMIN_GOBBLER
 
HAS_SOUND_PEACEFUL_INTERMITTENT
 
HAS_SOUND_PEACEFUL_INTERMITTENT
ARTIFACT
+
HAS_FLY_RACE_GAIT
IE_ITEM_QUALITY
+
HAS_GRASP
IE_ITEM
+
,!@
IE_MAKE_PET_IF_POSSIBLE
+
;!@
IE_TIME_RANGE
+
-!@
IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED
+
-!@
IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED
+
;!@
IE_FORBIDDEN_CREATURE_CASTE_FLAG
+
On the faces of the object are
HAS_BABYSTATE
+
a series of
HAS_PUS
+
menaces with spikes of
HAS_BLOOD
+
It is made from
AQUATIC_UNDERSWIM
+
This object
INTELLIGENT_LEARNS
+
is adorned with hanging rings of
INTELLIGENT_SPEAKS
+
The rope is
HAS_ROTTABLE
+
The chain is
HAS_SECRETION
+
The handle is made from
HAS_SOUND_ALERT
 
HAS_GLOW_COLOR
 
HAS_GLOW_TILE
 
HAS_COLOR
 
HAS_TILE
 
CAN_SWIM_INNATE
 
HAS_SOLDIER_TILE
 
HAS_CHILDSTATE
 
Unrecognized Creature/Caste Token in Summon Unit Effect:
 
Unrecognized corpse target immune creature token:
 
Unrecognized corpse target immune caste token:
 
Unrecognized corpse target affected creature token:
 
Unrecognized corpse target affected caste token:
 
IT_CANNOT_HAVE_SYNDROME_CLASS
 
IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
 
Unrecognized IT_FORBIDDEN token:
 
 
The rollers are made from  
 
The rollers are made from  
The handle is made from  
+
are made from  
 
  is made from  
 
  is made from  
  are made from
+
  by an unknown artist
 
encircled with bands of  
 
encircled with bands of  
by an unknown artist
+
exceptionally worked
 
masterfully worked  
 
masterfully worked  
exceptionally worked
+
well-crafted
a series of
+
finely-crafted
On the faces of the object are
+
exceptionally prepared
It is made from
+
masterfully prepared
menaces with spikes of
+
finely-prepared
is adorned with hanging rings of
+
superior quality
This object
+
glazed with
The chain is
+
well-prepared
The rope is
+
studded with
 
decorated with
 
decorated with
studded with
+
It is
 
encrusted with
 
encrusted with
It is
+
minced
 
cooked  
 
cooked  
minced
+
exceptionally
 
masterfully  
 
masterfully  
exceptionally
+
finely
finely-crafted
+
superiorly
well-crafted
+
The ingredients are
masterfully prepared
+
well-
exceptionally prepared
+
ship is of the highest quality. 
superior quality
+
It is sized for
finely-prepared
+
created by an unknown artisan
well-prepared
+
All
glazed with
+
exceptional
 
  masterful
 
  masterful
  exceptional
+
  masterfully prepared
 
  superior quality
 
  superior quality
  masterfully prepared
+
  superiorly prepared
 
  exceptional prepared
 
  exceptional prepared
  superiorly prepared
+
  well-prepared
 
  finely-prepared
 
  finely-prepared
  well-prepared
+
  bundles of
superiorly
 
finely
 
The ingredients are
 
It is sized for
 
ship is of the highest quality. 
 
created by an unknown artisan
 
 
This is a bundle of
 
This is a bundle of
bundles of
+
This is
 
This is a stack of
 
This is a stack of
This is
 
 
  (copy)
 
  (copy)
Bar/Block
+
  woven by
  Barrel
 
Pressed Material
 
Rendered Fat
 
 
NULL inventory item on load: id #
 
NULL inventory item on load: id #
  woven by
+
  Bag
 
exceptional  
 
exceptional  
 
shared
 
shared
 
Finished Goods
 
Finished Goods
mangled  
+
Bin
icicle
+
Coin
 +
Bar/Block
 +
<#
 +
Pressed Material
 +
Barrel
 +
Mill
 +
Rendered Fat
 +
Cheese
 +
Spice
 +
your
 +
Seed
 +
partial remains
 +
mutilated
 +
partial
 +
icicle
 +
mangled  
 +
Prepared Food
 
null item load -- type:  
 
null item load -- type:  
Prepared Food
+
is torn from your
 
You've lost possession of the  
 
You've lost possession of the  
  is torn from your  
+
  remains stuck in your  
 
You maintain possession of the  
 
You maintain possession of the  
  remains stuck in your
+
maintains possession of the
Cheese
+
You gain possession of the
mutilated
+
gains possession of the
partial remains
+
  remains stuck in  
partial
+
spattered
 +
This object is mangled. 
 +
coated
 +
This object is in tatters. 
 
This object is heavily worn.   
 
This object is heavily worn.   
This object is in tatters.   
+
This object is showing some wear.   
 
This object is threadbare.   
 
This object is threadbare.   
This object is showing some wear. 
 
 
There is writing on the slab, but you cannot read.
 
There is writing on the slab, but you cannot read.
 +
colored
 
The slab reads "
 
The slab reads "
colored
+
gray
You gain possession of the
+
superbly
maintains possession of the  
+
There is writing in the book, but you cannot read.
remains stuck in
+
The thread is
gains possession of the
+
There is writing on this item, but you cannot read.
spattered
+
You have not read this book.
coated
+
The upward face is
This object is mangled.
+
There is writing on this item which you have not read.
 +
, ranging from
 
numbers
 
numbers
, ranging from
 
 
  symbols
 
  symbols
 +
dots
 +
words
 
  which you cannot read
 
  which you cannot read
  words
+
  images and symbols
 
  images
 
  images
  images and symbols
+
Died
superbly
+
  d.
The thread is
+
Scared to death
There is writing in the book, but you cannot read.
+
Leapt from a great height
You have not read this book.
+
Died after colliding with an obstacle
There is writing on this item, but you cannot read.
+
Impaled on spikes
There is writing on this item which you have not read.
 
The upward face is
 
 
Collapsed
 
Collapsed
 +
Put to rest
 +
Killed by a flying object
 
Vanished
 
Vanished
Killed by a flying object
+
Killed by a trap
 
Killed by a vehicle
 
Killed by a vehicle
Killed by a trap
+
Drained of blood
 
Murdered
 
Murdered
Drained of blood
+
Slaughtered
 
Scuttled
 
Scuttled
Leapt from a great height
+
Fed to beasts
Scared to death
+
Struck down
Impaled on spikes
+
Left out in the air
Died after colliding with an obstacle
+
Burned alive
Put to rest
+
Crucified
 +
Buried alive
 
Executed
 
Executed
 +
Beheaded
 +
Suffocated
 
Hacked to pieces
 
Hacked to pieces
Suffocated
+
Bled to death
 
Succumbed to infection
 
Succumbed to infection
Bled to death
+
Killed by falling rocks
 
Shot and killed
 
Shot and killed
Killed by falling rocks
+
Crushed by a drawbridge
 
Crushed under a collapsing ceiling
 
Crushed under a collapsing ceiling
Slaughtered
+
Scalded to death
Struck down
+
Burned up in a magma mist
Fed to beasts
+
Burned to death by a
Burned alive
+
Burned to death
Left out in the air
+
Burned up in  
Buried alive
+
Burned to death by
Crucified
 
Beheaded
 
 
Drowned
 
Drowned
 +
Burned up in magma
 +
Starved to death
 
Died of thirst
 
Died of thirst
Starved to death
+
Died peacefully
 
Died in the dark
 
Died in the dark
Died peacefully
+
Died in a cage
 
Fell into a deep chasm
 
Fell into a deep chasm
Died in a cage
+
Encased in ice
 
Froze to death
 
Froze to death
Crushed by a drawbridge
+
Encased in cooling lava
Burned up in a magma mist
+
Encased in cooling magma
Scalded to death
+
Solidified
Burned to death
+
Died in the heat
Burned to death by a
+
Melted
Burned to death by
+
Condensed
Burned up in  
 
Burned up in magma
 
in the year
 
 
Went missing
 
Went missing
 +
Boiled
 
  / Born  
 
  / Born  
 +
/
 +
kill
 
In memory of
 
In memory of
 +
NULL inventory pointer on load
 
Slayer
 
Slayer
NULL inventory pointer on load
 
Encased in ice
 
Encased in cooling magma
 
Encased in cooling lava
 
Died in the heat
 
Solidified
 
Condensed
 
Melted
 
Boiled
 
has a touch of humor
 
is quite humorous
 
is a comedy treasure trove
 
is forceful
 
is full of force
 
drives forward relentlessly
 
is somewhat showy
 
is quite florid
 
 
is very childish
 
is very childish
 +
is a bit immature
 +
manages an artful inclusion here and there of childish material
 
is absolutely puerile
 
is absolutely puerile
manages an artful inclusion here and there of childish material
+
is artfully suffused with what would otherwise be childish and immature material
 
contains a deft use throughout of what might be considered immature material
 
contains a deft use throughout of what might be considered immature material
is artfully suffused with what would otherwise be childish and immature material
+
has poorly-executed humor
 
tries and fails to be funny at times
 
tries and fails to be funny at times
has poorly-executed humor
+
has a touch of humor
 
is littered with terrible jokes inartfully told
 
is littered with terrible jokes inartfully told
breaks sharply between topics with regularity
+
is a comedy treasure trove
artfully flashes through seemingly disjoint topics
+
is quite humorous
is reasonably serious
+
is full of force
has a very serious tone
+
is forceful
is completely serious
+
is somewhat showy
is a bit stiff
+
drives forward relentlessly
is very rigid
 
is thoroughly mechanical
 
 
is excessively ornate
 
is excessively ornate
 +
is quite florid
 +
is throughout ornate and refined
 
has rare but particularly exquisite turns of phrase
 
has rare but particularly exquisite turns of phrase
is throughout ornate and refined
+
occasionally changes topic abruptly
 
uses only artful words and phrases selected with care
 
uses only artful words and phrases selected with care
occasionally changes topic abruptly
+
is utterly disjointed
 
skips around a lot
 
skips around a lot
is utterly disjointed
+
breaks sharply between topics with regularity
 
has some particularly crisp changes in topic
 
has some particularly crisp changes in topic
bubbles over with cheerfulness
+
is reasonably serious
gets off track from time to time
+
artfully flashes through seemingly disjoint topics
meanders somewhat
+
is completely serious
hopelessly meanders
+
has a very serious tone
takes frequent interesting tangents
+
is very rigid
moves quickly from subject to subject
+
is a bit stiff
rapidly shifts between topics
 
happy
 
 
is organized
 
is organized
 +
is thoroughly mechanical
 +
is thoroughly organized
 
is clearly organized
 
is clearly organized
is thoroughly organized
+
is depressing
 
has a touch of melancholy
 
has a touch of melancholy
is depressing
+
is fairly cheerful
 
overflows with sadness
 
overflows with sadness
is fairly cheerful
+
bubbles over with cheerfulness
 
is quite cheerful
 
is quite cheerful
mother and wife
+
meanders somewhat
father and husband
+
gets off track from time to time
Devoted
+
takes frequent interesting tangents
Loving
+
hopelessly meanders
Hunter of
+
rapidly shifts between topics
Slayer of
+
moves quickly from subject to subject
Slayer of
 
 
  made  
 
  made  
 +
happy
 +
Friend of
 
The color  
 
The color  
Friend of  
+
Lover of  
 
Admirer of  
 
Admirer of  
Lover of
+
United with
 
At one with  
 
At one with  
United with
+
mother and wife
 
parent and spouse
 
parent and spouse
Overall, the composition is masterful
+
Devoted
Overall, the poetry is very, very bad
+
father and husband
Overall, the poetry is not awful, but not very good either
+
Hunter of
Overall, the poetry is passable
+
Loving
Overall, the poetry is great
+
Slayer of
Overall, the poetry is inspired
+
Slayer of  
Overall, the poetry is masterful
 
Overall, this is a terrible compilation of information
 
 
Overall, the choreography is great
 
Overall, the choreography is great
 +
Overall, the choreography is passable
 +
Overall, the choreography is masterful
 
Overall, the choreography is inspired
 
Overall, the choreography is inspired
Overall, the choreography is masterful
+
Overall, the composition is not awful, but not very good either
 
Overall, the composition is atrocious
 
Overall, the composition is atrocious
Overall, the composition is not awful, but not very good either
+
Overall, the composition is great
 
Overall, the composition is passable
 
Overall, the composition is passable
Overall, the composition is great
+
Overall, the composition is masterful
 
Overall, the composition is inspired
 
Overall, the composition is inspired
For musical accompaniment, the choreographer has selected
+
Overall, the poetry is not awful, but not very good either
For lyrics, the composer has selected
+
Overall, the poetry is very, very bad
The overall text emphasizes
+
Overall, the poetry is great
The writing conveys a moral lesson regarding
+
Overall, the poetry is passable
The work has no particular subject. 
+
Overall, the poetry is masterful
It concerns
+
Overall, the poetry is inspired
It concerns the lineage of
 
had unfolded differently?" 
 
 
Overall, the information is not compiled very well
 
Overall, the information is not compiled very well
 +
Overall, this is a terrible compilation of information
 +
Overall, this is a great source of information
 
Overall, this is a good source of information
 
Overall, this is a good source of information
Overall, this is a great source of information
+
Overall, the information is compiled masterfully
 
Overall, the splendid source of information
 
Overall, the splendid source of information
Overall, the information is compiled masterfully
+
yet it
 
  and it  
 
  and it  
yet it
+
For musical accompaniment, the choreographer has selected
 
The writing  
 
The writing  
is refreshingly witty
+
The overall text emphasizes
is a reservoir of amusingly clever quips
+
For lyrics, the composer has selected
contains the occasional biting remark
+
The work has no particular subject. 
is quite mocking in tone
+
The writing conveys a moral lesson regarding
is a pit of bitter scorn
+
It concerns the lineage of  
is fairly crisp
+
It concerns
is very concise
 
is a monument to concision
 
 
It asks the question, "What if  
 
It asks the question, "What if  
 +
had unfolded differently?" 
 +
is a rant more or less
 
descends to a rant in places
 
descends to a rant in places
is a rant more or less
+
tumbles out almost as a rant at times
 
is a completely unhinged rant
 
is a completely unhinged rant
tumbles out almost as a rant at times
+
is an awe-inspiring wild rant
 
careens forward as a rant
 
careens forward as a rant
is an awe-inspiring wild rant
+
is refreshingly witty
 
has its moments of cleverness
 
has its moments of cleverness
could only have been produced by a merciful spirit
+
contains the occasional biting remark
is somewhat self-indulgent
+
is a reservoir of amusingly clever quips
is quite self-indulgent
+
is a pit of bitter scorn
is stunningly self-indulgent
+
is quite mocking in tone
contains some asides related to the author's preferences
+
is very concise
artfully indulges the author's fancies
+
is fairly crisp
indulges the author's every whim
 
is a bit immature
 
 
has a hint of viciousness to it
 
has a hint of viciousness to it
 +
is a monument to concision
 +
is as vicious as can be
 
is quite cruel
 
is quite cruel
is as vicious as can be
+
is very compassionate
 
gives a feeling of compassion here and there
 
gives a feeling of compassion here and there
is very compassionate
+
shows a hint of tenderness
 
is clear evidence of a compassionate being
 
is clear evidence of a compassionate being
shows a hint of tenderness
+
could only have been produced by a merciful spirit
 
is quite touching
 
is quite touching
 +
is quite self-indulgent
 +
is somewhat self-indulgent
 +
contains some asides related to the author's preferences
 +
is stunningly self-indulgent
 +
indulges the author's every whim
 +
artfully indulges the author's fancies
 +
page
 
untitled  
 
untitled  
  page
+
  entitled
nothing.
 
 
The written portion consists of  
 
The written portion consists of  
entitled
+
Written on the item is
 
an untitled
 
an untitled
 +
covers
 +
There used to be writing on the item. 
 +
chapters. 
 +
chapter
 +
The work has a single chapter. 
 +
The work has
 
Overall, the prose is not awful, but not very good either
 
Overall, the prose is not awful, but not very good either
 +
Overall, the prose is amateurish at best
 +
Overall, the prose is great
 
Overall, the prose is passable
 
Overall, the prose is passable
Overall, the prose is great
+
Overall, the prose is masterful
 
Overall, the prose is splendid
 
Overall, the prose is splendid
Overall, the prose is masterful
+
Overall, the choreography is not awful, but not very good either
 
Overall, the choreography is just terrible
 
Overall, the choreography is just terrible
Overall, the choreography is not awful, but not very good either
+
9s@
Overall, the choreography is passable
+
p9s@
Written on the item is
+
,!@
There used to be writing on the item. 
+
;!@
covers
+
@/!@
chapter
+
1!@
chapters. 
+
5!@
The work has
+
5!@
The work has a single chapter. 
+
9s@
Overall, the prose is amateurish at best
+
p9s@
CUT_ITEM
+
)!@
 +
9s@
 +
p9s@
 +
,!@
 +
)!@
 +
)!@
 +
+!@
 +
pc!@
 +
@/!@
 +
)!@
 +
1!@
 +
,!@
 +
5!@
 +
)!@
 +
)!@
 +
,!@
 +
(!@
 +
P)!@
 +
-!@
 +
)!@
 +
;!@
 +
0xJ@
 +
@/!@
 +
+!@
 +
-!@
 +
,!@
 +
p*!@
 +
*!@
 +
*!@
 +
*!@
 +
+!@
 +
+!@
 +
MINIMUM_SIZE
 +
CAN_STONE
 +
RANGED
 +
TWO_HANDED
 +
SHOOT_FORCE
 +
SHOOT_MAXVEL
 +
SIZE
 +
WEIGHT
 +
ITEM_FOOD
 +
ADJECTIVE
 +
ITEM_HELM
 +
ITEM_PANTS
 +
ITEM_SHOES
 +
ITEM_SHIELD
 +
ITEM_SIEGEAMMO
 +
ITEM_GLOVES
 +
ITEM_ARMOR
 +
ITEM_AMMO
 +
ITEM_INSTRUMENT
 +
ITEM_TRAPCOMP
 +
ITEM_TOY
 +
ITEM_TOOL
 
SELECT_ITEM
 
SELECT_ITEM
 
ITEM_WEAPON
 
ITEM_WEAPON
ITEM_TOY
+
--- Logging Item
ITEM_TOOL
+
CUT_ITEM
ITEM_INSTRUMENT
+
BOLT
ITEM_TRAPCOMP
+
SHAPED
ITEM_ARMOR
+
CHAIN_METAL_TEXT
#NAAM?
+
BARRED
DOMINANT_MATERIAL_PIECE
+
SCALED
 +
SOFT
 +
HARD
 +
IS_SCREW
 +
IS_SPIKE
 +
TUNING
 +
HITS
 +
PITCH_CHOICE STOPPING_AGAINST_BODY missing second part token
 +
PITCH_CHOICE PITCH_CHOICE_METHOD_FOOT_PEDALS missing second part token
 +
PITCH_CHOICE missing first part token
 +
PITCH_CHOICE STOPPING_FRET missing second part token
 +
SOUND_PRODUCTION missing second part token
 +
PITCH_CHOICE
 +
SOUND_PRODUCTION missing part token
 +
SOUND_PRODUCTION missing first part token
 +
VOLUME_mB
 +
SOUND_PRODUCTION
 +
: unrecognized INSTRUMENT PIECE tag
 +
PITCH_RANGE
 
ALWAYS_PLURAL
 
ALWAYS_PLURAL
 
ALWAYS_SINGULAR
 
ALWAYS_SINGULAR
: unrecognized INSTRUMENT PIECE tag
+
PLACED_AS_BUILDING
PITCH_RANGE
+
DOMINANT_MATERIAL_PIECE
VOLUME_mB
+
REGISTER
SOUND_PRODUCTION
+
INDEFINITE_PITCH
SOUND_PRODUCTION missing part token
+
MUSIC_SKILL
: Did not find token following TOOL_USE
+
TIMBRE
 
CONTAINER_CAPACITY
 
CONTAINER_CAPACITY
 
DEFAULT_IMPROVEMENT
 
DEFAULT_IMPROVEMENT
MUSIC_SKILL
+
TOOL_USE
TIMBRE
+
: Did not find token following TOOL_USE
REGISTER
+
: Did not find token following VALUE
INDEFINITE_PITCH
+
: Did not find token following TILE
PLACED_AS_BUILDING
+
SHELL_MAT
GLASS_MAT
+
BONE_MAT
 
CERAMIC_MAT
 
CERAMIC_MAT
 
STONE_MAT
 
STONE_MAT
SHELL_MAT
+
THREAD_PLANT_MAT
BONE_MAT
+
GLASS_MAT
: Did not find token following VALUE
+
LEATHER_MAT
: Did not find token following TILE
+
SILK_MAT
TOOL_USE
+
INVERTED_TILE
NO_DEFAULT_JOB
+
FURNITURE
 
INCOMPLETE_ITEM
 
INCOMPLETE_ITEM
 
UNIMPROVABLE
 
UNIMPROVABLE
INVERTED_TILE
+
USES_FACE_IMAGE_SET
FURNITURE
+
NO_DEFAULT_JOB
LEATHER_MAT
+
SHAPE_CATEGORY
SILK_MAT
+
: Did not find token following SHAPE_CATEGORY
THREAD_PLANT_MAT
+
METAL_WEAPON_MAT
HARD_MAT
+
NO_DEFAULT_IMPROVEMENTS
 
WOOD_MAT
 
WOOD_MAT
 
METAL_MAT
 
METAL_MAT
METAL_WEAPON_MAT
+
SOFT_MAT
NO_DEFAULT_IMPROVEMENTS
+
HARD_MAT
SHAPE_CATEGORY
+
: Did not find plural token following NAME
: Did not find token following SHAPE_CATEGORY
+
SHEET_MAT
USES_FACE_IMAGE_SET
+
EDGE
CAN_STONE
+
: Did not find token following NAME
 
TRAINING
 
TRAINING
 
MATERIAL_SIZE
 
MATERIAL_SIZE
: Did not find token following NAME
+
GIZZARD_STONE
: Did not find plural token following NAME
+
[OBJECT:ITEM]
SHEET_MAT
+
[ITEM_
SOFT_MAT
 
ADJECTIVE
 
WEIGHT
 
SHOOT_FORCE
 
SHOOT_MAXVEL
 
RANGED
 
TWO_HANDED
 
MINIMUM_SIZE
 
ITEM_AMMO
 
ITEM_SIEGEAMMO
 
ITEM_GLOVES
 
ITEM_SHOES
 
ITEM_SHIELD
 
ITEM_HELM
 
ITEM_PANTS
 
ITEM_FOOD
 
did not find tool with index
 
 
  for instrument piece  
 
  for instrument piece  
 
item_layer
 
item_layer
[OBJECT:ITEM]
+
, setting index to zero
[ITEM_
+
did not find tool with index
GIZZARD_STONE
+
did not find instrument piece
 +
BLOCKCHANCE
 +
LEVEL
 +
CLASS
 +
UPSTEP
 +
LBSTEP
 
METAL_ARMOR_LEVELS
 
METAL_ARMOR_LEVELS
UPSTEP
+
UBSTEP
BLOCKCHANCE
+
MAX
did not find instrument piece
+
MATERIAL_PLACEHOLDER
, setting index to zero
+
ARMORLEVEL
 
COVERAGE
 
COVERAGE
 
PREPLURAL
 
PREPLURAL
MATERIAL_PLACEHOLDER
+
UNDER
ARMORLEVEL
+
COVER
UBSTEP
+
LAYER_PERMIT
LBSTEP
+
OVER
CHAIN_METAL_TEXT
+
STRUCTURAL_ELASTICITY_CHAIN_ALL
 +
LAYER_SIZE
 
STRUCTURAL_ELASTICITY_WOVEN_THREAD
 
STRUCTURAL_ELASTICITY_WOVEN_THREAD
 
STRUCTURAL_ELASTICITY_CHAIN_METAL
 
STRUCTURAL_ELASTICITY_CHAIN_METAL
STRUCTURAL_ELASTICITY_CHAIN_ALL
 
LAYER_SIZE
 
LAYER_PERMIT
 
IS_SCREW
 
IS_SPIKE
 
BARRED
 
SCALED
 
SHAPED
 
SOUND_PRODUCTION missing first part token
 
SOUND_PRODUCTION missing second part token
 
PITCH_CHOICE
 
PITCH_CHOICE missing first part token
 
PITCH_CHOICE STOPPING_FRET missing second part token
 
PITCH_CHOICE STOPPING_AGAINST_BODY missing second part token
 
PITCH_CHOICE PITCH_CHOICE_METHOD_FOOT_PEDALS missing second part token
 
TUNING
 
Pen/pasture small animal
 
 
Drain aquarium
 
Drain aquarium
 
Fill aquarium
 
Fill aquarium
Fill pond
+
Pen/pasture
Give water
+
Pen/pasture small animal
Give food
+
Pit/pond
Manage work orders
+
Pit/pond small animal
Update stockpile records
+
Put item on display
Suture
+
Cage small animal
 
Set bone
 
Set bone
 
Place in traction
 
Place in traction
Put item on display
+
Clean patient
Cage small animal
+
Suture
Pit/pond
+
Bring crutch
Pit/pond small animal
+
Dress wound
Pen/pasture
+
Immobilize break
 +
Apply cast
 
Recover wounded
 
Recover wounded
 
Diagnose patient
 
Diagnose patient
Immobilize break
+
Recover pet
Apply cast
+
Cage
Bring crutch
+
Release small creature
Dress wound
+
Handle small creature
Clean patient
+
Release
a large animal
+
Release pet
 
Unchain pet
 
Unchain pet
 
Interrogate  
 
Interrogate  
Release
+
Handle
Release pet
+
a large animal
Release small creature
+
Extract from raw fish
Handle small creature
+
Extract from land animal
Recover pet
+
Prepare lavish meal
Make potash from ash
+
Extract from plants
 
Prepare easy meal
 
Prepare easy meal
 
Prepare fine meal
 
Prepare fine meal
Prepare lavish meal
+
Make potash from lye
Extract from plants
+
Make potash from ash
Extract from raw fish
+
Process plants (barrel)
Extract from land animal
+
Make lye
Handle
 
Shear
 
Spin thread
 
 
Make cheese
 
Make cheese
 
Process plants (vial)
 
Process plants (vial)
Process plants (barrel)
+
Shear
Make lye
+
Spin thread
Make potash from lye
+
Process plants
Construct building
+
Milk
 +
Prepare a raw fish
 +
Mill plants
 +
Catch live fish
 +
Catch live land animal
 
Destroy building
 
Destroy building
 
Butcher an animal
 
Butcher an animal
Catch live fish
+
Remove Rotten Tissue
Catch live land animal
+
Construct building
Prepare a raw fish
 
Mill plants
 
Process plants
 
DOUBLE TAGGED ITEM:
 
 
Stop Bleeding
 
Stop Bleeding
 
Repair Compound Fracture
 
Repair Compound Fracture
Remove Rotten Tissue
+
DOUBLE TAGGED ITEM:
sarcophagus
 
 
  coffin
 
  coffin
 
  chair
 
  chair
  throne
+
  casket
Forge
+
sarcophagus
Make totem
+
chest
  terrarium
+
bag
 +
box
 +
coffer
 +
armor stand
 +
bin
 +
  cabinet
 
  weapon rack
 
  weapon rack
  armor stand
+
  splint
  coffer
+
  crutch
  chest
+
  table
casket
+
Make traction bench
floodgate
 
 
  hatch cover
 
  hatch cover
 
  grate
 
  grate
  table
+
  Portal
Make traction bench
+
floodgate
  splint
+
  blocks
crutch
+
Make raw
cabinet
+
Install colony in hive
polished stones
+
Collect hive products
 
Collect sand
 
Collect sand
 
Collect clay
 
Collect clay
Install colony in hive
+
cut glass
Collect hive products
+
polished stones
blocks
+
furniture
Make raw
+
ammo
Portal
+
Encrust
Engrave memorial slab
+
finished goods
 
Decorate with  
 
Decorate with  
 
Stud with  
 
Stud with  
Encrust
+
(engrave memorial)
finished goods
+
Engrave memorial slab
furniture
+
Polish
cut glass
+
Polish stones
coins
 
 
Cut gems
 
Cut gems
 
Cut raw glass into gems
 
Cut raw glass into gems
Polish
+
coins
Polish stones
+
Cut
  (engrave memorial)
+
Make large
  figurine
+
Mint
 +
earring
 +
bracelet
 +
  crown
 +
  ring
 
  amulet
 
  amulet
 
  scepter
 
  scepter
  crown
+
Tame a small animal
earring
+
  figurine
bracelet
+
Unchain
Make large
+
Tame
Trade at depot
+
Slaughter
 +
Geld
 
Chain  
 
Chain  
 
Put in chains
 
Put in chains
Slaughter
+
Update stockpile records
Unchain
+
Trade at depot
Tame a small animal
+
Give food
Link a building to trigger
+
Manage work orders
 +
Fill pond
 +
Give water
 
Carve fortification
 
Carve fortification
 
Smooth wall
 
Smooth wall
Smooth floor
+
Pull the lever
Detail wall
+
Link a building to trigger
Detail floor
+
Plant seeds
Carve track
+
Fertilize field
Remove stairs/ramps
+
(dyed only)
Weave thread into silk
+
Harvest plants
 
Weave yarn into cloth
 
Weave yarn into cloth
 
Weave thread into cloth
 
Weave thread into cloth
(dyed only)
+
Weave metal cloth
Harvest plants
+
Weave thread into silk
Plant seeds
+
image
Fertilize field
+
Collect webs
Pull the lever
+
Dye cloth
Melt a metal object
+
Sew
 
Extract metal strands
 
Extract metal strands
 
Dye thread
 
Dye thread
Dye cloth
+
ore
image
+
Melt a metal object
Collect webs
+
Reaction
Weave metal cloth
+
Smelt
hunting animal
+
Make charcoal
 +
Make ash
 
  for war
 
  for war
 
war animal
 
war animal
Make charcoal
+
  to hunt
Make ash
+
hunting animal
Reaction
 
Smelt
 
  anvil
 
statue
 
quern
 
 
  millstone
 
  millstone
 
Train  
 
Train  
  to hunt
+
  slab
  quiver
+
  quern
 +
bed
 +
statue
 +
ballista parts
 +
anvil
 +
catapult parts
 +
mechanisms
 +
Assemble
 +
Make
 
Bait trap with  
 
Bait trap with  
 
  ballista arrow head
 
  ballista arrow head
Assemble
+
backpack
  catapult parts
+
quiver
  mechanisms
+
bucket
  ballista parts
+
  window
 +
  tube
 +
  pipe section
 
  animal trap
 
  animal trap
 
  barrel
 
  barrel
  pipe section
+
  goblet
  bucket
+
  toy
  window
+
  cup
  backpack
+
  mug
 +
vial
 +
flask
 +
rope
 +
waterskin
 +
cage
 
  chain
 
  chain
  waterskin
+
Make totem
  flask
+
  terrarium
goblet
+
  throne
Fire catapult
+
Forge
 +
Load weapon trap
 +
Load cage trap
 +
Load stone trap
 
Fire ballista
 
Fire ballista
 
Operate pump
 
Operate pump
Load cage trap
+
Load ballista
Load stone trap
+
Fire catapult
Load weapon trap
+
Clean trap
 +
Load catapult
 +
Pickup equipment
 +
Dump item
 
Store armor
 
Store armor
 
Store item in location
 
Store item in location
Pickup equipment
+
Store item in vehicle
Dump item
+
Store weapon
Strange mood
+
Store item in barrel
Clean trap
+
Store item in bin
Load catapult
+
Store item in stockpile
Load ballista
+
Store item in bag
 
Store owned item
 
Store owned item
 
Place item in tomb
 
Place item in tomb
Store item in stockpile
+
Seek artifact
Store item in bag
+
Seek infant
Store item in barrel
+
Return kill
Store item in bin
+
Go shopping
Store item in vehicle
+
Collect taxes
Store weapon
+
Guard tax collector
 
Execute criminal
 
Execute criminal
 
Hunt for small creature
 
Hunt for small creature
Collect taxes
+
Place track vehicle
Guard tax collector
+
Push track vehicle
Return kill
+
Starting fist fight
Go shopping
+
Beat criminal
Seek artifact
+
Report crime
Seek infant
+
Hunt
 
No job
 
No job
 
No activity
 
No activity
Report crime
+
Sleep
Starting fist fight
+
Kidnap
Beat criminal
+
Clean self
Place track vehicle
+
Fill waterskin
Push track vehicle
 
Bring item to shop
 
 
Bring item to depot
 
Bring item to depot
 
Get provisions
 
Get provisions
Clean self
+
Gather plants
Fill waterskin
+
Bring item to shop
Kidnap
+
Dig channel
Remove construction
+
Fell tree
 +
Carve up/down staircase
 +
Carve ramp
 
Carve upward staircase
 
Carve upward staircase
 
Carve downward staircase
 
Carve downward staircase
Carve up/down staircase
+
Remove stairs/ramps
Carve ramp
+
Remove construction
Dig channel
+
Detail floor
Fell tree
+
Carve track
Gather plants
+
Smooth floor
 +
Detail wall
 +
KEYBOARD_CURSOR_DOWNLEFT_FAST
 +
KEYBOARD_CURSOR_UPRIGHT_FAST
 +
KEYBOARD_CURSOR_UPLEFT_FAST
 
KEYBOARD_CURSOR_RIGHT_FAST
 
KEYBOARD_CURSOR_RIGHT_FAST
KEYBOARD_CURSOR_UPLEFT_FAST
+
KEYBOARD_CURSOR_LEFT_FAST
KEYBOARD_CURSOR_UPRIGHT_FAST
+
KEYBOARD_CURSOR_DOWN_FAST
KEYBOARD_CURSOR_DOWNLEFT_FAST
+
KEYBOARD_CURSOR_UP_FAST
KEYBOARD_CURSOR_DOWNRIGHT_FAST
+
KEYBOARD_CURSOR_DOWNRIGHT
KEYBOARD_CURSOR_UP_Z
+
KEYBOARD_CURSOR_DOWNLEFT
KEYBOARD_CURSOR_DOWN_Z
+
KEYBOARD_CURSOR_UPRIGHT
KEYBOARD_CURSOR_UP_Z_AUX
+
KEYBOARD_CURSOR_UPLEFT
 
KEYBOARD_CURSOR_RIGHT
 
KEYBOARD_CURSOR_RIGHT
KEYBOARD_CURSOR_UPLEFT
+
KEYBOARD_CURSOR_LEFT
KEYBOARD_CURSOR_UPRIGHT
+
KEYBOARD_CURSOR_DOWN
KEYBOARD_CURSOR_DOWNLEFT
+
KEYBOARD_CURSOR_UP
KEYBOARD_CURSOR_DOWNRIGHT
+
CURSOR_DOWN_Z_FAST
KEYBOARD_CURSOR_UP_FAST
+
CURSOR_UP_Z_FAST
KEYBOARD_CURSOR_DOWN_FAST
+
CURSOR_DOWN_Z_AUX
KEYBOARD_CURSOR_LEFT_FAST
+
CURSOR_UP_Z_AUX
 
CURSOR_DOWN_Z
 
CURSOR_DOWN_Z
CURSOR_UP_Z_AUX
+
CURSOR_UP_Z
CURSOR_DOWN_Z_AUX
+
CURSOR_DOWNRIGHT_FAST
CURSOR_UP_Z_FAST
+
CURSOR_DOWNLEFT_FAST
CURSOR_DOWN_Z_FAST
+
CURSOR_UPRIGHT_FAST
KEYBOARD_CURSOR_UP
+
CURSOR_UPLEFT_FAST
KEYBOARD_CURSOR_DOWN
+
CURSOR_RIGHT_FAST
KEYBOARD_CURSOR_LEFT
+
CURSOR_LEFT_FAST
 
CURSOR_DOWN_FAST
 
CURSOR_DOWN_FAST
CURSOR_LEFT_FAST
+
CURSOR_UP_FAST
CURSOR_RIGHT_FAST
+
CURSOR_DOWNRIGHT
CURSOR_UPLEFT_FAST
+
CURSOR_DOWNLEFT
CURSOR_UPRIGHT_FAST
+
CURSOR_UPRIGHT
CURSOR_DOWNLEFT_FAST
+
CURSOR_UPLEFT
CURSOR_DOWNRIGHT_FAST
+
CURSOR_RIGHT
CURSOR_UP_Z
+
CURSOR_LEFT
 
CURSOR_DOWN
 
CURSOR_DOWN
CURSOR_LEFT
+
CURSOR_UP
CURSOR_RIGHT
+
SECONDSCROLL_PAGEDOWN
CURSOR_UPLEFT
+
SECONDSCROLL_PAGEUP
CURSOR_UPRIGHT
+
SECONDSCROLL_DOWN
CURSOR_DOWNLEFT
+
SECONDSCROLL_UP
CURSOR_DOWNRIGHT
+
CONTEXT_SCROLL_PAGEDOWN
CURSOR_UP_FAST
+
CONTEXT_SCROLL_PAGEUP
 +
CONTEXT_SCROLL_DOWN
 +
CONTEXT_SCROLL_UP
 +
STANDARDSCROLL_PAGEDOWN
 +
STANDARDSCROLL_PAGEUP
 
STANDARDSCROLL_DOWN
 
STANDARDSCROLL_DOWN
STANDARDSCROLL_PAGEUP
+
STANDARDSCROLL_UP
STANDARDSCROLL_PAGEDOWN
+
STANDARDSCROLL_RIGHT
CONTEXT_SCROLL_UP
+
STANDARDSCROLL_LEFT
CONTEXT_SCROLL_DOWN
+
SEC_CHANGETAB
CONTEXT_SCROLL_PAGEUP
+
CHANGETAB
CONTEXT_SCROLL_PAGEDOWN
+
OPTIONS
CURSOR_UP
+
TOGGLE_FULLSCREEN
 +
CLOSE_MEGA_ANNOUNCEMENT
 +
LEAVESCREEN
 +
SELECT_ALL
 +
DESELECT
 +
SEC_SELECT
 
SELECT
 
SELECT
LEAVESCREEN
+
A_WAIT
CLOSE_MEGA_ANNOUNCEMENT
+
A_SLEEP_DAWN
TOGGLE_FULLSCREEN
+
A_SLEEP_WAIT
OPTIONS
+
A_SLEEP_SLEEP
STANDARDSCROLL_UP
+
A_SLEEP
 +
A_CLEAR_ANNOUNCEMENTS
 +
A_STATUS_DESC
 +
A_STATUS_ATT_SKILL
 +
A_STATUS_HEALTH
 +
A_STATUS_KILLS
 +
A_STATUS_CUSTOMIZE
 +
A_STATUS_WRESTLE
 +
A_STATUS
 +
A_COMBAT_CHARGEDEF
 +
A_COMBAT_DODGE
 +
A_COMBAT_ATTACK
 +
ADV_VIEW_DOWN_Z_FAST
 +
ADV_VIEW_UP_Z_FAST
 +
ADV_VIEW_DOWN_Z
 +
ADV_VIEW_UP_Z
 +
A_MOVE_DOWN_AUX
 +
A_MOVE_UP_AUX
 +
A_MOVE_DOWN
 +
A_MOVE_SE_DOWN
 +
A_MOVE_SW_DOWN
 +
A_MOVE_NE_DOWN
 +
A_MOVE_NW_DOWN
 +
A_MOVE_W_DOWN
 +
A_MOVE_E_DOWN
 +
A_MOVE_S_DOWN
 +
A_MOVE_N_DOWN
 +
A_MOVE_UP
 +
A_MOVE_SE_UP
 +
A_MOVE_SW_UP
 +
A_MOVE_NE_UP
 +
A_MOVE_NW_UP
 +
A_MOVE_W_UP
 +
A_MOVE_E_UP
 +
A_MOVE_S_UP
 +
A_MOVE_N_UP
 +
A_CARE_MOVE_UPDOWN
 +
A_CARE_MOVE_SE
 +
A_CARE_MOVE_SW
 +
A_CARE_MOVE_NE
 +
A_CARE_MOVE_NW
 +
A_CARE_MOVE_W
 +
A_CARE_MOVE_E
 +
A_CARE_MOVE_S
 +
A_CARE_MOVE_N
 +
A_MOVE_SAME_SQUARE
 +
A_MOVE_SE
 +
A_MOVE_SW
 +
A_MOVE_NE
 +
A_MOVE_NW
 +
A_MOVE_W
 +
A_MOVE_E
 +
A_MOVE_S
 +
A_MOVE_N
 +
A_RETURN_TO_ARENA
 +
KEYBOARD_CURSOR_DOWN_Z_AUX
 +
KEYBOARD_CURSOR_UP_Z_AUX
 +
KEYBOARD_CURSOR_DOWN_Z
 +
KEYBOARD_CURSOR_UP_Z
 +
KEYBOARD_CURSOR_DOWNRIGHT_FAST
 +
A_GROUND
 +
A_INV_DROP
 +
A_INV_PUTIN
 +
A_INV_EATDRINK
 +
A_INV_WEAR
 +
A_INV_REMOVE
 +
A_INV_LOOK
 +
A_COMPOSE_FILTER
 +
ADV_CONSTRUCTION_START
 +
ADV_CONSTRUCTION_YOU_WORK
 +
ADV_CONSTRUCTION_NAME_SITE
 +
ADV_CONSTRUCTION_WORK_MENU
 +
ADV_CONSTRUCTION_ZONE
 +
ADV_CONSTRUCTION_BUILDING
 +
ADV_CONSTRUCTION_CONSTRUCTION
 +
ADV_CONSTRUCTION_MATERIAL
 +
ADV_CONSTRUCTION_REMOVE_EXISTING
 +
ADV_CONSTRUCTION_REMOVE_PLANS
 +
ADV_CONSTRUCTION_STAIR_UPDOWN
 +
ADV_CONSTRUCTION_ZONE_REMOVE_RECT
 +
ADV_CONSTRUCTION_ZONE_FLOW
 +
ADV_CONSTRUCTION_ZONE_RECT
 +
ADV_CONSTRUCTION_ZONE_DELETE
 +
ADV_CONSTRUCTION_ZONE_ASSIGN
 +
ADV_CONSTRUCTION_ZONE_EDIT
 +
ADV_CONSTRUCTION_ZONE_NEW
 +
A_CONSTRUCTION
 +
A_ABILITY
 +
A_ACTION_WRITE
 +
A_ACTION_COMPOSE
 +
A_ACTION_POWER
 +
A_ACTION_ABILITY
 +
A_ACTION_BUTCHER
 +
A_ACTION_CREATE
 +
A_ACTION
 +
A_INTERACT
 +
A_ASSUME_IDENTITY_WORSHIP
 +
A_ASSUME_IDENTITY_PROFESSION
 +
A_ASSUME_IDENTITY_ORIGIN
 +
A_ASSUME_IDENTITY_NAME
 +
A_ASSUME_IDENTITY_NONE
 +
A_ASSUME_IDENTITY_NEW
 +
A_PERFORM
 +
A_TALK
 +
A_HOLD
 +
A_JUMP
 +
A_INV_DRAW_WEAPON
 +
A_FRESHEST_TRACK
 +
A_DISPLAY_TRACKS
 +
A_YIELD
 +
A_DISPLAY_ODOR
 +
A_ODOR
 +
A_SEARCH
 +
A_LOOK
 +
MULTI_ATTACK
 +
CHARGE_ATTACK
 +
PRECISE_ATTACK
 +
WILD_ATTACK
 +
HEAVY_ATTACK
 +
QUICK_ATTACK
 +
A_ATTACK_CONFIRM
 +
A_WRESTLE
 +
A_ATTACK
 +
A_SHORT_WAIT
 +
HOTKEY_BUILDING_SLAB
 +
HOTKEY_BUILDING_TRACTION_BENCH
 +
HOTKEY_BUILDING_BED
 +
HOTKEY_BUILDING_ARMORSTAND
 +
SEC_OPTION20
 +
SEC_OPTION19
 +
SEC_OPTION18
 +
SEC_OPTION17
 +
SEC_OPTION16
 +
SEC_OPTION15
 +
SEC_OPTION14
 +
SEC_OPTION13
 +
SEC_OPTION12
 +
SEC_OPTION11
 +
SEC_OPTION10
 +
SEC_OPTION9
 +
SEC_OPTION8
 +
SEC_OPTION7
 +
SEC_OPTION6
 +
SEC_OPTION5
 +
SEC_OPTION4
 +
SEC_OPTION3
 +
SEC_OPTION2
 +
SEC_OPTION1
 +
OPTION20
 +
OPTION19
 +
OPTION18
 +
OPTION17
 +
OPTION16
 +
OPTION15
 +
OPTION14
 +
OPTION13
 +
OPTION12
 +
OPTION11
 +
OPTION10
 +
OPTION9
 +
OPTION8
 +
OPTION7
 +
OPTION6
 +
OPTION5
 +
OPTION4
 +
OPTION3
 +
OPTION2
 +
OPTION1
 +
A_STANCE
 +
A_TEMPERATURE
 +
A_WEATHER
 +
A_DATE
 +
A_TRAVEL_HIDE_INSTRUCTIONS
 +
A_TRAVEL_MAP
 +
A_TRAVEL_SLEEP
 +
A_TRAVEL
 +
A_BUILDING
 +
A_COMPANIONS
 +
A_CENTER
 +
A_SPEED_SNEAK
 +
A_SNEAK
 +
A_MOVEMENT_SWIM
 +
A_MOVEMENT
 +
A_TACTICAL_SETTINGS
 +
A_COMBAT
 +
A_ANNOUNCEMENTS
 +
A_SHOOT
 +
A_THROW
 +
HOTKEY_BUILDING_CONSTRUCTION_RAMP
 +
HOTKEY_BUILDING_CONSTRUCTION_FLOOR
 +
HOTKEY_BUILDING_CONSTRUCTION_WALL
 +
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION
 +
HOTKEY_BUILDING_CONSTRUCTION
 +
HOTKEY_BUILDING_TRAP_SPIKE
 +
HOTKEY_BUILDING_TRAP_CAGE
 +
HOTKEY_BUILDING_TRAP_TRIGGER
 +
HOTKEY_BUILDING_TRAP_LEVER
 +
HOTKEY_BUILDING_TRAP_WEAPON
 +
HOTKEY_BUILDING_TRAP_STONE
 +
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT
 
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA
 
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT
+
HOTKEY_BUILDING_MACHINE_ROLLERS
HOTKEY_BUILDING_TRAP_STONE
+
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL
HOTKEY_BUILDING_TRAP_WEAPON
+
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL
HOTKEY_BUILDING_TRAP_LEVER
+
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY
HOTKEY_BUILDING_TRAP_TRIGGER
+
HOTKEY_BUILDING_MACHINE_WINDMILL
HOTKEY_BUILDING_TRAP_CAGE
+
HOTKEY_BUILDING_MACHINE_WATER_WHEEL
HOTKEY_BUILDING_TRAP_SPIKE
+
HOTKEY_BUILDING_MACHINE_SCREW_PUMP
 
HOTKEY_BUILDING_FARMING
 
HOTKEY_BUILDING_FARMING
HOTKEY_BUILDING_MACHINE_SCREW_PUMP
+
HOTKEY_BUILDING_WORKSHOPS_CLOTHING_LEATHER
HOTKEY_BUILDING_MACHINE_WATER_WHEEL
+
HOTKEY_BUILDING_MILITARY
HOTKEY_BUILDING_MACHINE_WINDMILL
+
HOTKEY_BUILDING_CAGES_CHAINS
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY
+
HOTKEY_BUILDING_PORTALS
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL
+
HOTKEY_BUILDING_FURNITURE
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL
+
HOTKEY_BUILDING_ARCHERYTARGET
HOTKEY_BUILDING_MACHINE_ROLLERS
+
HOTKEY_BUILDING_SUPPORT
 
HOTKEY_BUILDING_INSTRUMENT
 
HOTKEY_BUILDING_INSTRUMENT
HOTKEY_BUILDING_SUPPORT
+
HOTKEY_BUILDING_MACHINE
HOTKEY_BUILDING_ARCHERYTARGET
+
HOTKEY_BUILDING_TRAP
HOTKEY_BUILDING_FURNITURE
+
HOTKEY_BUILDING_TRADEDEPOT
HOTKEY_BUILDING_PORTALS
+
HOTKEY_BUILDING_CAGE
HOTKEY_BUILDING_CAGES_CHAINS
+
HOTKEY_BUILDING_CHAIN
HOTKEY_BUILDING_MILITARY
+
HOTKEY_BUILDING_ANIMALTRAP
HOTKEY_BUILDING_WORKSHOPS_CLOTHING_LEATHER
+
HOTKEY_BUILDING_WINDOW_GEM
 
HOTKEY_BUILDING_WINDOW_GLASS
 
HOTKEY_BUILDING_WINDOW_GLASS
HOTKEY_BUILDING_WINDOW_GEM
+
HOTKEY_BUILDING_FURNACE
HOTKEY_BUILDING_ANIMALTRAP
+
HOTKEY_BUILDING_WORKSHOP
HOTKEY_BUILDING_CHAIN
+
HOTKEY_BUILDING_WELL
HOTKEY_BUILDING_CAGE
+
HOTKEY_BUILDING_BRIDGE
HOTKEY_BUILDING_TRADEDEPOT
+
HOTKEY_BUILDING_ROAD_PAVED
HOTKEY_BUILDING_TRAP
+
HOTKEY_BUILDING_ROAD_DIRT
HOTKEY_BUILDING_MACHINE
+
HOTKEY_BUILDING_TABLE
 
HOTKEY_BUILDING_STATUE
 
HOTKEY_BUILDING_STATUE
HOTKEY_BUILDING_TABLE
+
HOTKEY_BUILDING_WEAPONRACK
HOTKEY_BUILDING_ROAD_DIRT
+
HOTKEY_BUILDING_FARMPLOT
HOTKEY_BUILDING_ROAD_PAVED
+
HOTKEY_BUILDING_KENNEL
HOTKEY_BUILDING_BRIDGE
+
HOTKEY_BUILDING_BOX
HOTKEY_BUILDING_WELL
+
HOTKEY_BUILDING_CABINET
HOTKEY_BUILDING_WORKSHOP
+
HOTKEY_BUILDING_BARS_FLOOR
HOTKEY_BUILDING_FURNACE
+
HOTKEY_BUILDING_BARS_VERTICAL
 
HOTKEY_BUILDING_GRATE_FLOOR
 
HOTKEY_BUILDING_GRATE_FLOOR
HOTKEY_BUILDING_BARS_VERTICAL
+
HOTKEY_BUILDING_GRATE_WALL
HOTKEY_BUILDING_BARS_FLOOR
+
HOTKEY_BUILDING_HATCH
HOTKEY_BUILDING_CABINET
+
HOTKEY_BUILDING_FLOODGATE
HOTKEY_BUILDING_BOX
+
HOTKEY_BUILDING_DOOR
HOTKEY_BUILDING_KENNEL
+
HOTKEY_BUILDING_COFFIN
HOTKEY_BUILDING_FARMPLOT
+
HOTKEY_BUILDING_CHAIR
HOTKEY_BUILDING_WEAPONRACK
+
HOTKEY_BUILDING_OFFERING_PLACE
 
HOTKEY_BUILDING_DISPLAY_FURNITURE
 
HOTKEY_BUILDING_DISPLAY_FURNITURE
HOTKEY_BUILDING_OFFERING_PLACE
+
HOTKEY_BUILDING_HIVE
HOTKEY_BUILDING_CHAIR
+
HOTKEY_BUILDING_BOOKCASE
HOTKEY_BUILDING_COFFIN
 
HOTKEY_BUILDING_DOOR
 
HOTKEY_BUILDING_FLOODGATE
 
HOTKEY_BUILDING_HATCH
 
HOTKEY_BUILDING_GRATE_WALL
 
KEYBOARD_CURSOR_DOWN_Z_AUX
 
HOTKEY_BUILDING_ARMORSTAND
 
HOTKEY_BUILDING_BED
 
HOTKEY_BUILDING_TRACTION_BENCH
 
HOTKEY_BUILDING_SLAB
 
 
HOTKEY_BUILDING_NEST_BOX
 
HOTKEY_BUILDING_NEST_BOX
HOTKEY_BUILDING_BOOKCASE
+
D_BURROWS
HOTKEY_BUILDING_HIVE
+
D_CIVZONE
 +
D_STOCKPILES
 +
D_BUILDING
 +
D_DESIGNATE_ERASE
 +
D_DESIGNATE_TRAFFIC
 +
D_DESIGNATE_ITEMS
 +
D_DESIGNATE_SMOOTH
 +
D_DESIGNATE_GATHER
 +
D_DESIGNATE_CHOP
 +
D_DESIGNATE_DIG
 +
D_TOGGLE_FLUID_NUMBERS
 
D_TOGGLE_RAMP_INDICATORS
 
D_TOGGLE_RAMP_INDICATORS
D_TOGGLE_FLUID_NUMBERS
+
D_HOTKEY16
D_DESIGNATE_DIG
+
D_HOTKEY15
D_DESIGNATE_CHOP
+
D_HOTKEY14
D_DESIGNATE_GATHER
+
D_HOTKEY13
D_DESIGNATE_SMOOTH
+
D_HOTKEY12
D_DESIGNATE_ITEMS
+
D_HOTKEY11
D_DESIGNATE_TRAFFIC
+
D_HOTKEY10
 
D_HOTKEY9
 
D_HOTKEY9
D_HOTKEY10
+
D_HOTKEY8
D_HOTKEY11
+
D_HOTKEY7
D_HOTKEY12
+
D_HOTKEY6
D_HOTKEY13
+
D_HOTKEY5
D_HOTKEY14
+
D_HOTKEY4
D_HOTKEY15
+
D_HOTKEY3
D_HOTKEY16
+
D_HOTKEY2
 
D_HOTKEY1
 
D_HOTKEY1
D_HOTKEY2
+
D_HOT_KEYS
D_HOTKEY3
+
D_PAUSE
D_HOTKEY4
+
D_ONESTEP
D_HOTKEY5
+
HOTKEY_BUILDING_FURNACE_KILN_LAVA
D_HOTKEY6
+
HOTKEY_BUILDING_FURNACE_GLASS_LAVA
D_HOTKEY7
+
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA
D_HOTKEY8
+
HOTKEY_BUILDING_FURNACE_KILN
 
HOTKEY_BUILDING_FURNACE_GLASS
 
HOTKEY_BUILDING_FURNACE_GLASS
HOTKEY_BUILDING_FURNACE_KILN
+
HOTKEY_BUILDING_FURNACE_SMELTER
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA
+
HOTKEY_BUILDING_FURNACE_WOOD
HOTKEY_BUILDING_FURNACE_GLASS_LAVA
+
HOTKEY_BUILDING_WORKSHOP_ASHERY
HOTKEY_BUILDING_FURNACE_KILN_LAVA
+
HOTKEY_BUILDING_WORKSHOP_FISHERY
D_ONESTEP
+
HOTKEY_BUILDING_WORKSHOP_KITCHEN
D_PAUSE
+
HOTKEY_BUILDING_WORKSHOP_FARMER
D_HOT_KEYS
+
HOTKEY_BUILDING_WORKSHOP_STILL
 
HOTKEY_BUILDING_WORKSHOP_MECHANIC
 
HOTKEY_BUILDING_WORKSHOP_MECHANIC
HOTKEY_BUILDING_WORKSHOP_STILL
+
HOTKEY_BUILDING_WORKSHOP_SIEGE
HOTKEY_BUILDING_WORKSHOP_FARMER
+
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN
HOTKEY_BUILDING_WORKSHOP_KITCHEN
+
HOTKEY_BUILDING_WORKSHOP_DYER
HOTKEY_BUILDING_WORKSHOP_FISHERY
+
HOTKEY_BUILDING_WORKSHOP_TANNER
HOTKEY_BUILDING_WORKSHOP_ASHERY
+
HOTKEY_BUILDING_WORKSHOP_BUTCHER
HOTKEY_BUILDING_FURNACE_WOOD
+
HOTKEY_BUILDING_WORKSHOP_MASON
HOTKEY_BUILDING_FURNACE_SMELTER
+
HOTKEY_BUILDING_WORKSHOP_JEWELER
 
HOTKEY_BUILDING_WORKSHOP_LAVAMILL
 
HOTKEY_BUILDING_WORKSHOP_LAVAMILL
HOTKEY_BUILDING_WORKSHOP_JEWELER
+
HOTKEY_BUILDING_WORKSHOP_METALSMITH
HOTKEY_BUILDING_WORKSHOP_MASON
+
HOTKEY_BUILDING_WORKSHOP_CARPENTER
HOTKEY_BUILDING_WORKSHOP_BUTCHER
+
HOTKEY_BUILDING_WORKSHOP_BOWYER
HOTKEY_BUILDING_WORKSHOP_TANNER
+
HOTKEY_BUILDING_WORKSHOP_CLOTHES
HOTKEY_BUILDING_WORKSHOP_DYER
+
HOTKEY_BUILDING_WORKSHOP_LOOM
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN
+
HOTKEY_BUILDING_WORKSHOP_MILLSTONE
HOTKEY_BUILDING_WORKSHOP_SIEGE
+
HOTKEY_BUILDING_WORKSHOP_QUERN
 
HOTKEY_BUILDING_WORKSHOP_LEATHER
 
HOTKEY_BUILDING_WORKSHOP_LEATHER
HOTKEY_BUILDING_WORKSHOP_QUERN
+
HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP
HOTKEY_BUILDING_WORKSHOP_MILLSTONE
+
HOTKEY_BUILDING_CONSTRUCTION_TRACK
HOTKEY_BUILDING_WORKSHOP_LOOM
+
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN
HOTKEY_BUILDING_WORKSHOP_CLOTHES
+
A_END_TRAVEL
HOTKEY_BUILDING_WORKSHOP_BOWYER
+
A_CHANGE_GENDER
HOTKEY_BUILDING_WORKSHOP_CARPENTER
+
A_CHANGE_DREAM
HOTKEY_BUILDING_WORKSHOP_METALSMITH
+
A_CUSTOM_PERSONALITY
HOTKEY_BUILDING_CONSTRUCTION
+
A_RANDOM_PERSONALITY
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION
+
A_RANDOM_APPEARANCE_FULL
HOTKEY_BUILDING_CONSTRUCTION_WALL
+
A_RANDOM_APPEARANCE
HOTKEY_BUILDING_CONSTRUCTION_FLOOR
+
A_RANDOM_NAME
HOTKEY_BUILDING_CONSTRUCTION_RAMP
+
A_CUST_NAME
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN
+
A_ENTER_NAME
HOTKEY_BUILDING_CONSTRUCTION_TRACK
+
CSHEET_ADD_PET
HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP
+
CSHEET_REMOVE_PET
DESIGNATE_PLANTS
+
CSHEET_NAME_PET
DESIGNATE_SMOOTH
+
CSHEET_QUALITY_DOWN
DESIGNATE_ENGRAVE
+
CSHEET_QUALITY_UP
DESIGNATE_TRACK
+
CSHEET_NEW_ITEM
DESIGNATE_FORTIFY
+
CSHEET_WORSHIP_DOWN
DESIGNATE_CLAIM
+
CSHEET_WORSHIP_UP
DESIGNATE_UNCLAIM
+
CSHEET_SELECT_BACKGROUND_OPTION
DESIGNATE_MELT
+
CSHEET_RANDOMIZE_BACKGROUND
 +
CSHEET_PETS
 +
CSHEET_EQUIPMENT
 +
CSHEET_PERSONALITY
 +
CSHEET_APPEARANCE
 +
CSHEET_SKILLS
 +
CSHEET_NEW_CHARACTER
 +
CSHEET_BACKGROUND
 +
UNITLIST_SPECIALIZE
 +
UNITLIST_SORT_SKILLS
 +
UNITLIST_SORT_HAPPINESS
 +
UNITLIST_SORT_JOB
 +
UNITLIST_SORT_PROF
 +
UNITLIST_SORT_CAT
 +
UNITLIST_SORT_NAME
 +
UNITLIST_JOB_DETAILS
 +
UNITLIST_RECENTER_JOB
 +
FILTER
 +
OPEN_SHEET
 +
ARENA_MORALE
 +
ARENA_CONFLICT_STATE_2
 +
ARENA_CONFLICT_STATE_1
 +
ARENA_WEATHER
 +
ARENA_CREATE_TREE
 +
ARENA_FLUIDS_REMOVE
 +
ARENA_FLUIDS_MUD
 +
ARENA_FLUIDS_SNOW
 +
ARENA_FLUIDS_MAGMA
 +
ARENA_FLUIDS_WATER
 +
ARENA_FLUIDS
 +
ARENA_CREATURE_RESET
 +
ARENA_CREATE_CREATURE
 +
D_ANNOUNCE
 +
D_STOCKS
 +
D_JUSTICE
 +
D_WORLD
 +
D_SQUADS
 +
D_ARTLIST
 +
D_NOBLES
 +
D_ORDERS
 +
D_LABOR
 +
D_LOCATIONS
 +
D_JOBLIST
 +
D_UNITLIST
 +
D_HAULING
 +
DESIGNATE_TOGGLE_MARKER
 +
DESIGNATE_PRIORITY_DOWN
 +
DESIGNATE_PRIORITY_UP
 +
DESIGNATE_MINE_MODE_GEM
 
DESIGNATE_MINE_MODE_ORE_GEM
 
DESIGNATE_MINE_MODE_ORE_GEM
DESIGNATE_MINE_MODE_GEM
+
DESIGNATE_MINE_MODE_AUTO
DESIGNATE_PRIORITY_UP
+
DESIGNATE_MINE_MODE_ALL
DESIGNATE_PRIORITY_DOWN
+
DESIGNATE_TOGGLE_ADVANCED_OPTIONS
DESIGNATE_TOGGLE_MARKER
+
DESIGNATE_FREE_DRAW
DESIGNATE_MARKER_TO_STANDARD
+
DESIGNATE_RECTANGLE
DESIGNATE_STANDARD_TO_MARKER
+
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS
DESIGNATE_CHOP
+
DESIGNATE_CHANNEL
 
DESIGNATE_RAMP
 
DESIGNATE_RAMP
DESIGNATE_CHANNEL
+
DESIGNATE_STAIR_UPDOWN
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS
+
DESIGNATE_DIG
DESIGNATE_RECTANGLE
+
JUSTICE_CONVICT
DESIGNATE_FREE_DRAW
+
JUSTICE_INTERROGATE
DESIGNATE_TOGGLE_ADVANCED_OPTIONS
+
KITCHEN_BREW
DESIGNATE_MINE_MODE_ALL
+
KITCHEN_COOK
DESIGNATE_MINE_MODE_AUTO
+
ANIMAL_ASSIGN_WORKER
 +
ANIMAL_HUNTING_TRAINING
 +
ANIMAL_WAR_TRAINING
 +
ANIMAL_SELECT_TRAINER
 +
PET_AVAILABLE
 +
PET_GELD
 +
PET_BUTCHER
 +
ADVENTURE_LIST_SCROLL_DOWN
 +
ADVENTURE_LIST_SCROLL_UP
 +
ADVENTURE_LIST_SCROLL_PAGEDOWN
 +
ADVENTURE_LIST_SCROLL_PAGEUP
 +
A_BARTER_SHOW
 +
A_BARTER_TRADE
 +
A_BARTER_CURRENCY_2
 +
A_BARTER_CURRENCY_1
 +
A_BARTER_VIEW
 +
LOAD_MACRO
 +
SAVE_MACRO
 +
PLAY_MACRO
 +
RECORD_MACRO
 +
MACRO_BREAK
 
ZOOM_OUT
 
ZOOM_OUT
MACRO_BREAK
+
ZOOM_IN
RECORD_MACRO
 
PLAY_MACRO
 
SAVE_MACRO
 
LOAD_MACRO
 
DESIGNATE_DIG
 
DESIGNATE_STAIR_UPDOWN
 
ARENA_FLUIDS_REMOVE
 
ARENA_CREATE_TREE
 
ARENA_WEATHER
 
ARENA_CONFLICT_STATE_1
 
ARENA_CONFLICT_STATE_2
 
ARENA_MORALE
 
 
KEYBINDING_COMPLETE
 
KEYBINDING_COMPLETE
ZOOM_IN
+
MENU_CONFIRM
D_STOCKS
+
A_LOG_MAP
ARENA_CREATE_CREATURE
+
A_LOG_LINE
ARENA_CREATURE_RESET
+
A_LOG_ZOOM_SELECTED
ARENA_FLUIDS
+
A_LOG_ZOOM_CURRENT_LOCATION
ARENA_FLUIDS_WATER
+
A_LOG_FILTER
ARENA_FLUIDS_MAGMA
+
A_LOG_INTRIGUE
ARENA_FLUIDS_SNOW
+
A_LOG_ARTIFACTS
ARENA_FLUIDS_MUD
+
A_LOG_BESTIARY
D_LOCATIONS
+
A_LOG_EVENTS
D_LABOR
+
A_LOG_AGREEMENTS
D_ORDERS
+
A_LOG_PEOPLE
D_NOBLES
+
A_LOG_FEATURE_LAYERS
D_ARTLIST
+
A_LOG_SUBREGIONS
D_SQUADS
+
A_LOG_SITES
D_WORLD
+
A_LOG_ENTITIES
D_JUSTICE
+
A_LOG_PIN
D_DESIGNATE_ERASE
+
A_LOG_SORT
D_BUILDING
+
A_TRAVEL_LOG
D_STOCKPILES
+
A_LOG
D_CIVZONE
+
A_TRAVEL_CLOUDS
D_BURROWS
+
STRING_A043
D_HAULING
+
STRING_A042
D_UNITLIST
+
STRING_A041
D_JOBLIST
+
STRING_A040
STRING_A047
 
STRING_A048
 
STRING_A049
 
STRING_A050
 
STRING_A051
 
STRING_A052
 
STRING_A053
 
STRING_A054
 
 
STRING_A039
 
STRING_A039
STRING_A040
+
STRING_A038
STRING_A041
+
STRING_A037
STRING_A042
+
STRING_A036
STRING_A043
+
STRING_A035
STRING_A044
+
STRING_A034
STRING_A045
+
STRING_A033
STRING_A046
+
STRING_A032
 
STRING_A031
 
STRING_A031
STRING_A032
+
STRING_A030
STRING_A033
+
STRING_A029
STRING_A034
+
STRING_A028
STRING_A035
+
STRING_A027
STRING_A036
+
STRING_A026
STRING_A037
+
STRING_A025
STRING_A038
+
STRING_A024
 
STRING_A023
 
STRING_A023
STRING_A024
+
STRING_A022
STRING_A025
+
STRING_A021
STRING_A026
+
STRING_A020
STRING_A027
+
STRING_A019
STRING_A028
+
STRING_A018
STRING_A029
+
STRING_A017
STRING_A030
+
STRING_A016
 
STRING_A015
 
STRING_A015
STRING_A016
+
STRING_A014
STRING_A017
+
STRING_A013
STRING_A018
+
STRING_A012
STRING_A019
+
STRING_A011
STRING_A020
+
STRING_A010
STRING_A021
+
STRING_A009
STRING_A022
+
STRING_A008
 
STRING_A007
 
STRING_A007
STRING_A008
+
STRING_A006
STRING_A009
+
STRING_A005
STRING_A010
+
STRING_A004
STRING_A011
+
STRING_A003
STRING_A012
+
STRING_A002
STRING_A013
+
STRING_A001
STRING_A014
+
STRING_A000
 
DESIGNATE_TRAFFIC_RESTRICTED
 
DESIGNATE_TRAFFIC_RESTRICTED
STRING_A000
+
DESIGNATE_TRAFFIC_LOW
STRING_A001
+
DESIGNATE_TRAFFIC_NORMAL
STRING_A002
+
DESIGNATE_TRAFFIC_HIGH
STRING_A003
+
DESIGNATE_NO_HIDE
STRING_A004
+
DESIGNATE_HIDE
STRING_A005
+
DESIGNATE_NO_DUMP
STRING_A006
+
DESIGNATE_DUMP
 
DESIGNATE_NO_MELT
 
DESIGNATE_NO_MELT
DESIGNATE_DUMP
+
DESIGNATE_MELT
DESIGNATE_NO_DUMP
+
DESIGNATE_UNCLAIM
DESIGNATE_HIDE
+
DESIGNATE_CLAIM
DESIGNATE_NO_HIDE
+
DESIGNATE_FORTIFY
DESIGNATE_TRAFFIC_HIGH
+
DESIGNATE_TRACK
DESIGNATE_TRAFFIC_NORMAL
+
DESIGNATE_ENGRAVE
DESIGNATE_TRAFFIC_LOW
+
DESIGNATE_SMOOTH
STRING_A111
+
DESIGNATE_PLANTS
STRING_A112
+
DESIGNATE_CHOP
STRING_A113
+
DESIGNATE_STANDARD_TO_MARKER
STRING_A114
+
DESIGNATE_MARKER_TO_STANDARD
STRING_A115
+
STRING_A107
STRING_A116
+
STRING_A106
STRING_A117
+
STRING_A105
STRING_A118
+
STRING_A104
 
STRING_A103
 
STRING_A103
STRING_A104
+
STRING_A102
STRING_A105
+
STRING_A101
STRING_A106
+
STRING_A100
STRING_A107
+
STRING_A099
STRING_A108
+
STRING_A098
STRING_A109
+
STRING_A097
STRING_A110
+
STRING_A096
 
STRING_A095
 
STRING_A095
STRING_A096
+
STRING_A094
STRING_A097
+
STRING_A093
STRING_A098
+
STRING_A092
STRING_A099
+
STRING_A091
STRING_A100
+
STRING_A090
STRING_A101
+
STRING_A089
STRING_A102
+
STRING_A088
 
STRING_A087
 
STRING_A087
STRING_A088
+
STRING_A086
STRING_A089
+
STRING_A085
STRING_A090
+
STRING_A084
STRING_A091
+
STRING_A083
STRING_A092
+
STRING_A082
STRING_A093
+
STRING_A081
STRING_A094
+
STRING_A080
 
STRING_A079
 
STRING_A079
STRING_A080
+
STRING_A078
STRING_A081
+
STRING_A077
STRING_A082
+
STRING_A076
STRING_A083
+
STRING_A075
STRING_A084
+
STRING_A074
STRING_A085
+
STRING_A073
STRING_A086
+
STRING_A072
 
STRING_A071
 
STRING_A071
STRING_A072
+
STRING_A070
STRING_A073
+
STRING_A069
STRING_A074
+
STRING_A068
STRING_A075
+
STRING_A067
STRING_A076
+
STRING_A066
STRING_A077
+
STRING_A065
STRING_A078
+
STRING_A064
 
STRING_A063
 
STRING_A063
STRING_A064
+
STRING_A062
STRING_A065
+
STRING_A061
STRING_A066
+
STRING_A060
STRING_A067
+
STRING_A059
STRING_A068
+
STRING_A058
STRING_A069
+
STRING_A057
STRING_A070
+
STRING_A056
 
STRING_A055
 
STRING_A055
STRING_A056
+
STRING_A054
STRING_A057
+
STRING_A053
STRING_A058
+
STRING_A052
STRING_A059
+
STRING_A051
STRING_A060
+
STRING_A050
STRING_A061
+
STRING_A049
STRING_A062
+
STRING_A048
STRING_A176
+
STRING_A047
STRING_A177
+
STRING_A046
STRING_A178
+
STRING_A045
STRING_A179
+
STRING_A044
STRING_A180
+
STRING_A172
STRING_A181
+
STRING_A171
STRING_A182
+
STRING_A170
STRING_A183
+
STRING_A169
 
STRING_A168
 
STRING_A168
STRING_A169
+
STRING_A167
STRING_A170
+
STRING_A166
STRING_A171
+
STRING_A165
STRING_A172
+
STRING_A164
STRING_A173
+
STRING_A163
STRING_A174
+
STRING_A162
STRING_A175
+
STRING_A161
 
STRING_A160
 
STRING_A160
STRING_A161
+
STRING_A159
STRING_A162
+
STRING_A158
STRING_A163
+
STRING_A157
STRING_A164
+
STRING_A156
STRING_A165
+
STRING_A155
STRING_A166
+
STRING_A154
STRING_A167
+
STRING_A153
 
STRING_A152
 
STRING_A152
STRING_A153
+
STRING_A151
STRING_A154
+
STRING_A150
STRING_A155
+
STRING_A149
STRING_A156
+
STRING_A148
STRING_A157
+
STRING_A147
STRING_A158
+
STRING_A146
STRING_A159
+
STRING_A145
 
STRING_A144
 
STRING_A144
STRING_A145
+
STRING_A143
STRING_A146
+
STRING_A142
STRING_A147
+
STRING_A141
STRING_A148
+
STRING_A140
STRING_A149
+
STRING_A139
STRING_A150
+
STRING_A138
STRING_A151
+
STRING_A137
 
STRING_A136
 
STRING_A136
STRING_A137
+
STRING_A135
STRING_A138
+
STRING_A134
STRING_A139
+
STRING_A133
STRING_A140
+
STRING_A132
STRING_A141
+
STRING_A131
STRING_A142
+
STRING_A130
STRING_A143
+
STRING_A129
 
STRING_A128
 
STRING_A128
STRING_A129
+
STRING_A126
STRING_A130
+
STRING_A125
STRING_A131
+
STRING_A124
STRING_A132
+
STRING_A123
STRING_A133
+
STRING_A122
STRING_A134
+
STRING_A121
STRING_A135
+
STRING_A120
 
STRING_A119
 
STRING_A119
STRING_A120
+
STRING_A118
STRING_A121
+
STRING_A117
STRING_A122
+
STRING_A116
STRING_A123
+
STRING_A115
STRING_A124
+
STRING_A114
STRING_A125
+
STRING_A113
STRING_A126
+
STRING_A112
STRING_A240
+
STRING_A111
STRING_A241
+
STRING_A110
STRING_A242
+
STRING_A109
STRING_A243
+
STRING_A108
STRING_A244
+
STRING_A236
STRING_A245
+
STRING_A235
STRING_A246
+
STRING_A234
STRING_A247
+
STRING_A233
 
STRING_A232
 
STRING_A232
STRING_A233
+
STRING_A231
STRING_A234
+
STRING_A230
STRING_A235
+
STRING_A229
STRING_A236
+
STRING_A228
STRING_A237
+
STRING_A227
STRING_A238
+
STRING_A226
STRING_A239
+
STRING_A225
 
STRING_A224
 
STRING_A224
STRING_A225
+
STRING_A223
STRING_A226
+
STRING_A222
STRING_A227
+
STRING_A221
STRING_A228
+
STRING_A220
STRING_A229
+
STRING_A219
STRING_A230
+
STRING_A218
STRING_A231
+
STRING_A217
 
STRING_A216
 
STRING_A216
STRING_A217
+
STRING_A215
STRING_A218
+
STRING_A214
STRING_A219
+
STRING_A213
STRING_A220
+
STRING_A212
STRING_A221
+
STRING_A211
STRING_A222
+
STRING_A210
STRING_A223
+
STRING_A209
 
STRING_A208
 
STRING_A208
STRING_A209
+
STRING_A207
STRING_A210
+
STRING_A206
STRING_A211
+
STRING_A205
STRING_A212
+
STRING_A204
STRING_A213
+
STRING_A203
STRING_A214
+
STRING_A202
STRING_A215
+
STRING_A201
 
STRING_A200
 
STRING_A200
STRING_A201
+
STRING_A199
STRING_A202
+
STRING_A198
STRING_A203
+
STRING_A197
STRING_A204
+
STRING_A196
STRING_A205
+
STRING_A195
STRING_A206
+
STRING_A194
STRING_A207
+
STRING_A193
 
STRING_A192
 
STRING_A192
STRING_A193
+
STRING_A191
STRING_A194
+
STRING_A190
STRING_A195
+
STRING_A189
STRING_A196
+
STRING_A188
STRING_A197
+
STRING_A187
STRING_A198
+
STRING_A186
STRING_A199
+
STRING_A185
 
STRING_A184
 
STRING_A184
STRING_A185
+
STRING_A183
STRING_A186
+
STRING_A182
STRING_A187
+
STRING_A181
STRING_A188
+
STRING_A180
STRING_A189
+
STRING_A179
STRING_A190
+
STRING_A178
STRING_A191
+
STRING_A177
CUSTOM_SHIFT_W
+
STRING_A176
CUSTOM_SHIFT_X
+
STRING_A175
CUSTOM_SHIFT_Y
+
STRING_A174
CUSTOM_SHIFT_Z
+
STRING_A173
CUSTOM_CTRL_A
+
CUSTOM_SHIFT_S
CUSTOM_CTRL_B
+
CUSTOM_SHIFT_R
CUSTOM_CTRL_C
+
CUSTOM_SHIFT_Q
CUSTOM_CTRL_D
+
CUSTOM_SHIFT_P
 
CUSTOM_SHIFT_O
 
CUSTOM_SHIFT_O
CUSTOM_SHIFT_P
+
CUSTOM_SHIFT_N
CUSTOM_SHIFT_Q
+
CUSTOM_SHIFT_M
CUSTOM_SHIFT_R
+
CUSTOM_SHIFT_L
CUSTOM_SHIFT_S
+
CUSTOM_SHIFT_K
CUSTOM_SHIFT_T
+
CUSTOM_SHIFT_J
CUSTOM_SHIFT_U
+
CUSTOM_SHIFT_I
CUSTOM_SHIFT_V
+
CUSTOM_SHIFT_H
 
CUSTOM_SHIFT_G
 
CUSTOM_SHIFT_G
CUSTOM_SHIFT_H
+
CUSTOM_SHIFT_F
CUSTOM_SHIFT_I
+
CUSTOM_SHIFT_E
CUSTOM_SHIFT_J
+
CUSTOM_SHIFT_D
CUSTOM_SHIFT_K
+
CUSTOM_SHIFT_C
CUSTOM_SHIFT_L
+
CUSTOM_SHIFT_B
CUSTOM_SHIFT_M
+
CUSTOM_SHIFT_A
CUSTOM_SHIFT_N
+
CUSTOM_Z
 
CUSTOM_Y
 
CUSTOM_Y
CUSTOM_Z
+
CUSTOM_X
CUSTOM_SHIFT_A
+
CUSTOM_W
CUSTOM_SHIFT_B
+
CUSTOM_V
CUSTOM_SHIFT_C
+
CUSTOM_U
CUSTOM_SHIFT_D
+
CUSTOM_T
CUSTOM_SHIFT_E
+
CUSTOM_S
CUSTOM_SHIFT_F
+
CUSTOM_R
 
CUSTOM_Q
 
CUSTOM_Q
CUSTOM_R
+
CUSTOM_P
CUSTOM_S
+
CUSTOM_O
CUSTOM_T
+
CUSTOM_N
CUSTOM_U
+
CUSTOM_M
CUSTOM_V
+
CUSTOM_L
CUSTOM_W
+
CUSTOM_K
CUSTOM_X
+
CUSTOM_J
 
CUSTOM_I
 
CUSTOM_I
CUSTOM_J
+
CUSTOM_H
CUSTOM_K
+
CUSTOM_G
CUSTOM_L
+
CUSTOM_F
CUSTOM_M
+
CUSTOM_E
CUSTOM_N
+
CUSTOM_D
CUSTOM_O
+
CUSTOM_C
CUSTOM_P
+
CUSTOM_B
 
CUSTOM_A
 
CUSTOM_A
CUSTOM_B
+
STRING_A255
CUSTOM_C
+
STRING_A254
CUSTOM_D
+
STRING_A253
CUSTOM_E
+
STRING_A252
CUSTOM_F
+
STRING_A251
CUSTOM_G
+
STRING_A250
CUSTOM_H
+
STRING_A249
 
STRING_A248
 
STRING_A248
STRING_A249
+
STRING_A247
STRING_A250
+
STRING_A246
STRING_A251
+
STRING_A245
STRING_A252
+
STRING_A244
STRING_A253
+
STRING_A243
STRING_A254
+
STRING_A242
STRING_A255
+
STRING_A241
Move selector up
+
STRING_A240
Move selector down
+
STRING_A239
Page selector up
+
STRING_A238
Page selector down
+
STRING_A237
Mouse-context scrollbar up
+
CUSTOM_DOWN
Mouse-context scrollbar down
+
CUSTOM_UP
Mouse-context scrollbar page up
+
PREFIX
Mouse-context scrollbar page down
+
FPS_DOWN
 
FPS_UP
 
FPS_UP
FPS_DOWN
+
CUSTOM_ALT_Z
PREFIX
+
CUSTOM_ALT_Y
Select
+
CUSTOM_ALT_X
Leave screen
+
CUSTOM_ALT_W
Close mega announcement
+
CUSTOM_ALT_V
Toggle Fullscreen
+
CUSTOM_ALT_U
Main menu
+
CUSTOM_ALT_T
 
CUSTOM_ALT_S
 
CUSTOM_ALT_S
CUSTOM_ALT_T
+
CUSTOM_ALT_R
CUSTOM_ALT_U
+
CUSTOM_ALT_Q
CUSTOM_ALT_V
+
CUSTOM_ALT_P
CUSTOM_ALT_W
+
CUSTOM_ALT_O
CUSTOM_ALT_X
+
CUSTOM_ALT_N
CUSTOM_ALT_Y
+
CUSTOM_ALT_M
CUSTOM_ALT_Z
+
CUSTOM_ALT_L
 
CUSTOM_ALT_K
 
CUSTOM_ALT_K
CUSTOM_ALT_L
+
CUSTOM_ALT_J
CUSTOM_ALT_M
+
CUSTOM_ALT_I
CUSTOM_ALT_N
+
CUSTOM_ALT_H
CUSTOM_ALT_O
+
CUSTOM_ALT_G
CUSTOM_ALT_P
+
CUSTOM_ALT_F
CUSTOM_ALT_Q
+
CUSTOM_ALT_E
CUSTOM_ALT_R
+
CUSTOM_ALT_D
 
CUSTOM_ALT_C
 
CUSTOM_ALT_C
CUSTOM_ALT_D
+
CUSTOM_ALT_B
CUSTOM_ALT_E
+
CUSTOM_ALT_A
CUSTOM_ALT_F
+
CUSTOM_CTRL_Z
CUSTOM_ALT_G
+
CUSTOM_CTRL_Y
CUSTOM_ALT_H
+
CUSTOM_CTRL_X
CUSTOM_ALT_I
+
CUSTOM_CTRL_W
CUSTOM_ALT_J
+
CUSTOM_CTRL_V
 
CUSTOM_CTRL_U
 
CUSTOM_CTRL_U
CUSTOM_CTRL_V
+
CUSTOM_CTRL_T
CUSTOM_CTRL_W
+
CUSTOM_CTRL_S
CUSTOM_CTRL_X
+
CUSTOM_CTRL_R
CUSTOM_CTRL_Y
+
CUSTOM_CTRL_Q
CUSTOM_CTRL_Z
+
CUSTOM_CTRL_P
CUSTOM_ALT_A
+
CUSTOM_CTRL_O
CUSTOM_ALT_B
+
CUSTOM_CTRL_N
 
CUSTOM_CTRL_M
 
CUSTOM_CTRL_M
CUSTOM_CTRL_N
+
CUSTOM_CTRL_L
CUSTOM_CTRL_O
+
CUSTOM_CTRL_K
CUSTOM_CTRL_P
+
CUSTOM_CTRL_J
CUSTOM_CTRL_Q
+
CUSTOM_CTRL_I
CUSTOM_CTRL_R
+
CUSTOM_CTRL_H
CUSTOM_CTRL_S
+
CUSTOM_CTRL_G
CUSTOM_CTRL_T
+
CUSTOM_CTRL_F
 
CUSTOM_CTRL_E
 
CUSTOM_CTRL_E
CUSTOM_CTRL_F
+
CUSTOM_CTRL_D
CUSTOM_CTRL_G
+
CUSTOM_CTRL_C
CUSTOM_CTRL_H
+
CUSTOM_CTRL_B
CUSTOM_CTRL_I
+
CUSTOM_CTRL_A
CUSTOM_CTRL_J
+
CUSTOM_SHIFT_Z
CUSTOM_CTRL_K
+
CUSTOM_SHIFT_Y
CUSTOM_CTRL_L
+
CUSTOM_SHIFT_X
Hotkey: Building, Wall Grate
+
CUSTOM_SHIFT_W
Hotkey: Building, Floor Grate
+
CUSTOM_SHIFT_V
Hotkey: Building, Vertical Bars
+
CUSTOM_SHIFT_U
Hotkey: Building, Floor Bars
+
CUSTOM_SHIFT_T
Hotkey: Building, Cabinet
+
Select all
Hotkey: Building, Chest
+
Deselect
Hotkey: Building, Kennel
+
Secondary Select
Hotkey: Building, Farm Plot
+
Select
Hotkey: Building, Hive
+
CUSTOM_ALT_9
Hotkey: Building, Display Furniture
+
CUSTOM_ALT_8
Hotkey: Building, Altar
+
CUSTOM_ALT_7
Hotkey: Building, Chair
+
CUSTOM_ALT_6
Hotkey: Building, Coffin
+
CUSTOM_ALT_5
Hotkey: Building, Door
+
CUSTOM_ALT_4
Hotkey: Building, Floodgate
+
CUSTOM_ALT_3
Hotkey: Building, Hatch
+
CUSTOM_ALT_2
 +
CUSTOM_ALT_1
 +
CUSTOM_ALT_0
 +
CUSTOM_CTRL_SHIFT_RIGHT
 +
CUSTOM_CTRL_SHIFT_LEFT
 +
CUSTOM_CTRL_SHIFT_DOWN
 +
CUSTOM_CTRL_SHIFT_UP
 +
CUSTOM_CTRL_9
 +
CUSTOM_CTRL_8
 +
CUSTOM_CTRL_7
 +
CUSTOM_CTRL_6
 +
CUSTOM_CTRL_5
 +
CUSTOM_CTRL_4
 +
CUSTOM_CTRL_3
 +
CUSTOM_CTRL_2
 +
CUSTOM_CTRL_1
 +
CUSTOM_CTRL_0
 +
CUSTOM_CTRL_SLASH
 +
CUSTOM_CTRL_DELETE
 +
CUSTOM_CTRL_INSERT
 +
CUSTOM_CTRL_PGDN
 +
CUSTOM_CTRL_PGUP
 +
CUSTOM_CTRL_END
 +
CUSTOM_CTRL_HOME
 +
CUSTOM_CTRL_TAB
 +
CUSTOM_CTRL_RIGHT
 +
CUSTOM_CTRL_LEFT
 +
CUSTOM_CTRL_DOWN
 +
CUSTOM_CTRL_UP
 +
CUSTOM_CTRL_BACKSPACE
 +
CUSTOM_CTRL_ENTER
 +
CUSTOM_SHIFT_DELETE
 +
CUSTOM_SHIFT_INSERT
 +
CUSTOM_SHIFT_PGDN
 +
CUSTOM_SHIFT_PGUP
 +
CUSTOM_SHIFT_END
 +
CUSTOM_SHIFT_HOME
 +
CUSTOM_SHIFT_TAB
 +
CUSTOM_SHIFT_RIGHT
 +
CUSTOM_SHIFT_LEFT
 +
CUSTOM_SHIFT_DOWN
 +
CUSTOM_SHIFT_UP
 +
CUSTOM_SHIFT_BACKSPACE
 +
CUSTOM_SHIFT_ENTER
 +
CUSTOM_DELETE
 +
CUSTOM_INSERT
 +
CUSTOM_PGDN
 +
CUSTOM_PGUP
 +
CUSTOM_END
 +
CUSTOM_HOME
 +
CUSTOM_TAB
 +
CUSTOM_RIGHT
 +
CUSTOM_LEFT
 +
Adventure: move north
 +
Adventure: return to arena
 +
Move keyboard cursor down (z), aux
 
Move keyboard cursor up (z), aux
 
Move keyboard cursor up (z), aux
Move keyboard cursor down (z), aux
+
Move keyboard cursor down (z)
Hotkey: Building, Armorstand
+
Move keyboard cursor up (z)
Hotkey: Building, Bed
+
Move keyboard cursor down and right, fast
Hotkey: Building, Traction Bench
+
Move keyboard cursor down and left, fast
Hotkey: Building, Slab
+
Move keyboard cursor up and right, fast
Hotkey: Building, Nest Box
+
Move keyboard cursor up and left, fast
Hotkey: Building, Bookcase
+
Move keyboard cursor right, fast
 
Move keyboard cursor left, fast
 
Move keyboard cursor left, fast
Move keyboard cursor right, fast
+
Move keyboard cursor down, fast
Move keyboard cursor up and left, fast
+
Move keyboard cursor up, fast
Move keyboard cursor up and right, fast
+
Move keyboard cursor down and right
Move keyboard cursor down and left, fast
+
Move keyboard cursor down and left
Move keyboard cursor down and right, fast
+
Move keyboard cursor up and right
Move keyboard cursor up (z)
+
Move keyboard cursor up and left
Move keyboard cursor down (z)
+
Move keyboard cursor right
 
Move keyboard cursor left
 
Move keyboard cursor left
Move keyboard cursor right
+
Move keyboard cursor down
Move keyboard cursor up and left
+
Move keyboard cursor up
Move keyboard cursor up and right
+
Move view/cursor down (z), fast
Move keyboard cursor down and left
+
Move view/cursor up (z), fast
Move keyboard cursor down and right
+
Move view/cursor down (z), aux
Move keyboard cursor up, fast
+
Move view/cursor up (z), aux
Move keyboard cursor down, fast
+
Move view/cursor down (z)
 
Move view/cursor up (z)
 
Move view/cursor up (z)
Move view/cursor down (z)
+
Move view/cursor down and right, fast
Move view/cursor up (z), aux
+
Move view/cursor down and left, fast
Move view/cursor down (z), aux
+
Move view/cursor up and right, fast
Move view/cursor up (z), fast
+
Move view/cursor up and left, fast
Move view/cursor down (z), fast
+
Move view/cursor right, fast
Move keyboard cursor up
+
Move view/cursor left, fast
Move keyboard cursor down
+
Move view/cursor down, fast
 
Move view/cursor up, fast
 
Move view/cursor up, fast
Move view/cursor down, fast
+
Move view/cursor down and right
Move view/cursor left, fast
+
Move view/cursor down and left
Move view/cursor right, fast
+
Move view/cursor up and right
Move view/cursor up and left, fast
+
Move view/cursor up and left
Move view/cursor up and right, fast
+
Move view/cursor right
Move view/cursor down and left, fast
+
Move view/cursor left
Move view/cursor down and right, fast
+
Move view/cursor down
 
Move view/cursor up
 
Move view/cursor up
Move view/cursor down
+
Page secondary selector down
Move view/cursor left
+
Page secondary selector up
Move view/cursor right
+
Move secondary selector down
Move view/cursor up and left
+
Move secondary selector up
Move view/cursor up and right
+
Mouse-context scrollbar page down
Move view/cursor down and left
+
Mouse-context scrollbar page up
Move view/cursor down and right
+
Mouse-context scrollbar down
Hotkey: Building, Wksp, Metalsmith
+
Mouse-context scrollbar up
Hotkey: Building, Wksp, Lavamill
+
Page selector down
Hotkey: Building, Wksp, Jeweler
+
Page selector up
Hotkey: Building, Wksp, Mason
+
Move selector right
Hotkey: Building, Wksp, Butcher
+
Move selector left
Hotkey: Building, Wksp, Tanner
+
Move selector down
Hotkey: Building, Wksp, Dyer
+
Move selector up
Hotkey: Building, Wksp, Craftsman
+
Change tab or highlight selection, secondary
Hotkey: Building, Construction, Track Stop
+
Change tab or highlight selection
Hotkey: Building, Wksp, Leather
+
Main menu
Hotkey: Building, Wksp, Quern
+
Toggle Fullscreen
Hotkey: Building, Wksp, Millstone
+
Close mega announcement
 +
Leave screen
 +
Adventure: Attack, Wild
 +
Adventure: Attack, Heavy
 +
Adventure: Attack, Quick
 +
Adventure: Attack, Confirm
 +
Adventure: Wrestle
 +
Adventure: Attack
 +
Adventure: Wait One Instant
 +
Adventure: Wait Ten Instants
 +
Adventure: Sleep, Dawn
 +
Adventure: Sleep, Wait
 +
Adventure: Sleep, Sleep
 +
Adventure: Sleep
 +
Adventure: Clear announcements
 +
Adventure: Status, Desc
 +
Adventure: Status, Att/Skills
 +
Adventure: Status, Health
 +
Adventure: Status, Kills
 +
Adventure: Status, Customize
 +
Adventure: Status, Close Combat
 +
Adventure: Status
 +
Adventure: Combat, Charge Defend Mode
 +
Adventure: Combat, Dodge Mode
 +
Adventure: Combat, Attack Mode
 +
Adventure: move view/cursor down (z), fast
 +
Adventure: move view/cursor up (z), fast
 +
Adventure: move view/cursor down (z)
 +
Adventure: move view/cursor up (z)
 +
Adventure: move down, aux
 +
Adventure: move up, aux
 +
Adventure: move down
 +
Adventure: move southeast/down
 +
Adventure: move southwest/down
 +
Adventure: move northeast/down
 +
Adventure: move northwest/down
 +
Adventure: move west/down
 +
Adventure: move east/down
 +
Adventure: move south/down
 +
Adventure: move north/down
 +
Adventure: move up
 +
Adventure: move southeast/up
 +
Adventure: move southwest/up
 +
Adventure: move northeast/up
 +
Adventure: move northwest/up
 +
Adventure: move west/up
 +
Adventure: move east/up
 +
Adventure: move south/up
 +
Adventure: move north/up
 +
Adventure: careful move up/down
 +
Adventure: careful move southeast up/down
 +
Adventure: careful move southwest up/down
 +
Adventure: careful move northeast up/down
 +
Adventure: careful move northwest up/down
 +
Adventure: careful move west up/down
 +
Adventure: careful move east up/down
 +
Adventure: careful move south up/down
 +
Adventure: careful move north up/down
 +
Adventure: move same square
 +
Adventure: move southeast
 +
Adventure: move southwest
 +
Adventure: move northeast
 +
Adventure: move northwest
 +
Adventure: move west
 +
Adventure: move east
 +
Adventure: move south
 +
Adventure: Movement Options, Swim
 +
Adventure: Movement Options
 +
Adventure: Party Tactical Settings
 +
Adventure: Combat Options
 +
Adventure: Announcements
 +
Adventure: Fire
 +
Adventure: Throw
 +
Adventure: Get/Ground
 +
Adventure: Inv. Drop
 +
Adventure: Inv. Put In
 +
Adventure: Inv. Eat/Drink
 +
Adventure: Inv. Wear
 +
Adventure: Inv. Remove
 +
Adventure: Inv. Look
 +
Adventure: Compose, Filter
 +
Adventure: Construction, Start
 +
Adventure: Construction, You Work
 +
Adventure: Construction, Name Site
 +
Adventure: Construction, Work Menu
 +
Adventure: Construction, Zones
 +
Adventure: Construction, Buildings
 +
Adventure: Construction, Constructions
 +
Adventure: Construction, Material
 +
Adventure: Construction, Remove Existing
 +
Adventure: Construction, Remove Plans
 +
Adventure: Construction, Stair Up/down
 +
Adventure: Construction, Remove Zone Rect
 +
Adventure: Construction, Zone Flow
 +
Adventure: Construction, Zone Rect
 +
Adventure: Construction, Delete Zone
 +
Adventure: Construction, Assign Zone
 +
Adventure: Construction, Edit Zone
 +
Adventure: Construction, New Zone
 +
Adventure: Construction
 +
Adventure: Use Ability
 +
Adventure: Misc. Action, Write
 +
Adventure: Misc. Action, Compose
 +
Adventure: Misc. Action, Power
 +
Adventure: Misc. Action, Ability
 +
Adventure: Misc. Action, Butcher
 +
Adventure: Misc. Action, Create
 +
Adventure: Misc. Action
 +
Adventure: Inv. Interact
 +
Adventure: Assume Identity, Worship
 +
Adventure: Assume Identity, Profession
 +
Adventure: Assume Identity, Origin
 +
Adventure: Assume Identity, Name
 +
Adventure: Assume Identity, None
 +
Adventure: Assume Identity, New
 +
Adventure: Perform
 +
Adventure: Talk
 +
Adventure: Hold/Hang (Climb)
 +
Adventure: Jump
 +
Adventure: Inv. Draw Weapon
 +
Adventure: Freshest Track
 +
Adventure: Display Tracks
 +
Adventure: Yield
 +
Adventure: Display Strongest Odor
 +
Adventure: Describe Odor
 +
Adventure: Search
 +
Adventure: Look
 +
Adventure: Attack, Multi
 +
Adventure: Attack, Charge
 +
Adventure: Attack, Precise
 +
Hotkey: Building, Coffin
 +
Hotkey: Building, Chair
 +
Hotkey: Building, Altar
 +
Hotkey: Building, Display Furniture
 +
Hotkey: Building, Hive
 +
Hotkey: Building, Bookcase
 +
Hotkey: Building, Nest Box
 +
Hotkey: Building, Slab
 +
Hotkey: Building, Traction Bench
 +
Hotkey: Building, Bed
 +
Hotkey: Building, Armorstand
 +
Secondary Option 20
 +
Secondary Option 19
 +
Secondary Option 18
 +
Secondary Option 17
 +
Secondary Option 16
 +
Secondary Option 15
 +
Secondary Option 14
 +
Secondary Option 13
 +
Secondary Option 12
 +
Secondary Option 11
 +
Secondary Option 10
 +
Secondary Option 9
 +
Secondary Option 8
 +
Secondary Option 7
 +
Secondary Option 6
 +
Secondary Option 5
 +
Secondary Option 4
 +
Secondary Option 3
 +
Secondary Option 2
 +
Secondary Option 1
 +
Option 20
 +
Option 19
 +
Option 18
 +
Option 17
 +
Option 16
 +
Option 15
 +
Option 14
 +
Option 13
 +
Option 12
 +
Option 11
 +
Option 10
 +
Option 9
 +
Option 8
 +
Option 7
 +
Option 6
 +
Option 5
 +
Option 4
 +
Option 3
 +
Option 2
 +
Option 1
 +
Adventure: Change Stance
 +
Adventure: Get Temperature
 +
Adventure: Get Weather
 +
Adventure: Get Date
 +
Adventure: Travel, Hide Instructions
 +
Adventure: Travel, Map
 +
Adventure: Travel, Sleep
 +
Adventure: Travel
 +
Adventure: Building Interact
 +
Adventure: Companions
 +
Adventure: Center
 +
Adventure: Speed and Sneaking Options
 +
Adventure: Sneak
 
Hotkey: Building, Wksp, Loom
 
Hotkey: Building, Wksp, Loom
Hotkey: Building, Wksp, Clothes
+
Hotkey: Building, Wksp, Millstone
Hotkey: Building, Wksp, Bowyer
+
Hotkey: Building, Wksp, Quern
Hotkey: Building, Wksp, Carpenter
+
Hotkey: Building, Wksp, Leather
 +
Hotkey: Building, Construction, Track Stop
 +
Hotkey: Building, Construction, Track
 +
Hotkey: Building, Construction, Up/Down Stair
 +
Hotkey: Building, Construction, Ramp
 +
Hotkey: Building, Construction, Floor
 +
Hotkey: Building, Construction, Wall
 +
Hotkey: Building, Construction, Fortification
 +
Hotkey: Building, Wall/Floor/Stairs
 
Hotkey: Building, Trap, Upright Spear/Spike
 
Hotkey: Building, Trap, Upright Spear/Spike
Hotkey: Building, Wall/Floor/Stairs
+
Hotkey: Building, Trap, Cage
Hotkey: Building, Construction, Fortification
+
Hotkey: Building, Trap, Trigger
Hotkey: Building, Construction, Wall
+
Hotkey: Building, Trap, Lever
Hotkey: Building, Construction, Floor
+
Hotkey: Building, Trap, Weapon
Hotkey: Building, Construction, Ramp
+
Hotkey: Building, Trap, Stone
Hotkey: Building, Construction, Up/Down Stair
+
Hotkey: Building, Siege, Catapult
Hotkey: Building, Construction, Track
+
Hotkey: Building, Siege, Ballista
 
Hotkey: Building, Machine Component, Rollers
 
Hotkey: Building, Machine Component, Rollers
Hotkey: Building, Siege, Ballista
+
Hotkey: Building, Machine Component, Vertical Axle
Hotkey: Building, Siege, Catapult
+
Hotkey: Building, Machine Component, Horizontal Axle
Hotkey: Building, Trap, Stone
+
Hotkey: Building, Machine Component, Gear Assembly
Hotkey: Building, Trap, Weapon
+
Hotkey: Building, Machine Component, Windmill
Hotkey: Building, Trap, Lever
+
Hotkey: Building, Machine Component, Water Wheel
Hotkey: Building, Trap, Trigger
+
Hotkey: Building, Machine Component, Screw Pump
Hotkey: Building, Trap, Cage
+
Hotkey: Building, Workshops, Farming
 
Hotkey: Building, Workshops, Cloth/Leather
 
Hotkey: Building, Workshops, Cloth/Leather
Hotkey: Building, Workshops, Farming
+
Hotkey: Building, Military
Hotkey: Building, Machine Component, Screw Pump
+
Hotkey: Building, Cages and Chains
Hotkey: Building, Machine Component, Water Wheel
+
Hotkey: Building, Doors and Hatches
Hotkey: Building, Machine Component, Windmill
+
Hotkey: Building, Furniture
Hotkey: Building, Machine Component, Gear Assembly
+
Hotkey: Building, Archery Target
Hotkey: Building, Machine Component, Horizontal Axle
+
Hotkey: Building, Support
Hotkey: Building, Machine Component, Vertical Axle
+
Hotkey: Building, Instrument
 
Hotkey: Building, Machine Component
 
Hotkey: Building, Machine Component
Hotkey: Building, Instrument
+
Hotkey: Building, Trap
Hotkey: Building, Support
+
Hotkey: Building, Trade Depot
Hotkey: Building, Archery Target
+
Hotkey: Building, Cage
Hotkey: Building, Furniture
+
Hotkey: Building, Chain
Hotkey: Building, Doors and Hatches
+
Hotkey: Building, Animal Trap
Hotkey: Building, Cages and Chains
+
Hotkey: Building, Gem Window
Hotkey: Building, Military
+
Hotkey: Building, Glass Window
 
Hotkey: Building, Furnace
 
Hotkey: Building, Furnace
Hotkey: Building, Glass Window
+
Hotkey: Building, Workshop
Hotkey: Building, Gem Window
+
Hotkey: Building, Well
Hotkey: Building, Animal Trap
+
Hotkey: Building, Bridge
Hotkey: Building, Chain
+
Hotkey: Building, Paved Road
Hotkey: Building, Cage
+
Hotkey: Building, Dirt Road
Hotkey: Building, Trade Depot
+
Hotkey: Building, Table
Hotkey: Building, Trap
+
Hotkey: Building, Statue
 
Hotkey: Building, Weaponrack
 
Hotkey: Building, Weaponrack
Hotkey: Building, Statue
+
Hotkey: Building, Farm Plot
Hotkey: Building, Table
+
Hotkey: Building, Kennel
Hotkey: Building, Dirt Road
+
Hotkey: Building, Chest
Hotkey: Building, Paved Road
+
Hotkey: Building, Cabinet
Hotkey: Building, Bridge
+
Hotkey: Building, Floor Bars
Hotkey: Building, Well
+
Hotkey: Building, Vertical Bars
Hotkey: Building, Workshop
+
Hotkey: Building, Floor Grate
Arena: Creature, reset
+
Hotkey: Building, Wall Grate
Arena: Fluids
+
Hotkey: Building, Hatch
Arena: Fluids, water
+
Hotkey: Building, Floodgate
Arena: Fluids, magma
+
Hotkey: Building, Door
Arena: Fluids, snow
+
Main: World
Arena: Fluids, mud
+
Main: Squads
Arena: Fluids, remove
+
Main: Artifacts
Arena: Create tree
+
Main: Nobles
 
Main: Work orders
 
Main: Work orders
Main: Nobles
+
Main: Labor
Main: Artifacts
+
Main: Locations
Main: Squads
+
Main: Tasks
Main: World
+
Main: Units
Main: Justice
+
Main: Hauling
Main: Stocks
+
Main: Burrows
Arena: Create creature
+
Main: Zones
 
Main: Stockpiles
 
Main: Stockpiles
Main: Zones
+
Main: Buildings
Main: Burrows
+
Main: Erase designations
Main: Hauling
+
Main: Traffic designations
Main: Units
+
Main: Item properties
Main: Tasks
+
Main: Smooth and engrave
Main: Locations
+
Main: Gather plants
Main: Labor
+
Main: Chop tress
 
Main: Dig
 
Main: Dig
Main: Chop tress
+
Main: Toggle fluid numbers
Main: Gather plants
+
Main: Toggle ramp indicators
Main: Smooth and engrave
+
Main: Hot Key 16
Main: Item properties
+
Main: Hot Key 15
Main: Traffic designations
+
Main: Hot Key 14
Main: Erase designations
+
Main: Hot Key 13
Main: Buildings
+
Main: Hot Key 12
 
Main: Hot Key 11
 
Main: Hot Key 11
Main: Hot Key 12
+
Main: Hot Key 10
Main: Hot Key 13
+
Main: Hot Key 9
Main: Hot Key 14
+
Main: Hot Key 8
Main: Hot Key 15
+
Main: Hot Key 7
Main: Hot Key 16
+
Main: Hot Key 6
Main: Toggle ramp indicators
+
Main: Hot Key 5
Main: Toggle fluid numbers
+
Main: Hot Key 4
 
Main: Hot Key 3
 
Main: Hot Key 3
Main: Hot Key 4
+
Main: Hot Key 2
Main: Hot Key 5
+
Main: Hot Key 1
Main: Hot Key 6
+
Main: Hot Keys
Main: Hot Key 7
+
Main: Pause/Resume
Main: Hot Key 8
+
Main: One-Step
Main: Hot Key 9
+
Hotkey: Building, Furn, Kiln
Main: Hot Key 10
+
Hotkey: Building, Furn, Glass
 
Hotkey: Building, Furn, Smelter
 
Hotkey: Building, Furn, Smelter
Hotkey: Building, Furn, Glass
+
Hotkey: Building, Furn, Wood
Hotkey: Building, Furn, Kiln
+
Hotkey: Building, Wksp, Ashery
Main: One-Step
+
Hotkey: Building, Wksp, Fishery
Main: Pause/Resume
+
Hotkey: Building, Wksp, Kitchen
Main: Hot Keys
+
Hotkey: Building, Wksp, Farmer
Main: Hot Key 1
+
Hotkey: Building, Wksp, Still
Main: Hot Key 2
+
Hotkey: Building, Wksp, Mechanic
 
Hotkey: Building, Wksp, Siege
 
Hotkey: Building, Wksp, Siege
Hotkey: Building, Wksp, Mechanic
+
Hotkey: Building, Wksp, Craftsman
Hotkey: Building, Wksp, Still
+
Hotkey: Building, Wksp, Dyer
Hotkey: Building, Wksp, Farmer
+
Hotkey: Building, Wksp, Tanner
Hotkey: Building, Wksp, Kitchen
+
Hotkey: Building, Wksp, Butcher
Hotkey: Building, Wksp, Fishery
+
Hotkey: Building, Wksp, Mason
Hotkey: Building, Wksp, Ashery
+
Hotkey: Building, Wksp, Jeweler
Hotkey: Building, Furn, Wood
+
Hotkey: Building, Wksp, Lavamill
String: Character 009
+
Hotkey: Building, Wksp, Metalsmith
String: Character 010
+
Hotkey: Building, Wksp, Carpenter
String: Character 011
+
Hotkey: Building, Wksp, Bowyer
String: Character 012
+
Hotkey: Building, Wksp, Clothes
String: Character 013
+
Adventure: Log, Feature Layers
String: Character 014
+
Adventure: Log, Regions
String: Character 015
+
Adventure: Log, Sites
String: Character 016
+
Adventure: Log, Entities
String: Character 001
+
Adventure: Log, Pin
String: Character 002
+
Adventure: Log, Sort
String: Character 003
+
Adventure: Travel, Log
String: Character 004
+
Adventure: Log
String: Character 005
+
Adventure: Travel, Clouds
String: Character 006
+
Adventure: Travel, Visit Site
String: Character 007
+
Adventure: Creation, Change Gender
String: Character 008
+
Adventure: Creation, Change Dream/Goal
Designate, No Dump
+
Adventure: Creation, Custom Personality
Designate, Hide
+
Adventure: Creation, Random Personality
Designate, No Hide
+
Adventure: Creation, Full Random Appearance
Designate, High Traffic
+
Adventure: Creation, Random Appearance
Designate, Normal Traffic
+
Adventure: Creation, Random Name
Designate, Low Traffic
+
Adventure: Creation, Customize Name
Designate, Restricted Traffic
+
Adventure: Creation, Name Entry
String: Backspace
+
Adventure: Creation, Add Pet
 +
Adventure: Creation, Remove Pet
 +
Adventure: Creation, Name Pet
 +
Adventure: Creation, Quality Down
 +
Adventure: Creation, Quality Up
 +
Adventure: Creation, New Item
 +
Adventure: Creation, Belief Down
 +
Adventure: Creation, Belief Up
 +
Adventure: Creation, Select Background
 +
Adventure: Creation, Randomize Background
 +
Adventure: Creation, Pets
 +
Adventure: Creation, Equipment
 +
Adventure: Creation, Personality
 +
Adventure: Creation, Appearance
 +
Adventure: Creation, Skills
 +
Adventure: Creation, New Character
 +
Adventure: Creation, Background
 +
Unit list: Toggle specialization
 +
Unit list: Sort by skills
 +
Unit lists: Sort by happiness
 +
Unit lists: Sort by job
 +
Unit lists: Sort by profession
 +
Unit lists: Sort by category
 +
Unit lists: Sort by name
 +
Unit lists: Open job details
 +
Unit lists: Recenter on job
 +
Main: Select filter box
 +
Main: Open Item/Unit sheet
 +
Main: Recenter
 +
Arena: Morale
 +
Arena: Conflict state up
 +
Arena: Conflict state down
 +
Arena: Weather
 +
Arena: Create tree
 +
Arena: Fluids, remove
 +
Arena: Fluids, mud
 +
Arena: Fluids, snow
 +
Arena: Fluids, magma
 +
Arena: Fluids, water
 +
Arena: Fluids
 +
Arena: Creature, reset
 +
Arena: Create creature
 +
Main: Announcements
 +
Main: Stocks
 +
Main: Justice
 +
Designate, Reclaim
 +
Designate, Fortify
 +
Designate, Carve Track
 
Designate, Engrave
 
Designate, Engrave
Designate, Carve Track
+
Designate, Smooth
Designate, Fortify
+
Designate, Gather Plants
Designate, Reclaim
+
Designate, Chop Trees
Designate, Forbid
+
Designate, Standard to Blueprint
Designate, Melt
+
Designate, Blueprint to Standard
Designate, No Melt
+
Designate, Toggle Blueprint
Designate, Dump
+
Designate, Priority Down
 
Designate, Priority Up
 
Designate, Priority Up
Designate, Priority Down
+
Designate, Min Gems
Designate, Toggle Blueprint
+
Designate, Mine Ore+Gems
Designate, Blueprint to Standard
+
Designate, Mine Auto
Designate, Standard to Blueprint
+
Designate, Mine All
Designate, Chop Trees
+
Designate, Toggle Advanced Options
Designate, Gather Plants
+
Designate, Free Draw
Designate, Smooth
+
Designate, Rectangle
 
Designate, Dig Remove Stairs Ramps
 
Designate, Dig Remove Stairs Ramps
Designate, Rectangle
+
Designate, Channel
Designate, Free Draw
+
Designate, Ramp
Designate, Toggle Advanced Options
+
Designate, UD Stair
Designate, Mine All
+
Designate, Dig
Designate, Mine Auto
+
Justice, Convict
Designate, Mine Ore+Gems
+
Justice, Interrogate
Designate, Min Gems
+
Kitchen, Brew
 +
Kitchen, Cook
 +
Animals, Assign Work Animal
 +
Animals, Hunting Training
 +
Animals, War Training
 +
Animals, Trainer
 +
Animals, Toggle Available
 +
Animals, Geld
 +
Animals, Slaughter
 +
Adventure: List down
 +
Adventure: List up
 +
Adventure: Page list down
 +
Adventure: Page list up
 +
Adventure: Barter, Show
 +
Adventure: Barter, Trade
 +
Adventure: Barter, Currency 2
 +
Adventure: Barter, Currency 1
 +
Adventure: Barter, View
 +
Macro, Load
 +
Macro, Save
 +
Macro, Play
 
Macro, Record
 
Macro, Record
Macro, Play
+
Macro, Break
Macro, Save
+
Zoom Out
Macro, Load
+
Zoom In
Designate, Dig
 
Designate, UD Stair
 
Designate, Ramp
 
Designate, Channel
 
Arena: Weather
 
Arena: Conflict state down
 
Arena: Conflict state up
 
Arena: Morale
 
 
Complete Binding
 
Complete Binding
Zoom In
+
Menu Confirm
Zoom Out
+
Adventure: Log, Toggle Map/Info
Macro, Break
+
Adventure: Log, Toggle Line
String: Character 073
+
Adventure: Log, Zoom to Selected
String: Character 074
+
Adventure: Log, Zoom to Current Location
String: Character 075
+
Adventure: Log, Filter
String: Character 076
+
Adventure: Log, Intrigue
String: Character 077
+
Adventure: Log, Artifacts
String: Character 078
+
Adventure: Log, Bestiary
String: Character 079
+
Adventure: Log, Events
String: Character 080
+
Adventure: Log, Agreements
String: Character 065
+
Adventure: Log, People
String: Character 066
+
String: Character 052
String: Character 067
+
String: Character 051
String: Character 068
+
String: Character 050
String: Character 069
+
String: Character 049
String: Character 070
+
String: Character 048
String: Character 071
+
String: Character 047
String: Character 072
+
String: Character 046
String: Character 057
+
String: Character 045
String: Character 058
+
String: Character 044
String: Character 059
+
String: Character 043
String: Character 060
+
String: Character 042
String: Character 061
 
String: Character 062
 
String: Character 063
 
String: Character 064
 
String: Character 049
 
String: Character 050
 
String: Character 051
 
String: Character 052
 
String: Character 053
 
String: Character 054
 
String: Character 055
 
String: Character 056
 
 
String: Character 041
 
String: Character 041
String: Character 042
+
String: Character 040
String: Character 043
+
String: Character 039
String: Character 044
+
String: Character 038
String: Character 045
+
String: Character 037
String: Character 046
+
String: Character 036
String: Character 047
+
String: Character 035
String: Character 048
+
String: Character 034
 
String: Character 033
 
String: Character 033
String: Character 034
+
String: Character 032
String: Character 035
+
String: Character 031
String: Character 036
+
String: Character 030
String: Character 037
+
String: Character 029
String: Character 038
+
String: Character 028
String: Character 039
+
String: Character 027
String: Character 040
+
String: Character 026
 
String: Character 025
 
String: Character 025
String: Character 026
+
String: Character 024
String: Character 027
+
String: Character 023
String: Character 028
+
String: Character 022
String: Character 029
+
String: Character 021
String: Character 030
+
String: Character 020
String: Character 031
+
String: Character 019
String: Character 032
+
String: Character 018
 
String: Character 017
 
String: Character 017
String: Character 018
+
String: Character 016
String: Character 019
+
String: Character 015
String: Character 020
+
String: Character 014
String: Character 021
+
String: Character 013
String: Character 022
+
String: Character 012
String: Character 023
+
String: Character 011
String: Character 024
+
String: Character 010
String: Character 138
+
String: Character 009
String: Character 139
+
String: Character 008
String: Character 140
+
String: Character 007
String: Character 141
+
String: Character 006
String: Character 142
+
String: Character 005
String: Character 143
+
String: Character 004
String: Character 144
+
String: Character 003
String: Character 145
+
String: Character 002
String: Character 130
+
String: Character 001
String: Character 131
+
String: Backspace
String: Character 132
+
Designate, Restricted Traffic
String: Character 133
+
Designate, Low Traffic
String: Character 134
+
Designate, Normal Traffic
String: Character 135
+
Designate, High Traffic
String: Character 136
+
Designate, No Hide
String: Character 137
+
Designate, Hide
String: Character 121
+
Designate, No Dump
String: Character 122
+
Designate, Dump
String: Character 123
+
Designate, No Melt
String: Character 124
+
Designate, Melt
String: Character 125
+
Designate, Forbid
String: Character 126
+
String: Character 116
String: Character 128
+
String: Character 115
String: Character 129
+
String: Character 114
 
String: Character 113
 
String: Character 113
String: Character 114
+
String: Character 112
String: Character 115
+
String: Character 111
String: Character 116
+
String: Character 110
String: Character 117
+
String: Character 109
String: Character 118
+
String: Character 108
String: Character 119
+
String: Character 107
String: Character 120
+
String: Character 106
 
String: Character 105
 
String: Character 105
String: Character 106
+
String: Character 104
String: Character 107
+
String: Character 103
String: Character 108
+
String: Character 102
String: Character 109
+
String: Character 101
String: Character 110
+
String: Character 100
String: Character 111
+
String: Character 099
String: Character 112
+
String: Character 098
 
String: Character 097
 
String: Character 097
String: Character 098
+
String: Character 096
String: Character 099
+
String: Character 095
String: Character 100
+
String: Character 094
String: Character 101
+
String: Character 093
String: Character 102
+
String: Character 092
String: Character 103
+
String: Character 091
String: Character 104
+
String: Character 090
 
String: Character 089
 
String: Character 089
String: Character 090
+
String: Character 088
String: Character 091
+
String: Character 087
String: Character 092
+
String: Character 086
String: Character 093
+
String: Character 085
String: Character 094
+
String: Character 084
String: Character 095
+
String: Character 083
String: Character 096
+
String: Character 082
 
String: Character 081
 
String: Character 081
String: Character 082
+
String: Character 080
String: Character 083
+
String: Character 079
String: Character 084
+
String: Character 078
String: Character 085
+
String: Character 077
String: Character 086
+
String: Character 076
String: Character 087
+
String: Character 075
String: Character 088
+
String: Character 074
String: Character 202
+
String: Character 073
String: Character 203
+
String: Character 072
String: Character 204
+
String: Character 071
String: Character 205
+
String: Character 070
String: Character 206
+
String: Character 069
String: Character 207
+
String: Character 068
String: Character 208
+
String: Character 067
String: Character 209
+
String: Character 066
String: Character 194
+
String: Character 065
String: Character 195
+
String: Character 064
String: Character 196
+
String: Character 063
String: Character 197
+
String: Character 062
String: Character 198
+
String: Character 061
String: Character 199
+
String: Character 060
String: Character 200
+
String: Character 059
String: Character 201
+
String: Character 058
String: Character 186
+
String: Character 057
String: Character 187
+
String: Character 056
String: Character 188
+
String: Character 055
String: Character 189
+
String: Character 054
String: Character 190
+
String: Character 053
String: Character 191
+
String: Character 181
String: Character 192
+
String: Character 180
String: Character 193
+
String: Character 179
 
String: Character 178
 
String: Character 178
String: Character 179
+
String: Character 177
String: Character 180
+
String: Character 176
String: Character 181
+
String: Character 175
String: Character 182
+
String: Character 174
String: Character 183
+
String: Character 173
String: Character 184
+
String: Character 172
String: Character 185
+
String: Character 171
 
String: Character 170
 
String: Character 170
String: Character 171
+
String: Character 169
String: Character 172
+
String: Character 168
String: Character 173
+
String: Character 167
String: Character 174
+
String: Character 166
String: Character 175
+
String: Character 165
String: Character 176
+
String: Character 164
String: Character 177
+
String: Character 163
 
String: Character 162
 
String: Character 162
String: Character 163
+
String: Character 161
String: Character 164
+
String: Character 160
String: Character 165
+
String: Character 159
String: Character 166
+
String: Character 158
String: Character 167
+
String: Character 157
String: Character 168
+
String: Character 156
String: Character 169
+
String: Character 155
 
String: Character 154
 
String: Character 154
String: Character 155
+
String: Character 153
String: Character 156
+
String: Character 152
String: Character 157
+
String: Character 151
String: Character 158
+
String: Character 150
String: Character 159
+
String: Character 149
String: Character 160
+
String: Character 148
String: Character 161
+
String: Character 147
 
String: Character 146
 
String: Character 146
String: Character 147
+
String: Character 145
String: Character 148
+
String: Character 144
String: Character 149
+
String: Character 143
String: Character 150
+
String: Character 142
String: Character 151
+
String: Character 141
String: Character 152
+
String: Character 140
String: Character 153
+
String: Character 139
Custom: K
+
String: Character 138
Custom: L
+
String: Character 137
Custom: M
+
String: Character 136
Custom: N
+
String: Character 135
Custom: O
+
String: Character 134
Custom: P
+
String: Character 133
Custom: Q
+
String: Character 132
Custom: R
+
String: Character 131
Custom: C
+
String: Character 130
Custom: D
+
String: Character 129
Custom: E
+
String: Character 128
Custom: F
+
String: Character 126
Custom: G
+
String: Character 125
Custom: H
+
String: Character 124
Custom: I
+
String: Character 123
Custom: J
+
String: Character 122
String: Character 250
+
String: Character 121
String: Character 251
+
String: Character 120
String: Character 252
+
String: Character 119
String: Character 253
+
String: Character 118
String: Character 254
+
String: Character 117
String: Character 255
+
String: Character 245
Custom: A
+
String: Character 244
Custom: B
+
String: Character 243
 
String: Character 242
 
String: Character 242
String: Character 243
+
String: Character 241
String: Character 244
+
String: Character 240
String: Character 245
+
String: Character 239
String: Character 246
+
String: Character 238
String: Character 247
+
String: Character 237
String: Character 248
+
String: Character 236
String: Character 249
+
String: Character 235
 
String: Character 234
 
String: Character 234
String: Character 235
+
String: Character 233
String: Character 236
+
String: Character 232
String: Character 237
+
String: Character 231
String: Character 238
+
String: Character 230
String: Character 239
+
String: Character 229
String: Character 240
+
String: Character 228
String: Character 241
+
String: Character 227
 
String: Character 226
 
String: Character 226
String: Character 227
+
String: Character 225
String: Character 228
+
String: Character 224
String: Character 229
+
String: Character 223
String: Character 230
+
String: Character 222
String: Character 231
+
String: Character 221
String: Character 232
+
String: Character 220
String: Character 233
+
String: Character 219
 
String: Character 218
 
String: Character 218
String: Character 219
+
String: Character 217
String: Character 220
+
String: Character 216
String: Character 221
+
String: Character 215
String: Character 222
+
String: Character 214
String: Character 223
+
String: Character 213
String: Character 224
+
String: Character 212
String: Character 225
+
String: Character 211
 
String: Character 210
 
String: Character 210
String: Character 211
+
String: Character 209
String: Character 212
+
String: Character 208
String: Character 213
+
String: Character 207
String: Character 214
+
String: Character 206
String: Character 215
+
String: Character 205
String: Character 216
+
String: Character 204
String: Character 217
+
String: Character 203
Custom: Ctrl + W
+
String: Character 202
Custom: Ctrl + X
+
String: Character 201
Custom: Ctrl + Y
+
String: Character 200
Custom: Ctrl + Z
+
String: Character 199
Custom: Alt + A
+
String: Character 198
Custom: Alt + B
+
String: Character 197
Custom: Alt + C
+
String: Character 196
Custom: Alt + D
+
String: Character 195
Custom: Ctrl + O
+
String: Character 194
Custom: Ctrl + P
+
String: Character 193
Custom: Ctrl + Q
+
String: Character 192
Custom: Ctrl + R
+
String: Character 191
Custom: Ctrl + S
+
String: Character 190
Custom: Ctrl + T
+
String: Character 189
Custom: Ctrl + U
+
String: Character 188
Custom: Ctrl + V
+
String: Character 187
Custom: Ctrl + G
+
String: Character 186
Custom: Ctrl + H
+
String: Character 185
Custom: Ctrl + I
+
String: Character 184
Custom: Ctrl + J
+
String: Character 183
Custom: Ctrl + K
+
String: Character 182
Custom: Ctrl + L
+
Custom: Ctrl + B
Custom: Ctrl + M
+
Custom: Ctrl + A
Custom: Ctrl + N
+
Custom: Shift + Z
 
Custom: Shift + Y
 
Custom: Shift + Y
Custom: Shift + Z
+
Custom: Shift + X
Custom: Ctrl + A
+
Custom: Shift + W
Custom: Ctrl + B
+
Custom: Shift + V
Custom: Ctrl + C
+
Custom: Shift + U
Custom: Ctrl + D
+
Custom: Shift + T
Custom: Ctrl + E
+
Custom: Shift + S
Custom: Ctrl + F
+
Custom: Shift + R
 
Custom: Shift + Q
 
Custom: Shift + Q
Custom: Shift + R
+
Custom: Shift + P
Custom: Shift + S
+
Custom: Shift + O
Custom: Shift + T
+
Custom: Shift + N
Custom: Shift + U
+
Custom: Shift + M
Custom: Shift + V
+
Custom: Shift + L
Custom: Shift + W
+
Custom: Shift + K
Custom: Shift + X
+
Custom: Shift + J
 
Custom: Shift + I
 
Custom: Shift + I
Custom: Shift + J
+
Custom: Shift + H
Custom: Shift + K
+
Custom: Shift + G
Custom: Shift + L
+
Custom: Shift + F
Custom: Shift + M
+
Custom: Shift + E
Custom: Shift + N
+
Custom: Shift + D
Custom: Shift + O
+
Custom: Shift + C
Custom: Shift + P
+
Custom: Shift + B
 
Custom: Shift + A
 
Custom: Shift + A
Custom: Shift + B
+
Custom: Z
Custom: Shift + C
+
Custom: Y
Custom: Shift + D
+
Custom: X
Custom: Shift + E
+
Custom: W
Custom: Shift + F
+
Custom: V
Custom: Shift + G
+
Custom: U
Custom: Shift + H
+
Custom: T
 
Custom: S
 
Custom: S
Custom: T
+
Custom: R
Custom: U
+
Custom: Q
Custom: V
+
Custom: P
Custom: W
+
Custom: O
Custom: X
+
Custom: N
Custom: Y
+
Custom: M
Custom: Z
+
Custom: L
Rightbracket
+
Custom: K
Underscore
+
Custom: J
Backquote
+
Custom: I
Semicolon
+
Custom: H
Equals
+
Custom: G
Greater
+
Custom: F
Question
+
Custom: E
Leftbracket
+
Custom: D
Backslash
+
Custom: C
Period
+
Custom: B
Dollar
+
Custom: A
Ampersand
+
String: Character 255
Leftparen
+
String: Character 254
Rightparen
+
String: Character 253
Asterisk
+
String: Character 252
 +
String: Character 251
 +
String: Character 250
 +
String: Character 249
 +
String: Character 248
 +
String: Character 247
 +
String: Character 246
 +
Custom: Delete
 +
Custom: Insert
 +
Custom: PgDn
 +
Custom: PgUp
 +
Custom: End
 +
Custom: Home
 +
Custom: Tab
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Custom: Right
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Custom: Left
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Custom: Down
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Custom: Up
 
Command repeat prefix-key
 
Command repeat prefix-key
Backspace
+
Decrease FPS limit
Exclaim
+
Increase FPS limit
Quotedbl
+
Custom: Alt + Z
 +
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Custom: Alt + W
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Custom: Alt + V
 
Custom: Alt + U
 
Custom: Alt + U
Custom: Alt + V
+
Custom: Alt + T
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+
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+
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+
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+
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Increase FPS limit
+
Custom: Alt + O
Decrease FPS limit
+
Custom: Alt + N
 
Custom: Alt + M
 
Custom: Alt + M
Custom: Alt + N
+
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+
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+
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+
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Custom: Alt + G
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Custom: Alt + F
 
Custom: Alt + E
 
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+
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+
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+
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+
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+
Custom: Ctrl + X
Sysreq
+
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Numlock
+
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+
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Scrollock
+
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Rshift
+
Custom: Ctrl + S
Lshift
+
Custom: Ctrl + R
 +
Custom: Ctrl + Q
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Custom: Ctrl + P
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Custom: Ctrl + O
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Custom: Ctrl + N
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Custom: Ctrl + M
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Custom: Ctrl + L
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Custom: Ctrl + K
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Custom: Ctrl + J
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Custom: Ctrl + I
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Custom: Ctrl + H
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Custom: Ctrl + G
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Custom: Ctrl + F
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Custom: Ctrl + E
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Custom: Ctrl + D
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Custom: Ctrl + C
 +
Plus
 +
Asterisk
 +
Rightparen
 +
Leftparen
 +
Quote
 +
Ampersand
 +
Dollar
 +
Hash
 +
Quotedbl
 +
Exclaim
 +
ESC
 +
Enter
 +
Backspace
 +
Custom: Alt + 9
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Custom: Alt + 8
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Custom: Alt + 7
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Custom: Alt + 6
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Custom: Alt + 5
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Custom: Alt + 4
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Custom: Alt + 3
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Custom: Alt + 2
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Custom: Alt + 1
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Custom: Alt + 0
 +
Custom: Ctrl + Shift + Right
 +
Custom: Ctrl + Shift + Left
 +
Custom: Ctrl + Shift + Down
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Custom: Ctrl + Shift + Up
 +
Custom: Ctrl + 9
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Custom: Ctrl + 8
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Custom: Ctrl + 7
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Custom: Ctrl + 6
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Custom: Ctrl + 5
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Custom: Ctrl + 4
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Custom: Ctrl + 3
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Custom: Ctrl + 2
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Custom: Ctrl + 1
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Custom: Ctrl + 0
 +
Custom: Ctrl + /
 +
Custom: Ctrl + Delete
 +
Custom: Ctrl + Insert
 +
Custom: Ctrl + PgDn
 +
Custom: Ctrl + PgUp
 +
Custom: Ctrl + End
 +
Custom: Ctrl + Home
 +
Custom: Ctrl + Tab
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Custom: Ctrl + Right
 +
Custom: Ctrl + Left
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Custom: Ctrl + Down
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Custom: Ctrl + Up
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Custom: Ctrl + Backspace
 +
Custom: Ctrl + Enter
 +
Custom: Shift + Delete
 +
Custom: Shift + Insert
 +
Custom: Shift + PgDn
 +
Custom: Shift + PgUp
 +
Custom: Shift + End
 +
Custom: Shift + Home
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Custom: Shift + Tab
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Custom: Shift + Right
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Custom: Shift + Left
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Custom: Shift + Up
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Custom: Shift + Backspace
 +
Custom: Shift + Enter
 +
F13
 +
F12
 +
F11
 +
F10
 +
Page Down
 
Page Up
 
Page Up
Page Down
+
End
 +
Insert
 +
Left
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Right
 +
Down
 +
Numpad Equals
 
Numpad Enter
 
Numpad Enter
Numpad Equals
+
Numpad Minus
Insert
+
Numpad Plus
 +
Numpad Multiply
 +
Numpad Divide
 +
Numpad Period
 +
Numpad 9
 +
Numpad 8
 
Numpad 7
 
Numpad 7
Numpad 8
+
Numpad 6
Numpad 9
+
Numpad 5
Numpad Period
+
Numpad 4
Numpad Divide
+
Numpad 3
Numpad Multiply
+
Numpad 2
Numpad Plus
+
Numpad 1
Numpad Minus
 
 
Numpad 0
 
Numpad 0
Numpad 1
+
Backquote
Numpad 2
+
Underscore
Numpad 3
+
Caret
Numpad 4
+
Rightbracket
Numpad 5
+
Backslash
Numpad 6
+
Leftbracket
 +
Question
 +
Greater
 +
Equals
 +
Less
 +
Semicolon
 +
Colon
 +
Slash
 +
Period
 +
Minus
 +
Comma
 +
Menu
 +
Sysreq
 +
Print
 +
Help
 +
Mode
 +
Lgui
 +
Rgui
 +
Lalt
 +
Ralt
 +
Lctrl
 +
Rctrl
 +
Lshift
 +
Rshift
 +
Scrollock
 +
Capslock
 +
Numlock
 +
F15
 +
F14
 
No macros!
 
No macros!
#NAAM?
+
`z-A
[TRANSLATION:
+
@Iq@
#NAAM?
+
`z-A
#NAAM?
+
@Iq@
SELECT_WORD
+
NAME_ENTITY_MERCHANT_COMPANY
CUT_WORD
+
NAME_SIEGE
CUT_TRANSLATION
+
NAME_BATTLE
CUT_SYMBOL
 
Unrecognized word token:
 
*** Error(s) finalizing the symbol
 
Impoverished Word Selector
 
*** Error(s) finalizing the translation
 
[OBJECT:LANGUAGE]
 
language_layer
 
[SYMBOL:
 
[WORD:
 
NAME_ROAD
 
NAME_BUILDING_HOSPITAL
 
NAME_TUNNEL
 
NAME_BRIDGE
 
NAME_BUILDING_KEEP
 
NAME_WALL
 
NAME_FESTIVAL
 
NAME_BUILDING_TOMB
 
 
NAME_WAR
 
NAME_WAR
 
NAME_CONTINENT
 
NAME_CONTINENT
NAME_SIEGE
+
NAME_ISLAND
NAME_BATTLE
+
NAME_ISLAND_SMALL
NAME_COMMON_RELIGION
+
NAME_PEAK
NAME_ENTITY_MERCHANT_COMPANY
+
NAME_REGION
NAME_BUILDING_LIBRARY
+
NAME_HILLS
NAME_BUILDING_TEMPLE
+
NAME_GRASSLAND
 
NAME_TUNDRA
 
NAME_TUNDRA
 
NAME_GLACIER
 
NAME_GLACIER
NAME_HILLS
+
NAME_DESERT
NAME_GRASSLAND
+
HOLY
NAME_PEAK
 
NAME_REGION
 
NAME_ISLAND
 
NAME_ISLAND_SMALL
 
 
NAME_SWAMP
 
NAME_SWAMP
NAME_DESERT
 
 
Unrecognized Translation Token:  
 
Unrecognized Translation Token:  
 
T_WORD
 
T_WORD
 +
Unrecognized Symbol Token:
 +
S_WORD
 +
Unrecognized Word Token:
 +
STANDARD_VERB
 +
THE_COMPOUND_PREFIX
 +
FRONT_COMPOUND_PREFIX
 
REAR_COMPOUND_ADJ
 
REAR_COMPOUND_ADJ
 
FRONT_COMPOUND_ADJ
 
FRONT_COMPOUND_ADJ
THE_COMPOUND_PREFIX
+
REAR_COMPOUND_NOUN_PLUR
FRONT_COMPOUND_PREFIX
+
REAR_COMPOUND_NOUN_SING
Unrecognized Word Token:
+
FRONT_COMPOUND_NOUN_PLUR
STANDARD_VERB
+
FRONT_COMPOUND_NOUN_SING
Unrecognized Symbol Token:
+
OF_NOUN_PLUR
S_WORD
+
OF_NOUN_SING
 
THE_COMPOUND_ADJ
 
THE_COMPOUND_ADJ
 
THE_COMPOUND_NOUN_PLUR
 
THE_COMPOUND_NOUN_PLUR
OF_NOUN_PLUR
+
THE_COMPOUND_NOUN_SING
OF_NOUN_SING
+
THE_NOUN_PLUR
FRONT_COMPOUND_NOUN_PLUR
 
FRONT_COMPOUND_NOUN_SING
 
REAR_COMPOUND_NOUN_PLUR
 
REAR_COMPOUND_NOUN_SING
 
SYMBOL
 
SELECT_TRANSLATION
 
 
THE_NOUN_SING
 
THE_NOUN_SING
 
ADJ_DIST
 
ADJ_DIST
THE_COMPOUND_NOUN_SING
+
VERB
THE_NOUN_PLUR
+
NOUN
completed
+
SYMBOL
 +
SELECT_TRANSLATION
 +
CUT_TRANSLATION
 +
CUT_SYMBOL
 +
SELECT_WORD
 +
CUT_WORD
 +
--- Logging Translation
 +
--- Logging Symbol
 +
--- Logging Word
 +
[TRANSLATION:
 +
[SYMBOL:
 +
[WORD:
 +
[OBJECT:LANGUAGE]
 +
language_layer
 +
Impoverished Word Selector
 +
*** Error(s) finalizing the translation
 +
Unrecognized word token:
 +
*** Error(s) finalizing the symbol
 +
NAME_FESTIVAL
 +
NAME_BUILDING_TOMB
 +
NAME_BUILDING_KEEP
 +
NAME_WALL
 +
NAME_TUNNEL
 +
NAME_BRIDGE
 +
NAME_ROAD
 +
NAME_BUILDING_HOSPITAL
 +
NAME_BUILDING_LIBRARY
 +
NAME_BUILDING_TEMPLE
 +
NAME_COMMON_RELIGION
 
Historical events  
 
Historical events  
Historical figures
+
Initialization complete...
Check for culled historical figures
+
Sorting
Structures completed
+
the sacrifice of
Artifacts completed
+
the giving of  
Explore the history of  
+
candles
event sort
+
costumes
 
incense burning
 
incense burning
 
acrobats
 
acrobats
candles
+
the scattering of
costumes
+
flowers
the sacrifice of  
+
the carrying of  
the giving of
+
images
Initialization complete...
+
banners
Sorting
+
an order of precedence
 
criers in front
 
criers in front
 
a moving performance stage
 
a moving performance stage
banners
+
storytelling
an order of precedence
+
a telling of the story of  
the carrying of
 
images
 
the scattering of  
 
flowers
 
 
mounted  
 
mounted  
 
The event featured  
 
The event featured  
storytelling
+
centered around
a telling of the story of
+
A holy period dedicated to
 +
A fair occurred in
 +
occurred in
 
A festival commemorating  
 
A festival commemorating  
 
Defender was victorious.
 
Defender was victorious.
A fair occurred in
+
Attacker was victorious.
occurred in
+
Attacker was uncontested.
centered around
+
D:
A holy period dedicated to
+
, no losses
A performance of
+
, one loss
  divine aspect of
+
  losses
 
, all lost
 
, all lost
 
, lost
 
, lost
, one loss
+
creature
  losses
+
  unknown
, no losses
+
The causes of the conflict are debated by scholars and very little is truly known.
Attacker was victorious.
+
natural aversion to the adversary's inherent association with
Attacker was uncontested.
+
natural aversion to the adversary's worship of
 
  religious opposition to the adversary's inherent association with  
 
  religious opposition to the adversary's inherent association with  
 
  religious opposition to the adversary's worship of  
 
  religious opposition to the adversary's worship of  
  natural aversion to the adversary's inherent association with
+
  disgust with the adversary's godlessness
  natural aversion to the adversary's worship of  
+
  a family matter
The causes of the conflict are debated by scholars and very little is truly known.
+
The most significant cause of the conflict was
  creature
+
One of the most significant causes of the conflict was
unknown
+
  was waged by
 +
began.
 
occurred.
 
occurred.
 
ended.
 
ended.
was waged by
+
[LPAGE:HEC:
began.
+
Part of  
The most significant cause of the conflict was
+
Legends
One of the most significant causes of the conflict was
+
Unnamed Underworld area
disgust with the adversary's godlessness
 
a family matter
 
event
 
 
Unnamed magma sea area
 
Unnamed magma sea area
 
Unnamed underground area
 
Unnamed underground area
Legends
+
event
Unnamed Underworld area
+
Catacombs
[LPAGE:HEC:
+
Sewers
Part of
 
Mead hall
 
Guildhall
 
Dark tower
 
 
Market
 
Market
 
Underworld spire
 
Underworld spire
Catacombs
+
Dark tower
Sewers
+
Keep
Structures
+
Mead hall
 +
Counting house
 +
, force
 +
Unnamed
 +
Underground regions
 
Historical maps
 
Historical maps
 
Chronicles by age
 
Chronicles by age
Unnamed
+
Structures
Underground regions
+
Art
Counting house
+
Civilizations and other entities
, force
+
Codices, scrolls, etc.
 +
Historical figures
 +
Select a category below to begin.
 
Export XML
 
Export XML
 
Exporting!
 
Exporting!
Historical figures
+
Explore the history of
Select a category below to begin.
+
event sort
Codices, scrolls, etc.
+
Structures completed
Civilizations and other entities
+
Artifacts completed
Regions
+
Historical figures  
 +
Check for culled historical figures
 +
completed
 +
dark tower
 +
library
 +
temple
 +
keep
 
mead hall
 
mead hall
 
guildhall
 
guildhall
temple
+
hospital
dark tower
+
counting house
library
+
Unknown group
market
+
Unknown underground area
underworld spire
+
Unknown region
 +
Unknown book
 
Unknown artifact
 
Unknown artifact
 
Unknown site
 
Unknown site
Unknown region
+
Unknown artwork
Unknown book
+
the world.
Unknown group
+
no civilized peoples existed in
Unknown underground area
+
only simple creatures inhabited
hospital
 
counting house
 
again
 
 
fantastic creatures were but mere stories told by travelers.
 
fantastic creatures were but mere stories told by travelers.
 
  crumbled completely.
 
  crumbled completely.
no civilized peoples existed in
+
again
only simple creatures inhabited
+
yet
Unknown artwork
+
was a time after civilization had
  the world.
+
various civilized races peopled the world.
 +
powers fought their final battles.
 +
ancient
 +
the last of the
 +
  ruled the world.
 
fantastic creatures were few and far between, and some even doubted their existence.
 
fantastic creatures were few and far between, and some even doubted their existence.
 
fantastic creatures no longer lived in great numbers.
 
fantastic creatures no longer lived in great numbers.
the last of the  
+
there were still great powers in the world
ruled the world.
+
great powers had returned to the world
powers fought their final battles.
+
the powers of the world were fading
ancient
+
held sway.
was a time after civilization had
+
still
various civilized races peopled the world.
+
living gods and mighty beasts
 
  was the only great power in the world.
 
  was the only great power in the world.
 
again  
 
again  
still
+
yet
living gods and mighty beasts
+
was a time when
the powers of the world were fading
+
were the only great powers in the world.
held sway.
+
was a time when the  
there were still great powers in the world
+
attack
great powers had returned to the world
+
A fearsome
 
A ceremony occurred in  
 
A ceremony occurred in  
 
A procession occurred in  
 
A procession occurred in  
attack
+
A competition
A fearsome
+
A gladiatory competition
were the only great powers in the world.
+
A wrestling competition
was a time when the
+
A flying race
was a time when
+
A foot race
 +
A poetry competition
 
A music competition
 
A music competition
 
A dance competition
 
A dance competition
A foot race
+
A competition involving
A poetry competition
+
A performance
A wrestling competition
+
A story recital
A flying race
+
The story of
A competition
+
A poetry recital
A gladiatory competition
+
A recital of
 
A concert
 
A concert
 
A dance
 
A dance
A poetry recital
+
A performance of
A recital of  
+
divine aspect of  
A story recital
+
Unknown structure
The story of
+
tower
A competition involving
+
catacombs
A performance
 
 
sewers
 
sewers
 
dungeon
 
dungeon
catacombs
+
market
Unknown structure
+
underworld spire
Machine node out of bounds on split
+
`z-A
 +
@Iq@
 
Unreachable machine node on split
 
Unreachable machine node on split
 
Failed to find machine node frontier on split
 
Failed to find machine node frontier on split
 +
Machine node out of bounds on split
 +
LPAGE
 +
EPOP
 +
ERA
 +
HEC
 
/LPAGE
 
/LPAGE
STRUCTURAL_PLANT_MAT
+
VAR
SEED_MAT
+
KEY
LIQUID_MISC_CREATURE
+
`;!@
LIQUID_MISC_OTHER
+
`>!@
CARTILAGE
+
V!@
FEATHER
+
P<!@
STOCKPILE_PLANT_GROWTH
+
0xJ@
 +
=!@
 +
p8!@
 +
[!@
 +
9!@
 +
MOON_PHASE
 +
Unrecognized Material Template Token:
 +
*** Error(s) finalizing the material template
 +
Unrecognized Color Token in Material Template:
 +
IMPLIES_ANIMAL_KILL
 +
ALCOHOL_PLANT
 +
ALCOHOL_CREATURE
 +
CHEESE_PLANT
 +
CHEESE_CREATURE
 +
POWDER_MISC_PLANT
 
POWDER_MISC_CREATURE
 
POWDER_MISC_CREATURE
 
STOCKPILE_GLOB
 
STOCKPILE_GLOB
CHEESE_CREATURE
+
STOCKPILE_GLOB_SOLID
POWDER_MISC_PLANT
+
STOCKPILE_GLOB_PASTE
 
STOCKPILE_GLOB_PRESSED
 
STOCKPILE_GLOB_PRESSED
 
LIQUID_MISC_PLANT
 
LIQUID_MISC_PLANT
STOCKPILE_GLOB_SOLID
+
LIQUID_MISC_CREATURE
STOCKPILE_GLOB_PASTE
+
LIQUID_MISC_OTHER
*** Error(s) finalizing the material template
+
STRUCTURAL_PLANT_MAT
Unrecognized Color Token in Material Template:
+
SEED_MAT
Unrecognized Material Template Token:
+
STOCKPILE_PLANT_GROWTH
ALCOHOL_CREATURE
+
BONE
CHEESE_PLANT
+
CARTILAGE
IMPLIES_ANIMAL_KILL
 
ALCOHOL_PLANT
 
MOON_PHASE
 
POWDER_DYE
 
BUILD_COLOR
 
 
TILE_COLOR
 
TILE_COLOR
ITEM_SYMBOL
+
BASIC_COLOR
DISPLAY_COLOR
+
STATE_COLOR
ITEMS_QUERN
+
STATE_NAME
STONE_NAME
+
STATE_NAME_ADJ
ITEMS_DELICATE
+
STATE_ADJ
ITEMS_SIEGE_ENGINE
+
ABSORPTION
TEMP_DIET_INFO
+
IMPACT_YIELD
IS_GEM
+
IMPACT_FRACTURE
OVERWRITE_SOLID
+
IMPACT_ELASTICITY
ITEMS_WEAPON
+
IMPACT_STRAIN_AT_YIELD
ITEMS_WEAPON_RANGED
+
COMPRESSIVE_YIELD
IS_GLASS
+
COMPRESSIVE_FRACTURE
CRYSTAL_GLASSABLE
+
COMPRESSIVE_ELASTICITY
ITEMS_DIGGER
+
COMPRESSIVE_STRAIN_AT_YIELD
ITEMS_ARMOR
+
TENSILE_YIELD
ITEMS_ANVIL
+
TENSILE_FRACTURE
ITEMS_AMMO
+
TENSILE_ELASTICITY
IS_CERAMIC
+
TENSILE_STRAIN_AT_YIELD
UNDIGGABLE
+
TORSION_YIELD
ITEMS_HARD
+
TORSION_FRACTURE
IS_STONE
+
TORSION_ELASTICITY
STOCKPILE_THREAD_METAL
+
TORSION_STRAIN_AT_YIELD
IS_METAL
+
SHEAR_YIELD
DISPLAY_UNGLAZED
+
SHEAR_FRACTURE
NO_STONE_STOCKPILE
+
SHEAR_ELASTICITY
ITEMS_METAL
+
SHEAR_STRAIN_AT_YIELD
EDIBLE_COOKED
+
BENDING_YIELD
DO_NOT_CLEAN_GLOB
+
BENDING_FRACTURE
ITEMS_LEATHER
+
BENDING_ELASTICITY
ITEMS_SOFT
+
BENDING_STRAIN_AT_YIELD
ITEMS_BARRED
+
MAX_EDGE
ITEMS_SCALED
+
MATERIAL_VALUE
 +
SPEC_HEAT
 +
HEATDAM_POINT
 +
COLDDAM_POINT
 +
IGNITE_POINT
 +
MELTING_POINT
 +
BOILING_POINT
 +
MAT_FIXED_TEMP
 +
IF_EXISTS_SET_HEATDAM_POINT
 +
IF_EXISTS_SET_COLDDAM_POINT
 +
IF_EXISTS_SET_IGNITE_POINT
 +
IF_EXISTS_SET_MELTING_POINT
 +
IF_EXISTS_SET_BOILING_POINT
 +
IF_EXISTS_SET_MAT_FIXED_TEMP
 +
SOLID_DENSITY
 +
LIQUID_DENSITY
 +
MOLAR_MASS
 +
EXTRACT_STORAGE
 +
BUTCHER_SPECIAL
 +
MEAT_CATEGORY
 +
MEAT_NAME
 +
BLOCK_NAME
 +
MATERIAL_REACTION_PRODUCT
 +
ITEM_REACTION_PRODUCT
 +
HARDENS_WITH_WATER
 +
SOAP_LEVEL
 +
MULTIPLY_VALUE
 +
magma
 +
boiling magma
 +
RED
 +
amber
 +
ground amber
 +
FEATHER
 +
NERVOUS_TISSUE
 +
HOOF
 +
CHITIN
 +
ANTLER
 +
THREAD_PLANT
 +
TOOTH
 +
HORN
 +
SHELL
 +
SILK
 +
GENERATES_MIASMA
 +
ROTS
 +
BLOOD_MAP_DESCRIPTOR
 +
ICHOR_MAP_DESCRIPTOR
 +
GOO_MAP_DESCRIPTOR
 +
SLIME_MAP_DESCRIPTOR
 +
PUS_MAP_DESCRIPTOR
 +
SWEAT_MAP_DESCRIPTOR
 +
TEARS_MAP_DESCRIPTOR
 
SPIT_MAP_DESCRIPTOR
 
SPIT_MAP_DESCRIPTOR
 
EVAPORATES
 
EVAPORATES
SWEAT_MAP_DESCRIPTOR
+
ENTERS_BLOOD
TEARS_MAP_DESCRIPTOR
+
ALCOHOL
 
EDIBLE_VERMIN
 
EDIBLE_VERMIN
 
EDIBLE_RAW
 
EDIBLE_RAW
ENTERS_BLOOD
+
EDIBLE_COOKED
ALCOHOL
+
DO_NOT_CLEAN_GLOB
BLOOD_MAP_DESCRIPTOR
+
NO_STONE_STOCKPILE
GENERATES_MIASMA
+
ITEMS_METAL
SLIME_MAP_DESCRIPTOR
+
ITEMS_BARRED
PUS_MAP_DESCRIPTOR
+
ITEMS_SCALED
ICHOR_MAP_DESCRIPTOR
+
ITEMS_LEATHER
GOO_MAP_DESCRIPTOR
+
ITEMS_SOFT
CHITIN
+
ITEMS_HARD
ANTLER
+
IS_STONE
NERVOUS_TISSUE
+
IS_CERAMIC
THREAD_PLANT
+
UNDIGGABLE
boiling magma
+
DISPLAY_UNGLAZED
SOAP_LEVEL
+
YARN
MULTIPLY_VALUE
+
STOCKPILE_THREAD_METAL
ground amber
+
IS_METAL
MEAT_CATEGORY
+
IS_GLASS
MEAT_NAME
+
CRYSTAL_GLASSABLE
EXTRACT_STORAGE
+
ITEMS_WEAPON
BUTCHER_SPECIAL
+
ITEMS_WEAPON_RANGED
ITEM_REACTION_PRODUCT
+
ITEMS_ANVIL
HARDENS_WITH_WATER
+
ITEMS_AMMO
BLOCK_NAME
+
ITEMS_DIGGER
MATERIAL_REACTION_PRODUCT
+
ITEMS_ARMOR
IF_EXISTS_SET_MELTING_POINT
+
ITEMS_DELICATE
IF_EXISTS_SET_BOILING_POINT
+
ITEMS_SIEGE_ENGINE
IF_EXISTS_SET_COLDDAM_POINT
+
ITEMS_QUERN
IF_EXISTS_SET_IGNITE_POINT
+
STONE_NAME
LIQUID_DENSITY
+
IS_GEM
MOLAR_MASS
+
OVERWRITE_SOLID
IF_EXISTS_SET_MAT_FIXED_TEMP
+
TEMP_DIET_INFO
SOLID_DENSITY
+
SLIME
COLDDAM_POINT
+
ICHOR
IGNITE_POINT
+
GOO
SPEC_HEAT
+
FILTH
HEATDAM_POINT
+
POWDER_DYE
MAT_FIXED_TEMP
+
ITEM_SYMBOL
IF_EXISTS_SET_HEATDAM_POINT
+
DISPLAY_COLOR
MELTING_POINT
+
BUILD_COLOR
BOILING_POINT
+
pressed grime
BENDING_YIELD
+
CREATURE_1
BENDING_FRACTURE
+
unknown frozen creature substance
SHEAR_ELASTICITY
+
unknown frozen creature powder
SHEAR_STRAIN_AT_YIELD
+
unknown creature paste
MAX_EDGE
+
unknown pressed frozen creature substance
MATERIAL_VALUE
+
unknown creature substance
BENDING_ELASTICITY
+
unknown boiling creature substance
BENDING_STRAIN_AT_YIELD
+
PLANT_1
TORSION_YIELD
+
unknown frozen plant substance
TORSION_FRACTURE
+
unknown frozen plant powder
TENSILE_ELASTICITY
+
unknown frozen plant paste
TENSILE_STRAIN_AT_YIELD
+
unknown pressed frozen plant substance
SHEAR_YIELD
+
unknown plant substance
SHEAR_FRACTURE
+
unknown boiling plant substance
TORSION_ELASTICITY
+
SYNDROME
TORSION_STRAIN_AT_YIELD
+
SYN_NAME
COMPRESSIVE_YIELD
+
SYN_AFFECTED_CLASS
COMPRESSIVE_FRACTURE
+
SYN_IMMUNE_CLASS
IMPACT_ELASTICITY
+
SYN_AFFECTED_CREATURE
IMPACT_STRAIN_AT_YIELD
+
SYN_CLASS
TENSILE_YIELD
+
SYN_IDENTIFIER
TENSILE_FRACTURE
+
SYN_IMMUNE_CREATURE
COMPRESSIVE_ELASTICITY
+
SYN_CONCENTRATION_ADDED
COMPRESSIVE_STRAIN_AT_YIELD
+
CE_REDUCE_PAIN
STATE_NAME
+
SEV
STATE_NAME_ADJ
+
:BP missing body part group token
BASIC_COLOR
+
:BP missing body part token
STATE_COLOR
+
:BP missing tissue token
IMPACT_YIELD
+
Unrecognized CE_REDUCE_PAIN token:
IMPACT_FRACTURE
+
CE_PAIN
STATE_ADJ
+
Unrecognized CE_PAIN token:
ABSORPTION
+
CE_REDUCE_SWELLING
pressed filth
+
Unrecognized CE_REDUCE_SWELLING token:
frozen filth
+
CE_CURE_INFECTION
boiling salt
+
Unrecognized CE_CURE_INFECTION token:
boiling filth
+
CE_SWELLING
YELLOW
+
Unrecognized CE_SWELLING token:
frozen filth powder
+
CE_HEAL_NERVES
filth slush
+
Unrecognized CE_HEAL_NERVES token:
pressed dirt
+
CE_STOP_BLEEDING
boiling lye
+
Unrecognized CE_STOP_BLEEDING token:
pressed vomit
+
CE_OOZING
molten salt
+
Unrecognized CE_OOZING token:
pearlash paste
+
CE_BRUISING
pressed pearlash
+
Unrecognized CE_BRUISING token:
ASH_GLAZE
+
CE_CLOSE_OPEN_WOUNDS
pearlash
+
Unrecognized CE_CLOSE_OPEN_WOUNDS token:
lye slush
+
CE_HEAL_TISSUES
frozen lye
+
Unrecognized CE_HEAL_TISSUES token:
frozen lye powder
+
CE_REGROW_PARTS
potash
+
Unrecognized CE_REGROW_PARTS token:
potash slush
+
CE_BLISTERS
pressed coal
+
Unrecognized CE_BLISTERS token:
ash paste
+
CE_NUMBNESS
pressed ash
+
Unrecognized CE_NUMBNESS token:
pressed potash
+
CE_REDUCE_PARALYSIS
molten crystal glass
+
Unrecognized CE_REDUCE_PARALYSIS token:
boiling crystal glass
+
CE_PARALYSIS
coal powder
+
Unrecognized CE_PARALYSIS token:
coal slush
+
CE_REDUCE_FEVER
molten clear glass
+
Unrecognized CE_REDUCE_FEVER token:
boiling clear glass
+
CE_FEVER
clear glass paste
+
Unrecognized CE_FEVER token:
pressed clear glass
+
amber paste
crystal glass paste
+
pressed amber
pressed crystal glass
+
coral
crystal glass
+
ground coral
ground crystal glass
+
coral paste
 +
pressed coral
 +
WHITE
 +
green glass
 +
ground green glass
 +
green glass paste
 
pressed green glass
 
pressed green glass
 
molten green glass
 
molten green glass
ground green glass
+
boiling green glass
green glass paste
+
DARK_GREEN
 
clear glass
 
clear glass
 
ground clear glass
 
ground clear glass
boiling green glass
+
clear glass paste
DARK_GREEN
+
pressed clear glass
ground coral
+
molten clear glass
amber paste
+
boiling clear glass
pressed amber
+
crystal glass
green glass
+
ground crystal glass
coral paste
+
crystal glass paste
pressed coral
+
pressed crystal glass
Unrecognized CE_REGROW_PARTS token:
+
molten crystal glass
CE_BLISTERS
+
boiling crystal glass
Unrecognized CE_HEAL_TISSUES token:
+
slush
CE_REGROW_PARTS
+
coal
Unrecognized CE_NUMBNESS token:
+
coal powder
CE_REDUCE_PARALYSIS
+
coal slush
Unrecognized CE_BLISTERS token:
+
pressed coal
CE_NUMBNESS
+
BLACK
Unrecognized CE_OOZING token:
+
potash
CE_BRUISING
+
potash slush
Unrecognized CE_STOP_BLEEDING token:
+
pressed potash
CE_OOZING
+
ash
Unrecognized CE_CLOSE_OPEN_WOUNDS token:
+
ash paste
CE_HEAL_TISSUES
+
pressed ash
Unrecognized CE_BRUISING token:
+
ASH_GLAZE
CE_CLOSE_OPEN_WOUNDS
+
pearlash
Unrecognized CE_CURE_INFECTION token:
+
pearlash paste
CE_SWELLING
+
pressed pearlash
Unrecognized CE_REDUCE_SWELLING token:
+
frozen lye
CE_CURE_INFECTION
+
frozen lye powder
Unrecognized CE_HEAL_NERVES token:
+
lye slush
CE_STOP_BLEEDING
+
lye
Unrecognized CE_SWELLING token:
+
boiling lye
CE_HEAL_NERVES
+
pressed dirt
:BP missing body part token
+
BROWN
:BP missing tissue token
+
pressed vomit
:BP missing body part group token
+
molten salt
Unrecognized CE_PAIN token:
+
boiling salt
CE_REDUCE_SWELLING
+
pressed filth
Unrecognized CE_REDUCE_PAIN token:
+
frozen filth
CE_PAIN
+
frozen filth powder
SYN_AFFECTED_CREATURE
+
filth slush
SYN_CLASS
+
boiling filth
SYN_AFFECTED_CLASS
+
unknown frozen substance
SYN_IMMUNE_CLASS
+
unknown frozen powder
SYN_CONCENTRATION_ADDED
 
CE_REDUCE_PAIN
 
SYN_IDENTIFIER
 
SYN_IMMUNE_CREATURE
 
unknown frozen plant paste
 
unknown pressed frozen plant substance
 
unknown frozen plant substance
 
unknown frozen plant powder
 
SYNDROME
 
SYN_NAME
 
unknown plant substance
 
unknown boiling plant substance
 
unknown frozen creature powder
 
unknown creature paste
 
CREATURE_1
 
unknown frozen creature substance
 
unknown boiling creature substance
 
PLANT_1
 
unknown pressed frozen creature substance
 
unknown creature substance
 
 
unknown slush
 
unknown slush
 
unknown substance
 
unknown substance
unknown frozen substance
+
unknown boiling substance
unknown frozen powder
+
grime
 
grime paste
 
grime paste
pressed grime
+
EMOTION
unknown boiling substance
+
Unrecognized CE_FEEL_EMOTION token:
SPEED_PERC
+
CE_CHANGE_PERSONALITY
SPEED_ADD
+
FACET
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token:  
+
Unrecognized CE_CHANGE_PERSONALITY token:  
CE_SPEED_CHANGE
+
CE_ERRATIC_BEHAVIOR
MAT_TOKEN
+
Unrecognized CE_ERRATIC_BEHAVIOR token:  
Unrecognized CE_BODY_MAT_INTERACTION token:  
+
CE_SKILL_ROLL_ADJUST
Unrecognized CE_SPEED_CHANGE token:  
+
PERC
CE_BODY_MAT_INTERACTION
+
PERC_ON
CE_BP_APPEARANCE_MODIFIER
+
Unrecognized CE_SKILL_ROLL_ADJUST token:  
RESERVED_WHOLE_PART
+
CDI token precedes any CAN_DO_INTERACTION tag
APPEARANCE_MODIFIER
+
SYNDROME_TAG
Unrecognized CE_BODY_APPEARANCE_MODIFIER token:  
+
CREATURE_FLAG
CE_MATERIAL_FORCE_MULTIPLIER
+
FORBIDDEN_CREATURE_FLAG
MAT_MULT
+
CREATURE_CASTE_FLAG
Unrecognized CE_BP_APPEARANCE_MODIFIER token:  
+
FORBIDDEN_CREATURE_CASTE_FLAG
Unrecognized CE_FLASH_TILE token:
+
HAVE_FAST_EFFORTLESS_GAIT_SPEED
CE_PHYS_ATT_CHANGE
+
ALL_SLOW_EFFORTLESS_GAIT_SPEED
Unrecognized CE_DISPLAY_NAME token:
+
PERIODIC
CE_FLASH_TILE
+
COUNTER_TRIGGER
Unrecognized CE_MENT_ATT_CHANGE token:
+
Unrecognized CE Token:  
CE_BODY_APPEARANCE_MODIFIER
+
ALCOHOLIC
Unrecognized CE_PHYS_ATT_CHANGE token:
+
MILK_COUNTER
CE_MENT_ATT_CHANGE
+
EGG_SPENT
CE_REMOVE_TAG
+
GROUNDED_ANIMAL_ANGER
Unsupported CE remove tag:
+
TIME_SINCE_SUCKED_BLOOD
CE_ADD_TAG
+
DRINKING_BLOOD
Unsupported CE add tag:
+
Unrecognized Counter:  
Unrecognized CE_DISPLAY_TILE token:
+
PROB
CE_DISPLAY_NAME
+
LOCALIZED
CE_DISPLAY_TILE
+
RESISTABLE
CAN_BE_HIDDEN
+
ABRUPT
Unrecognized CE_REDUCE_DIZZINESS token:  
+
ABRUPT_START
CE_DIZZINESS
+
ABRUPT_END
Unrecognized CE_DROWSINESS token:  
+
SIZE_DELAYS
CE_REDUCE_DIZZINESS
+
SIZE_DILUTES
:INTERACTION missing token
+
VASCULAR_ONLY
Unrecognized CE_SPECIAL_ATTACK_INTERACTION token:  
+
MUSCULAR_ONLY
Unrecognized CE_DIZZINESS token:  
+
START
CE_SPECIAL_ATTACK_INTERACTION
+
PEAK
 +
END
 +
DWF_STRETCH
 +
feel less pain.
 +
looks less pained.
 +
less swelling.
 +
no longer infected.
 +
recover
 +
recovers
 +
from nerve damage.
 +
less bleeding.
 +
fewer wounds.
 +
fewer damaged tissues.
 +
body parts regrow!
 +
and more regrow!
 +
regrows!
 +
tissues regrow!
 +
and geldables regrow!
 +
geldables regrow!
 +
less sluggish.
 +
less feverish.
 +
cough
 +
coughs
 +
CE_BLEEDING
 +
Unrecognized CE_BLEEDING token:  
 +
CE_COUGH_BLOOD
 +
Unrecognized CE_COUGH_BLOOD token:  
 +
CE_VOMIT_BLOOD
 +
Unrecognized CE_VOMIT_BLOOD token:  
 +
CE_REDUCE_NAUSEA
 +
Unrecognized CE_REDUCE_NAUSEA token:  
 +
CE_NAUSEA
 +
Unrecognized CE_NAUSEA token:  
 +
CE_UNCONSCIOUSNESS
 
Unrecognized CE_UNCONSCIOUSNESS token:  
 
Unrecognized CE_UNCONSCIOUSNESS token:  
 
CE_NECROSIS
 
CE_NECROSIS
Unrecognized CE_NAUSEA token:  
+
Unrecognized CE_NECROSIS token:  
CE_UNCONSCIOUSNESS
+
CE_IMPAIR_FUNCTION
 
Unrecognized CE_IMPAIR_FUNCTION token:  
 
Unrecognized CE_IMPAIR_FUNCTION token:  
 
CE_DROWSINESS
 
CE_DROWSINESS
Unrecognized CE_NECROSIS token:  
+
Unrecognized CE_DROWSINESS token:  
CE_IMPAIR_FUNCTION
+
CE_REDUCE_DIZZINESS
Unrecognized CE_COUGH_BLOOD token:  
+
Unrecognized CE_REDUCE_DIZZINESS token:  
CE_VOMIT_BLOOD
+
CE_DIZZINESS
Unrecognized CE_BLEEDING token:  
+
Unrecognized CE_DIZZINESS token:  
CE_COUGH_BLOOD
+
CE_SPECIAL_ATTACK_INTERACTION
Unrecognized CE_REDUCE_NAUSEA token:  
+
:INTERACTION missing token
CE_NAUSEA
+
Unrecognized CE_SPECIAL_ATTACK_INTERACTION token:
Unrecognized CE_VOMIT_BLOOD token:  
+
CE_ADD_TAG
CE_REDUCE_NAUSEA
+
Unsupported CE add tag:
Unrecognized CE_PARALYSIS token:  
+
CE_REMOVE_TAG
CE_REDUCE_FEVER
+
Unsupported CE remove tag:
Unrecognized CE_REDUCE_PARALYSIS token:  
+
CE_DISPLAY_TILE
CE_PARALYSIS
+
CAN_BE_HIDDEN
Unrecognized CE_FEVER token:  
+
Unrecognized CE_DISPLAY_TILE token:
CE_BLEEDING
+
CE_DISPLAY_NAME
Unrecognized CE_REDUCE_FEVER token:  
+
Unrecognized CE_DISPLAY_NAME token:  
CE_FEVER
+
CE_FLASH_TILE
 +
Unrecognized CE_FLASH_TILE token:  
 +
CE_PHYS_ATT_CHANGE
 +
Unrecognized CE_PHYS_ATT_CHANGE token:  
 +
CE_MENT_ATT_CHANGE
 +
Unrecognized CE_MENT_ATT_CHANGE token:  
 +
CE_BODY_APPEARANCE_MODIFIER
 +
APPEARANCE_MODIFIER
 +
Unrecognized CE_BODY_APPEARANCE_MODIFIER token:  
 +
CE_BP_APPEARANCE_MODIFIER
 +
RESERVED_WHOLE_PART
 +
Unrecognized CE_BP_APPEARANCE_MODIFIER token:  
 +
CE_MATERIAL_FORCE_MULTIPLIER
 +
MAT_MULT
 +
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token:
 +
CE_SPEED_CHANGE
 +
SPEED_PERC
 +
SPEED_ADD
 +
Unrecognized CE_SPEED_CHANGE token:
 +
CE_BODY_MAT_INTERACTION
 +
MAT_TOKEN
 +
Unrecognized CE_BODY_MAT_INTERACTION token:
 +
CE_SENSE_CREATURE_CLASS
 +
Unrecognized CE_SENSE_CREATURE_CLASS token:
 +
CE_CAN_DO_INTERACTION
 +
Unrecognized CE_CAN_DO_INTERACTION token:
 +
CE_BODY_TRANSFORMATION
 +
Unrecognized CE_BODY_TRANSFORMATION token:
 +
CE_FEEL_EMOTION
 +
up blood.
 +
vomit
 +
blood.
 +
less nauseated.
 +
less dizzy.
 +
: Unrecognized Color Token in Material Template:
 +
CE_MATERIAL_FORCE_MULTIPLIER:
 
Unrecognized Creature/Caste Token in Body Transformation Effect:  
 
Unrecognized Creature/Caste Token in Body Transformation Effect:  
 
Interaction Token not recognized :  
 
Interaction Token not recognized :  
: Unrecognized Color Token in Material Template:
+
DEFAULT_ICON
CE_MATERIAL_FORCE_MULTIPLIER:
 
TOUCHABLE
 
DISTURBER_ONLY
 
 
TARGET
 
TARGET
LINE_OF_SIGHT
+
Unrecognized CDI Target Token:
DWF_STRETCH
+
TARGET_RANGE
  cough
+
LOCATION_HINT
  vomit
+
USAGE_HINT
  blood.
+
ADV_NAME
  coughs
+
MAX_TARGET_NUMBER
  up blood.
+
WAIT_PERIOD
ABRUPT_END
+
VERBAL_SPEECH
SIZE_DELAYS
+
CAN_BE_MUTUAL
ABRUPT
+
VERBAL
ABRUPT_START
+
FREE_ACTION
MUSCULAR_ONLY
+
VERB_REVERSE
SIZE_DILUTES
+
TARGET_VERB
VASCULAR_ONLY
+
BP_REQUIRED
TIME_SINCE_SUCKED_BLOOD
+
--- Logging Inorganic
DRINKING_BLOOD
+
ALL_NAMES
EGG_SPENT
+
TRUNK_PERIOD
GROUNDED_ANIMAL_ANGER
+
HEAVY_BRANCH_DENSITY
LOCALIZED
+
DIRECTED_BRANCH_DENSITY
RESISTABLE
+
BRANCH_DENSITY
Unrecognized Counter:
+
LIGHT_BRANCH_DENSITY
ALL_SLOW_EFFORTLESS_GAIT_SPEED
+
MAX_TRUNK_HEIGHT
PERIODIC
+
HEAVY_BRANCH_RADIUS
FORBIDDEN_CREATURE_CASTE_FLAG
+
DIRECTED_BRANCH_RADIUS
HAVE_FAST_EFFORTLESS_GAIT_SPEED
+
LIGHT_BRANCH_RADIUS
ALCOHOLIC
+
BRANCH_RADIUS
MILK_COUNTER
+
TRUNK_BRANCHING
COUNTER_TRIGGER
+
MAX_TRUNK_DIAMETER
Unrecognized CE Token:  
+
TRUNK_WIDTH_PERIOD
CDI token precedes any CAN_DO_INTERACTION tag
+
CAP_PERIOD
PERC_ON
+
CAP_RADIUS
Unrecognized CE_SKILL_ROLL_ADJUST token:
+
ROOT_DENSITY
FORBIDDEN_CREATURE_FLAG
+
ROOT_RADIUS
CREATURE_CASTE_FLAG
+
STANDARD_TILE_NAMES
SYNDROME_TAG
+
  trunk
CREATURE_FLAG
+
  roots
Unrecognized CE_CHANGE_PERSONALITY token:
+
  branches
Unrecognized CE_FEEL_EMOTION token:
+
  twigs
CE_CHANGE_PERSONALITY
+
  cap
CE_SKILL_ROLL_ADJUST
+
TRUNK_NAME
CE_ERRATIC_BEHAVIOR
+
ROOT_NAME
Unrecognized CE_ERRATIC_BEHAVIOR token:
+
ROOTS_NAME
CE_CAN_DO_INTERACTION
+
BRANCHES_NAME
Unrecognized CE_CAN_DO_INTERACTION token:  
+
LIGHT_BRANCHES_NAME
CE_SENSE_CREATURE_CLASS
+
DIRECTED_BRANCHES_NAME
Unrecognized CE_SENSE_CREATURE_CLASS token:  
+
HEAVY_BRANCHES_NAME
CE_FEEL_EMOTION
+
CAP_NAME
EMOTION
+
TWIGS_NAME
CE_BODY_TRANSFORMATION
+
GRASS
Unrecognized CE_BODY_TRANSFORMATION token:  
+
TREE_TILE
CAN_BE_MUTUAL
+
DEAD_TREE_TILE
VERBAL
+
SAPLING_TILE
WAIT_PERIOD
+
DEAD_SAPLING_TILE
VERBAL_SPEECH
+
TREE_COLOR
TARGET_VERB
+
DEAD_TREE_COLOR
BP_REQUIRED
+
SAPLING_COLOR
FREE_ACTION
+
DEAD_SAPLING_COLOR
VERB_REVERSE
+
SAPLING_DROWN_LEVEL
Unrecognized CDI Target Token:  
+
TREE_DROWN_LEVEL
TARGET_RANGE
+
GROWDUR
SELF_ALLOWED
+
PICKED_TILE
SELF_ONLY
+
DEAD_PICKED_TILE
ADV_NAME
+
GRASS_TILES
MAX_TARGET_NUMBER
+
ALT_PERIOD
LOCATION_HINT
+
ALT_GRASS_TILES
USAGE_HINT
+
GRASS_COLORS
GROWTH_DENSITY
+
TREE_HAS_MUSHROOM_CAP
GROWTH_HAS_SEED
+
SHRUB_TILE
HEAVY_BRANCHES_AND_TRUNK
+
DEAD_SHRUB_TILE
DIRECTED_BRANCHES_AND_TRUNK
+
CLUSTERSIZE
NAME_PLURAL
+
PICKED_COLOR
ALL_NAMES
+
DEAD_PICKED_COLOR
GROWTH_PRINT
+
SHRUB_COLOR
GROWTH_NAME
+
DEAD_SHRUB_COLOR
 +
BASIC_MAT
 +
MILL
 +
SHRUB_DROWN_LEVEL
 +
TWIGS_SIDE_BRANCHES
 +
TWIGS_ABOVE_BRANCHES
 +
CUT_INORGANIC
 +
SELECT_INORGANIC
 +
: Could not locate material template
 +
WAFERS
 +
SPECIAL
 +
DEEP_SPECIAL
 +
DIVINE
 +
MYTHICAL_REMNANT
 +
MYTHICAL_SUBSTANCE
 +
THREAD_METAL
 +
DEEP_SURFACE
 +
AQUIFER
 +
METAMORPHIC
 +
SEDIMENTARY
 +
SOIL
 +
SOIL_OCEAN
 +
SOIL_SAND
 +
SEDIMENTARY_OCEAN_SHALLOW
 +
SEDIMENTARY_OCEAN_DEEP
 +
IGNEOUS_INTRUSIVE
 +
IGNEOUS_EXTRUSIVE
 +
ENVIRONMENT
 +
Missing Stone Environment Token:  
 +
Missing Stone Environment Inclusion Type Token:
 +
Missing Frequency for Stone Environment:  
 +
ALL_STONE
 +
IGNEOUS_ALL
 +
ALLUVIAL
 +
Unrecognized Stone Environment Token:  
 +
ENVIRONMENT_SPEC
 +
Missing Stone Environment Spec Token:
 +
Missing Stone Environment Spec Inclusion Type Token:
 +
Missing Frequency for Stone Environment Spec:
 +
LAVA
 +
Unrecognized Inorganic Material Definition Token:  
 +
GROWTH
 +
SELECT_GROWTH
 +
GROWTH_ITEM
 +
GROWTH_TRUNK_HEIGHT_PERC
 +
GROWTH_TIMING
 +
GROWTH_DROPS_OFF
 +
GROWTH_DROPS_OFF_NO_CLOUD
 +
GROWTH_HOST_TILE
 +
BRANCHES
 +
LIGHT_BRANCHES
 +
HEAVY_BRANCHES
 +
DIRECTED_BRANCHES
 +
CAP
 +
ROOTS
 +
TRUNK
 +
TWIGS
 
ALL_BRANCHES
 
ALL_BRANCHES
 
BRANCHES_AND_TWIGS
 
BRANCHES_AND_TWIGS
 +
LIGHT_BRANCHES_AND_TWIGS
 +
ALL_BRANCHES_AND_TWIGS
 
SAPLING
 
SAPLING
 
ALL_BRANCHES_AND_TRUNK
 
ALL_BRANCHES_AND_TRUNK
LIGHT_BRANCHES_AND_TWIGS
+
HEAVY_BRANCHES_AND_TRUNK
ALL_BRANCHES_AND_TWIGS
+
DIRECTED_BRANCHES_AND_TRUNK
BRANCHES
+
GROWTH_DENSITY
LIGHT_BRANCHES
+
GROWTH_HAS_SEED
GROWTH_DROPS_OFF_NO_CLOUD
+
GROWTH_PRINT
GROWTH_HOST_TILE
+
GROWTH_NAME
HEAVY_BRANCHES
+
NAME_PLURAL
DIRECTED_BRANCHES
+
TWIGS_BELOW_BRANCHES
Unrecognized Inorganic Material Definition Token:
+
TWIGS_SIDE_HEAVY_BRANCHES
GROWTH
+
TWIGS_ABOVE_HEAVY_BRANCHES
Missing Frequency for Stone Environment Spec:
+
TWIGS_BELOW_HEAVY_BRANCHES
GROWTH_TIMING
+
TWIGS_SIDE_TRUNK
GROWTH_DROPS_OFF
+
TWIGS_ABOVE_TRUNK
GROWTH_ITEM
+
TWIGS_BELOW_TRUNK
GROWTH_TRUNK_HEIGHT_PERC
+
SEED
IGNEOUS_ALL
+
EXTRACT_STILL_VIAL
ALLUVIAL
+
EXTRACT_VIAL
Missing Frequency for Stone Environment:
+
EXTRACT_BARREL
ALL_STONE
+
WET
Missing Stone Environment Spec Token:
+
DRY
Missing Stone Environment Spec Inclusion Type Token:
+
Unrecognized Plant Token:  
Unrecognized Stone Environment Token:  
+
--- Logging Plant
ENVIRONMENT_SPEC
+
CUT_PLANT
SEDIMENTARY_OCEAN_DEEP
+
SELECT_PLANT
IGNEOUS_INTRUSIVE
+
: Smelt Ore Not Found, Token -
SOIL_SAND
+
: Thread Metal Ore Not Found, Token -
SEDIMENTARY_OCEAN_SHALLOW
+
: Environment Spec Stone Not Found, Token -
Missing Stone Environment Token:
+
Sharp blades
Missing Stone Environment Inclusion Type Token:
+
Extract
IGNEOUS_EXTRUSIVE
+
  strands
ENVIRONMENT
+
Ore of
DEEP_SURFACE
+
inorganic_generated
AQUIFER
 
DIVINE
 
THREAD_METAL
 
SOIL_OCEAN
 
METAMORPHIC
 
SEDIMENTARY
 
CUT_INORGANIC
 
SELECT_INORGANIC
 
#NAAM?
 
SPECIAL
 
DEEP_SPECIAL
 
: Could not locate material template
 
WAFERS
 
DEAD_SHRUB_COLOR
 
BASIC_MAT
 
DEAD_PICKED_COLOR
 
SHRUB_COLOR
 
TWIGS_SIDE_BRANCHES
 
TWIGS_ABOVE_BRANCHES
 
SHRUB_DROWN_LEVEL
 
GRASS_COLORS
 
TREE_HAS_MUSHROOM_CAP
 
ALT_PERIOD
 
ALT_GRASS_TILES
 
CLUSTERSIZE
 
PICKED_COLOR
 
SHRUB_TILE
 
DEAD_SHRUB_TILE
 
SAPLING_DROWN_LEVEL
 
TREE_DROWN_LEVEL
 
SAPLING_COLOR
 
DEAD_SAPLING_COLOR
 
DEAD_PICKED_TILE
 
GRASS_TILES
 
GROWDUR
 
PICKED_TILE
 
TREE_TILE
 
DEAD_TREE_TILE
 
TWIGS_NAME
 
TREE_COLOR
 
DEAD_TREE_COLOR
 
SAPLING_TILE
 
DEAD_SAPLING_TILE
 
ROOTS_NAME
 
BRANCHES_NAME
 
TRUNK_NAME
 
ROOT_NAME
 
HEAVY_BRANCHES_NAME
 
CAP_NAME
 
LIGHT_BRANCHES_NAME
 
DIRECTED_BRANCHES_NAME
 
trunk
 
roots
 
ROOT_RADIUS
 
STANDARD_TILE_NAMES
 
  twigs
 
branches
 
thick
 
TRUNK_BRANCHING
 
MAX_TRUNK_DIAMETER
 
LIGHT_BRANCH_RADIUS
 
BRANCH_RADIUS
 
CAP_RADIUS
 
ROOT_DENSITY
 
TRUNK_WIDTH_PERIOD
 
CAP_PERIOD
 
DIRECTED_BRANCH_DENSITY
 
BRANCH_DENSITY
 
TRUNK_PERIOD
 
HEAVY_BRANCH_DENSITY
 
HEAVY_BRANCH_RADIUS
 
DIRECTED_BRANCH_RADIUS
 
LIGHT_BRANCH_DENSITY
 
MAX_TRUNK_HEIGHT
 
 
[OBJECT:INORGANIC]
 
[OBJECT:INORGANIC]
 
[INORGANIC:
 
[INORGANIC:
Ore of
 
inorganic_generated
 
[PLANT:
 
 
plant_generated
 
plant_generated
 
[OBJECT:PLANT]
 
[OBJECT:PLANT]
: Thread Metal Ore Not Found, Token -
+
[PLANT:
: Environment Spec Stone Not Found, Token -
+
skipped: identifier cannot start with 'classic'.
SELECT_PLANT
+
skipped: identifier cannot start with 'vanilla'.
: Smelt Ore Not Found, Token -
+
has characters that can't be used in filename.  Loading without these characters.
  strands
+
Mod identifier
Sharp blades
+
DISPLAYED_VERSION
Extract
+
NUMERIC_VERSION
EXTRACT_BARREL
+
EARLIEST_COMPATIBLE_NUMERIC_VERSION must be less than or equal to NUMERIC_VERSION!
EXTRACT_STILL_VIAL
+
EARLIEST_COMPATIBLE_NUMERIC_VERSION
EXTRACT_VIAL
+
REQUIRES_ID
#NAAM?
+
EARLIEST_COMPATIBLE_DISPLAYED_VERSION
CUT_PLANT
+
  has characters that can't be used in filename.
Unrecognized Plant Token:
+
Identifier
TWIGS_ABOVE_HEAVY_BRANCHES
+
REQUIRES_ID_AFTER_ME
TWIGS_BELOW_HEAVY_BRANCHES
+
REQUIRES_ID_BEFORE_ME
TWIGS_BELOW_BRANCHES
+
STEAM_FILE_ID
TWIGS_SIDE_HEAVY_BRANCHES
+
CONFLICTS_WITH_ID
TWIGS_BELOW_TRUNK
+
STEAM_DESCRIPTION
TWIGS_SIDE_TRUNK
+
STEAM_TITLE
TWIGS_ABOVE_TRUNK
+
STEAM_KEY_VALUE_TAG
Failed to find vanilla buildings header.
+
STEAM_TAG
data/vanilla/vanilla_buildings/
+
STEAM_CHANGELOG
data/vanilla/vanilla_buildings/info.txt
+
STEAM_METADATA
Failed to find vanilla items header.
+
Two installed mods have the same id and numeric version:
data/vanilla/vanilla_creatures/info.txt
+
Unrecognized mod info token:
Failed to find vanilla bodies header.
+
).  Using the first encountered:
data/vanilla/vanilla_bodies/
+
Two uninstalled mods have the same id and numeric version:
data/vanilla/vanilla_bodies/info.txt
+
data/vanilla/vanilla_text/
 +
data/vanilla/vanilla_text/info.txt
 +
data/vanilla/vanilla_languages/info.txt
 +
Failed to find vanilla text header.
 +
Failed to find vanilla languages header.
 +
data/vanilla/vanilla_languages/
 +
data/vanilla/vanilla_descriptors/
 +
data/vanilla/vanilla_descriptors/info.txt
 +
data/vanilla/vanilla_materials/info.txt
 +
Failed to find vanilla descriptors header.
 +
Failed to find vanilla materials header.
 +
data/vanilla/vanilla_materials/
 +
data/vanilla/vanilla_environment/
 +
data/vanilla/vanilla_environment/info.txt
 
data/vanilla/vanilla_plants/info.txt
 
data/vanilla/vanilla_plants/info.txt
 
Failed to find vanilla environment header.
 
Failed to find vanilla environment header.
data/vanilla/vanilla_environment/
+
Failed to find vanilla plants header.
data/vanilla/vanilla_environment/info.txt
+
data/vanilla/vanilla_plants/
 
data/vanilla/vanilla_items/
 
data/vanilla/vanilla_items/
 
data/vanilla/vanilla_items/info.txt
 
data/vanilla/vanilla_items/info.txt
Failed to find vanilla plants header.
+
data/vanilla/vanilla_buildings/info.txt
data/vanilla/vanilla_plants/
+
Failed to find vanilla items header.
data/vanilla/vanilla_descriptors/
+
Failed to find vanilla buildings header.
data/vanilla/vanilla_descriptors/info.txt
+
data/vanilla/vanilla_buildings/
Failed to find vanilla languages header.
+
data/vanilla/vanilla_bodies/
data/vanilla/vanilla_languages/
+
data/vanilla/vanilla_bodies/info.txt
Failed to find vanilla materials header.
+
data/vanilla/vanilla_creatures/info.txt
data/vanilla/vanilla_materials/
+
Failed to find vanilla bodies header.
data/vanilla/vanilla_materials/info.txt
+
Failed to find vanilla creatures header.
Failed to find vanilla descriptors header.
+
data/vanilla/vanilla_creatures/
).  Using the first encountered:
+
data/vanilla/vanilla_entities/
Two uninstalled mods have the same id and numeric version:
+
data/vanilla/vanilla_entities/info.txt
Two installed mods have the same id and numeric version:
+
data/vanilla/vanilla_reactions/info.txt
Unrecognized mod info token:
+
Failed to find vanilla entities header.
data/vanilla/vanilla_languages/info.txt
+
Failed to find vanilla reactions header.
Failed to find vanilla text header.
+
data/vanilla/vanilla_reactions/
data/vanilla/vanilla_text/
+
data/vanilla/vanilla_interactions/
data/vanilla/vanilla_text/info.txt
+
data/vanilla/vanilla_interactions/info.txt
STEAM_DESCRIPTION
+
data/vanilla/vanilla_descriptors_graphics/info.txt
STEAM_TITLE
+
Failed to find vanilla interactions header.
STEAM_FILE_ID
+
data/vanilla/vanilla_plants_graphics/info.txt
CONFLICTS_WITH_ID
+
Failed to find vanilla descriptors graphics header.
STEAM_CHANGELOG
+
data/vanilla/vanilla_items_graphics/info.txt
STEAM_METADATA
+
Failed to find vanilla plants graphics header.
STEAM_KEY_VALUE_TAG
+
data/vanilla/vanilla_buildings_graphics/info.txt
STEAM_TAG
+
Failed to find vanilla items graphics header.
REQUIRES_ID
 
EARLIEST_COMPATIBLE_DISPLAYED_VERSION
 
EARLIEST_COMPATIBLE_NUMERIC_VERSION must be less than or equal to NUMERIC_VERSION!
 
EARLIEST_COMPATIBLE_NUMERIC_VERSION
 
REQUIRES_ID_AFTER_ME
 
REQUIRES_ID_BEFORE_ME
 
has characters that can't be used in filename.
 
Identifier
 
skipped: identifier cannot start with 'classic'.
 
skipped: identifier cannot start with 'vanilla'.
 
DISPLAYED_VERSION
 
NUMERIC_VERSION
 
has characters that can't be used in filename.  Loading without these characters.
 
Mod identifier
 
info.txt
 
mods/*.zip
 
mods/*
 
couldn't create directory %s
 
Error allocating memory
 
data/vanilla/vanilla_music/info.txt
 
Failed to find vanilla interface header.
 
data/vanilla/vanilla_interface/
 
data/vanilla/vanilla_interface/info.txt
 
/info.txt
 
data/installed_mods/*
 
Failed to find vanilla music header.
 
data/vanilla/vanilla_music/
 
 
data/vanilla/vanilla_creatures_graphics/info.txt
 
data/vanilla/vanilla_creatures_graphics/info.txt
 
Failed to find vanilla buildings graphics header.
 
Failed to find vanilla buildings graphics header.
data/vanilla/vanilla_buildings_graphics/info.txt
+
data/vanilla/vanilla_interactions_graphics/info.txt
Failed to find vanilla items graphics header.
+
Failed to find vanilla creatures graphics header.
 +
data/vanilla/vanilla_world_map/info.txt
 +
Failed to find vanilla interactions graphics header.
 
Failed to find vanilla world map header.
 
Failed to find vanilla world map header.
 
data/vanilla/vanilla_world_map/
 
data/vanilla/vanilla_world_map/
data/vanilla/vanilla_world_map/info.txt
+
data/vanilla/vanilla_interface/
Failed to find vanilla creatures graphics header.
+
data/vanilla/vanilla_interface/info.txt
data/vanilla/vanilla_descriptors_graphics/info.txt
+
data/vanilla/vanilla_music/info.txt
Failed to find vanilla interactions header.
+
Failed to find vanilla interface header.
data/vanilla/vanilla_interactions/
+
Failed to find vanilla music header.
data/vanilla/vanilla_interactions/info.txt
+
data/vanilla/vanilla_music/
data/vanilla/vanilla_items_graphics/info.txt
+
/info.txt
Failed to find vanilla plants graphics header.
+
data/installed_mods/*
data/vanilla/vanilla_plants_graphics/info.txt
+
mods/
Failed to find vanilla descriptors graphics header.
+
mods/*
data/vanilla/vanilla_entities/
+
info.txt
data/vanilla/vanilla_entities/info.txt
+
mods/*.zip
Failed to find vanilla creatures header.
+
couldn't create directory %s
data/vanilla/vanilla_creatures/
+
Error allocating memory
Failed to find vanilla reactions header.
+
has become entangled in a hidden web!
data/vanilla/vanilla_reactions/
+
path moved off track
data/vanilla/vanilla_reactions/info.txt
+
path not closed, attempting fix
Failed to find vanilla entities header.
+
has claimed a
<invalid goal>
+
path not closed, attempting to follow
 +
Your mason has defaced a
 +
has begun a mysterious construction!
 +
destroyed
 +
Your engraver has carved a track through a
 +
loop path fail:
 +
toppled
 
<invalid start>  
 
<invalid start>  
 
<same square>  
 
<same square>  
  has dyed a masterpiece!
+
  ->
:Station
+
<invalid goal>
 
:Path Goal  
 
:Path Goal  
 
: Id #
 
: Id #
Your mason has defaced a
+
push
has begun a mysterious construction!
+
:Station
  has claimed a
+
  past you, interrupting your action.
path not closed, attempting to follow
+
  pushes
loop path fail:
+
  has cooked a masterpiece!
  toppled
+
  has dyed a masterpiece!
  destroyed
 
Your engraver has carved a track through a  
 
path moved off track
 
path not closed, attempting fix
 
  has become entangled in a hidden web!
 
Insufficient resources were available to use additional parallelism.
 
 
You chop down the  
 
You chop down the  
have been cursed
+
--- Logging Music
has been cursed
 
has cooked a masterpiece!
 
ANOTHER_YEAR_CARD_3
 
ANOTHER_YEAR_CARD_2
 
ANOTHER_YEAR_CARD_1
 
FIRST_YEAR_CARD_4
 
STRIKE_THE_EARTH_CARD_2
 
STRIKE_THE_EARTH_CARD_1
 
ANOTHER_YEAR_CARD_5
 
ANOTHER_YEAR_CARD_4
 
VILE_FORCE_OF_DARKNESS_CARD_4
 
VILE_FORCE_OF_DARKNESS_CARD_3
 
VILE_FORCE_OF_DARKNESS_CARD_2
 
VILE_FORCE_OF_DARKNESS_CARD_1
 
FIRST_YEAR_CARD_3
 
FIRST_YEAR_CARD_2
 
FIRST_YEAR_CARD_1
 
VILE_FORCE_OF_DARKNESS_CARD_5
 
FORGOTTEN_BEAST_CARD_1
 
HILL_DWARF_CARD_5
 
HILL_DWARF_CARD_4
 
HILL_DWARF_CARD_3
 
FORGOTTEN_BEAST_CARD_5
 
FORGOTTEN_BEAST_CARD_4
 
FORGOTTEN_BEAST_CARD_3
 
FORGOTTEN_BEAST_CARD_2
 
EXPANSIVE_CAVERN_CARD_2
 
EXPANSIVE_CAVERN_CARD_1
 
CRAFTSDWARFSHIP
 
WINTER_ENTOMBS_YOU
 
HILL_DWARF_CARD_2
 
HILL_DWARF_CARD_1
 
EXPANSIVE_CAVERN_CARD_4
 
EXPANSIVE_CAVERN_CARD_3
 
DRINK_AND_INDUSTRY
 
FORGOTTEN_BEAST
 
HILL_DWARF
 
DEATH_SPIRAL
 
STRIKE_THE_EARTH
 
ANOTHER_YEAR
 
FIRST_YEAR
 
VILE_FORCE_OF_DARKNESS
 
*** Error(s) finalizing the music
 
 
SELECT_MUSIC
 
SELECT_MUSIC
 
CUT_MUSIC
 
CUT_MUSIC
EXPANSIVE_CAVERN
+
*** Error(s) finalizing the music
KOGANUSAN
+
MOUNTAINHOME_CARD_1
#NAAM?
+
CRAFTSDWARFSHIP_CARD_5
Unrecognized Music Token:
+
MOUNTAINHOME_CARD_3
Card unrecognized:
+
MOUNTAINHOME_CARD_2
Song file unrecognized:
+
MOUNTAINHOME_CARD_5
LOST_FORT
+
MOUNTAINHOME_CARD_4
Unrecognized Music Event Token:
+
SECOND_YEAR_PLUS
Unrecognized Music Context Token:
+
CAVERNS_OPENED
Unrecognized Music Frequency Token:
 
 
MEGABEAST_ATTACK
 
MEGABEAST_ATTACK
 
FIRST_CAVERN_OPENED
 
FIRST_CAVERN_OPENED
SECOND_YEAR_PLUS
+
TAVERN_MUSIC_PRESENT
CAVERNS_OPENED
+
FORGOTTEN_BEAST_ATTACK
 
JUST_EMBARKED
 
JUST_EMBARKED
 
TAVERN_DANCE_PRESENT
 
TAVERN_DANCE_PRESENT
TAVERN_MUSIC_PRESENT
+
FORT_LEVEL
FORGOTTEN_BEAST_ATTACK
+
LOST_FORT
MOUNTAINHOME_CARD_1
+
Song file unrecognized:
CRAFTSDWARFSHIP_CARD_5
+
FIRST_GHOST
CRAFTSDWARFSHIP_CARD_4
+
Card unrecognized:
CRAFTSDWARFSHIP_CARD_3
+
CARD
MOUNTAINHOME_CARD_5
+
Unrecognized Music Context Token:
MOUNTAINHOME_CARD_4
+
Unrecognized Music Frequency Token:
MOUNTAINHOME_CARD_3
+
Unrecognized Music Event Token:
MOUNTAINHOME_CARD_2
+
EVENT
 +
Unrecognized Music Token:
 +
EXPANSIVE_CAVERN
 +
KOGANUSAN
 +
HILL_DWARF
 +
DEATH_SPIRAL
 +
DRINK_AND_INDUSTRY
 +
FORGOTTEN_BEAST
 +
FIRST_YEAR
 +
VILE_FORCE_OF_DARKNESS
 +
STRIKE_THE_EARTH
 +
ANOTHER_YEAR
 +
CRAFTSDWARFSHIP
 +
WINTER_ENTOMBS_YOU
 +
THE_CAPITAL
 +
STRIKE_IT_AGAIN
 +
LIFE_OF_ADVENTURE
 +
BRUISING_THE_FAT
 +
HAMLET_MEMOIRS
 +
BEYOND_THE_GATES
 +
SISTERS_OF_WAR
 +
INTO_THE_PITS
 +
PONY_RIDER
 +
CANNIBAL
 +
LOSING_IS_FUN
 +
TWO_COINS
 +
EXPANSIVE_CAVERN_CARD_2
 +
EXPANSIVE_CAVERN_CARD_1
 +
EXPANSIVE_CAVERN_CARD_4
 +
EXPANSIVE_CAVERN_CARD_3
 +
HILL_DWARF_CARD_2
 +
HILL_DWARF_CARD_1
 +
HILL_DWARF_CARD_4
 +
HILL_DWARF_CARD_3
 +
FORGOTTEN_BEAST_CARD_1
 +
HILL_DWARF_CARD_5
 +
FORGOTTEN_BEAST_CARD_3
 +
FORGOTTEN_BEAST_CARD_2
 +
FORGOTTEN_BEAST_CARD_5
 +
FORGOTTEN_BEAST_CARD_4
 +
VILE_FORCE_OF_DARKNESS_CARD_2
 +
VILE_FORCE_OF_DARKNESS_CARD_1
 +
VILE_FORCE_OF_DARKNESS_CARD_4
 +
VILE_FORCE_OF_DARKNESS_CARD_3
 +
FIRST_YEAR_CARD_1
 +
VILE_FORCE_OF_DARKNESS_CARD_5
 +
FIRST_YEAR_CARD_3
 +
FIRST_YEAR_CARD_2
 +
ANOTHER_YEAR_CARD_1
 +
FIRST_YEAR_CARD_4
 +
ANOTHER_YEAR_CARD_3
 +
ANOTHER_YEAR_CARD_2
 +
ANOTHER_YEAR_CARD_5
 +
ANOTHER_YEAR_CARD_4
 +
STRIKE_THE_EARTH_CARD_2
 +
STRIKE_THE_EARTH_CARD_1
 +
STRIKE_THE_EARTH_CARD_4
 +
STRIKE_THE_EARTH_CARD_3
 
WINTER_ENTOMBS_YOU_CARD_2
 
WINTER_ENTOMBS_YOU_CARD_2
 
WINTER_ENTOMBS_YOU_CARD_1
 
WINTER_ENTOMBS_YOU_CARD_1
STRIKE_THE_EARTH_CARD_4
+
WINTER_ENTOMBS_YOU_CARD_4
STRIKE_THE_EARTH_CARD_3
+
WINTER_ENTOMBS_YOU_CARD_3
 
CRAFTSDWARFSHIP_CARD_2
 
CRAFTSDWARFSHIP_CARD_2
 
CRAFTSDWARFSHIP_CARD_1
 
CRAFTSDWARFSHIP_CARD_1
WINTER_ENTOMBS_YOU_CARD_4
+
CRAFTSDWARFSHIP_CARD_4
WINTER_ENTOMBS_YOU_CARD_3
+
CRAFTSDWARFSHIP_CARD_3
be bright
+
form of music used for entertainment
be stately
+
form of music used to commemorate important events
stress the rhythm
+
form of music used during marches and military engagements
should
+
directed toward the worship of
be spirited
+
devotional form of music
be vigorous
+
The form guides musicians during improvised performances. 
be made with skill
+
The rules of the form are applied by composers to produce individual pieces of music which can be performed. 
be lively
+
speaker
bring melody and counterpoint
+
singer
join in melody, counterpoint and harmony
+
recite
The musical voices
+
chanter
  is melody and rhythm without harmony
+
the words of
The entire performance
+
recites
The musical voices are purely rhythmic
+
  nonsensical words and sounds
are joined in melody
+
any composition of
bring melody with harmony
 
 
  music is played on  
 
  music is played on  
 
while the
 
while the
nonsensical words and sounds
 
any composition of
 
al voices cover melody, harmony and rhythm
 
al voices bring melody, counterpoint and rhythm
 
 
al voices join in melody and counterpoint, harmony and rhythm
 
al voices join in melody and counterpoint, harmony and rhythm
 
The music
 
The music
speaker
+
al voices cover melody, harmony and rhythm
singer
+
al voices bring melody, counterpoint and rhythm
The form guides musicians during improvised performances. 
+
The musical voices
The rules of the form are applied by composers to produce individual pieces of music which can be performed.  
+
  is melody and rhythm without harmony
the words of
+
bring melody and counterpoint
recites
+
join in melody, counterpoint and harmony
recite
+
are joined in melody
chanter
+
bring melody with harmony
form of music used for entertainment
+
be loud
directed toward the worship of
+
be moderately loud
devotional form of music
+
become louder and louder
form of music used to commemorate important events
+
be very loud
form of music used during marches and military engagements
 
 
fade into silence
 
fade into silence
 
become softer and softer
 
become softer and softer
become louder and louder
+
The melody and counterpoint both have
be very loud
+
start loud then be immediately soft
 
mid-length phrases
 
mid-length phrases
 
short phrases
 
short phrases
The melody and counterpoint both have
+
phrases of varied length
start loud then be immediately soft
+
long phrases
be very soft
+
, while the counterpoint has
be in whispered undertones
+
The melody has
, and it is to
+
The counterpoint melody has
be loud
+
throughout the form. 
be moderately loud
+
Never more than an interval sounds at once. 
be moderately soft
+
Only one pitch is ever played at a time. 
be soft
+
Pitches are densely packed in clusters as music moves from chord to chord. 
is at a hurried pace
+
Chords, seldom-used, are sparse -- intervals and single pitches are favored. 
is consistently slowing
+
The music repeats for as long as necessary. 
slows and broadens
+
The music is broadly layered with chords spanning the range. 
accelerates as it proceeds
+
without preference for a scale
becomes frenzied as it proceeds
+
It is performed
becomes calmer as the end is approached
+
scale
slows down and dies away as it draws to a close
+
using the
gradually slows as it comes to an end
+
free rhythm
is moderately paced
+
and in
is at a walking pace
+
Throughout, when possible, performers are to
is slow
+
Throughout, when possible, composers and performers are to
is very slow
+
use grace notes
is extremely fast
+
glide from note to note
is very fast
+
make trills
is fast
+
use mordents
is moderately fast
+
locally improvise
feel playful
+
play rapid runs
be jumpy
+
add fills
feel mysterious
+
syncopate
feel heavy
+
modulate frequently
is at a free tempo
+
alternate tension and repose
be triumphant
+
play staccato
feel calm
+
play arpeggios
feel tender
+
freely adjust the beats
build as it proceeds
+
play legato
be graceful
+
match notes and syllables
be merry
+
spread syllables over many notes
be grand
+
or composing
be made with a light touch
+
From beginning to end, when improvising
feel mournful
+
always
be melancholic
+
, artists should
evoke tears
+
sometimes
be forceful
+
often
be energetic
+
rising
be strong
+
include a
be made sweetly
+
falling-rising
be joyful
+
rising-falling
feel furious
+
sharpened
be made expressively
+
melody pattern
feel heroic
+
on the rise
 +
degree
 +
as well as
 +
on the fall
 +
grace notes
 +
glides
 +
The entire performance
 +
The musical voices are purely rhythmic
 +
stress the rhythm
 +
should
 +
be bright
 +
be stately
 +
be made with skill
 +
be lively
 +
be spirited
 +
be vigorous
 +
be fiery
 +
be delicate
 
be made with feeling
 
be made with feeling
 
bring a sense of motion
 
bring a sense of motion
be fiery
+
be passionate
be delicate
+
feel agitated
 
be broad
 
be broad
 
sparkle
 
sparkle
be passionate
+
be strong
feel agitated
+
be made sweetly
legato
+
be forceful
staccato
+
be energetic
arpeggios
+
be made expressively
rapid runs
+
feel heroic
does the counterpoint melody
+
be joyful
does the main melody
+
feel furious
always
+
be merry
as well as  
+
be grand
on the fall
+
build as it proceeds
on the rise
+
be graceful
degree
+
be melancholic
trills
+
evoke tears
mordents
+
be made with a light touch
grace notes
+
feel mournful
glides
+
feel mysterious
rising
+
feel heavy
include a  
+
feel playful
sometimes
+
be jumpy
sharpened
+
feel calm
melody pattern
+
feel tender
falling-rising
+
is at a free tempo
rising-falling
+
be triumphant
match notes and syllables
+
is slow
spread syllables over many notes
+
is very slow
freely adjust the beats
+
is moderately paced
play legato
+
is at a walking pace
always
+
is fast
, artists should
+
is moderately fast
or composing
+
is extremely fast
From beginning to end, when improvising
+
is very fast
add fills
+
slows and broadens
syncopate
+
accelerates as it proceeds
locally improvise
+
is at a hurried pace
play rapid runs
+
is consistently slowing
play staccato
+
slows down and dies away as it draws to a close
play arpeggios
+
gradually slows as it comes to an end
modulate frequently
+
becomes frenzied as it proceeds
alternate tension and repose
+
becomes calmer as the end is approached
Throughout, when possible, performers are to
+
, and it is to
Throughout, when possible, composers and performers are to  
+
is to
free rhythm
+
be very soft
and in
+
be in whispered undertones
make trills
+
be moderately soft
use mordents
+
be soft
use grace notes
+
  series of variations
glide from note to note
+
  theme
The music repeats for as long as necessary. 
+
all repeated
The music is broadly layered with chords spanning the range. 
+
possibly
Pitches are densely packed in clusters as music moves from chord to chord. 
 
Chords, seldom-used, are sparse -- intervals and single pitches are favored. 
 
scale
 
using the
 
without preference for a scale
 
It is performed
 
, while the counterpoint has
 
The melody has
 
phrases of varied length
 
long phrases
 
Never more than an interval sounds at once.  
 
Only one pitch is ever played at a time.  
 
The counterpoint melody has
 
throughout the form. 
 
 
  up to  
 
  up to  
 
repeated
 
repeated
all repeated
+
Each of the
possibly
+
times
 
series of variations
 
series of variations
 
simple passage
 
simple passage
Each of the  
+
The passage
  times
+
Each passage
bridge-passage
+
the melody of the
finale
+
  is voiced by
  chorus
+
the harmony of the
series of variations
+
the counterpoint of the
  theme
+
  reciting the words of
  second
+
the rhythm of the
first
+
  reciting nonsensical words and sounds
introduction
+
  reciting
passage
+
is half the tempo of the last passage
unrelated
+
is twice the tempo of the last passage
brief
+
is slower than the last passage
  verse
+
moves more quickly than the last passage
synthesis
+
resumes the original tempo
  recapitulation
+
resumes the previous tempo
exposition
+
each of the
has the following structure:
+
stays in the
  has a simple structure:
+
  voice
The voice uses its entire range from the  
+
covers its entire range
  voice ranges from the  
+
  register
  lengthy
+
is confined to the
another
+
ranges from the  
an additional
+
  in the melody and counterpoint
  has a well-defined multi-passage structure:
+
covers its entire range from the  
The voice ranges from the  
+
  in the melody. 
The voice uses its entire range.   
+
  in the melody, while the counterpoint has
  register.   
+
Only one pitch is ever played at a time in this passage. 
middle
+
in the counterpoint melody. 
  voice uses its entire range.   
+
This passage typically has some sparse chords.  
The voice is confined to the  
+
This passage features only melodic tones and intervals. 
  register to the
+
This passage is richly layered with full chords making use of the available range. 
plays staccato
+
Chords are packed close together in dense clusters in this passage.   
plays arpeggios
+
  should be composed and performed using
modulates frequently
+
is performed
adds fills
+
locally improvisation
The voice stays in the  
+
should be performed using
matches notes and syllables
+
fills
spreads syllables over many notes
+
syncopation
plays legato
+
frequent modulation
 +
alternation between tension and repose
 +
melismatic phrasing
 +
free adjustment of the beats
 +
should
 +
syllabic phrasing
 +
notes spaced evenly throughout the octave.   
 +
Scales are constructed from
 +
In quartertones, their spacing is roughly
 +
  notes dividing the octave. 
 +
Scales are conceived of as two chords built using a division of the perfect fourth interval into
 +
, where 1 is the tonic, O marks the octave and x marks other notes.   
 +
The tonic note is fixed only at the time of performance. 
 +
  notes. 
 +
trills
 +
mordents
 +
arpeggios
 +
rapid runs
 +
legato
 +
staccato
 +
always
 +
Each
 +
does the counterpoint melody
 +
does the main melody
 +
provides the rhythm
 +
does harmony
 +
perform with feeling
 +
perform with skill
 +
perform expressively
 +
perform sweetly
 +
perform with a light touch
 +
build as the performance proceeds
 +
glides from note to note
 +
is to
 
uses mordents
 
uses mordents
 
uses grace notes
 
uses grace notes
glides from note to note
+
plays rapid runs
is to
+
makes trills
 
syncopates
 
syncopates
 
locally improvises
 
locally improvises
plays rapid runs
+
modulates frequently
makes trills
+
adds fills
perform with feeling
+
plays staccato
perform with skill
+
plays arpeggios
provides the rhythm
+
spreads syllables over many notes
does harmony
+
plays legato
perform with a light touch
+
The voice stays in the
build as the performance proceeds
+
matches notes and syllables
perform expressively
+
register. 
perform sweetly
+
middle
 +
The voice ranges from the  
 +
The voice uses its entire range. 
 +
The voice is confined to the
 +
register to the
 +
voice uses its entire range. 
 +
top
 +
The voice uses its entire range from the
 +
voice ranges from the
 +
has the following structure:
 +
has a simple structure:
 +
an additional
 +
has a well-defined multi-passage structure:
 +
lengthy
 +
another
 +
unrelated
 +
brief
 +
introduction
 +
passage
 +
recapitulation
 +
exposition
 +
verse
 +
synthesis
 +
finale
 +
chorus
 +
bridge-passage
 +
coda
 +
second
 +
first
 +
Every note is named. 
 +
The tonic note is a fixed tone passed from teacher to student. 
 +
Preferred notes in the fundamental scale are named. 
 +
A single note in the fundamental scale is named. 
 
After a scale is constructed, the root note of chords are named.   
 
After a scale is constructed, the root note of chords are named.   
 
After a scale is constructed, notes are named according to degree.   
 
After a scale is constructed, notes are named according to degree.   
Preferred notes in the fundamental scale are named. 
+
The names are  
A single note in the fundamental scale is named. 
+
It is called
 
As always, the  
 
As always, the  
 
spoken  
 
spoken  
The names are  
+
hexatonic
It is called
+
pentatonic
Scales are conceived of as two chords built using a division of the perfect fourth interval into
+
scale is
, where 1 is the tonic, O marks the octave and x marks other notes. 
+
heptatonic
In quartertones, their spacing is roughly
+
thought of as joined chords spanning a perfect fifth and a perfect fourth
notes dividing the octave.   
+
constructed by selection of degrees from the fundamental scale.  The degrees selected are  
Every note is named.   
+
thought of as two disjoint chords spanning a tritone and a perfect fourth
The tonic note is a fixed tone passed from teacher to student.   
+
thought of as two disjoint chords spanning a perfect fifth and a major third
The tonic note is fixed only at the time of performance. 
+
thought of as two disjoint chords spanning two perfect fourths
notes. 
+
thought of as two disjoint chords drawn from the fundamental division of the perfect fourth
melismatic phrasing
+
[B]The
free adjustment of the beats
+
These chords are named
frequent modulation
+
tetrachord
alternation between tension and repose
+
trichord
notes spaced evenly throughout the octave.   
+
(completing the octave)
Scales are constructed from
+
pentachord
  should
+
degrees of the quartertone octave scale
syllabic phrasing
+
degrees of the semitone octave scale
  should be composed and performed using
+
degrees of the fundamental perfect fourth division
  is performed
+
degrees of the octave scale
This passage is richly layered with full chords making use of the available range. 
+
[B]The rhythm system is fundamentally polymetricThere are always multiple rhythm lines, and the beats are always played together, even if one rhythm line completes (and then repeats) before the other is finished.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named.   
Chords are packed close together in dense clusters in this passage.   
+
[B]The rhythm system is fundamentally polyrhythmicThere are always multiple rhythm lines, and each of their bars is played over the same period of time, regardless of the number of beats.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named.  
syncopation
+
  patterns:
locally improvisation
+
  rhythm is made from
should be performed using
+
As stated above, they are to be played in polyrhythm.   
in the melody.   
+
(considered the primary)
in the melody, while the counterpoint has
+
The patterns are to be played in the same beat, allowing one to repeat before the other is concluded.   
in the melody and counterpoint
+
As stated above, they are to be played in polymeter.   
covers its entire range from the
+
  rhythm is a single line with
This passage typically has some sparse chords.   
+
The patterns are to be played over the same period of time, concluding together regardless of beat number.   
This passage features only melodic tones and intervals.  
+
  divided into
Only one pitch is ever played at a time in this passage. 
+
  beats
in the counterpoint melody.   
+
  pattern
stays in the
+
  bars in a
  voice
+
The beat is stressed as follows:
each of the
+
The beats are named
is confined to the
+
! marks the primary accent,
ranges from the
+
[B]where
covers its entire range
 
  register
 
is half the tempo of the last passage
 
is twice the tempo of the last passage
 
  reciting nonsensical words and sounds
 
  reciting
 
resumes the original tempo
 
resumes the previous tempo
 
is slower than the last passage
 
moves more quickly than the last passage
 
the melody of the
 
is voiced by
 
The passage
 
Each passage
 
reciting the words of
 
the rhythm of the
 
the harmony of the
 
the counterpoint of the
 
' marks a beat as late,
 
 
` marks a beat as early,  
 
` marks a beat as early,  
 
X marks an accented beat,  
 
X marks an accented beat,  
! marks the primary accent,  
+
x is a beat
 +
' marks a beat as late,  
 
  and | indicates a bar.   
 
  and | indicates a bar.   
 
, - is silent
 
, - is silent
x is a beat
 
The beat is stressed as follows:
 
The beats are named
 
pattern
 
bars in a
 
[B]where
 
The patterns are to be played in the same beat, allowing one to repeat before the other is concluded. 
 
As stated above, they are to be played in polymeter. 
 
As stated above, they are to be played in polyrhythm. 
 
(considered the primary)
 
divided into
 
beats
 
rhythm is a single line with
 
The patterns are to be played over the same period of time, concluding together regardless of beat number. 
 
degrees of the fundamental perfect fourth division
 
degrees of the octave scale
 
degrees of the quartertone octave scale
 
degrees of the semitone octave scale
 
patterns:
 
rhythm is made from
 
[B]The rhythm system is fundamentally polymetric.  There are always multiple rhythm lines, and the beats are always played together, even if one rhythm line completes (and then repeats) before the other is finished.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named. 
 
[B]The rhythm system is fundamentally polyrhythmic.  There are always multiple rhythm lines, and each of their bars is played over the same period of time, regardless of the number of beats.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named. 
 
[B]The
 
These chords are named
 
thought of as two disjoint chords spanning two perfect fourths
 
thought of as two disjoint chords drawn from the fundamental division of the perfect fourth
 
(completing the octave)
 
pentachord
 
tetrachord
 
trichord
 
scale is
 
heptatonic
 
hexatonic
 
pentatonic
 
thought of as two disjoint chords spanning a tritone and a perfect fourth
 
thought of as two disjoint chords spanning a perfect fifth and a major third
 
thought of as joined chords spanning a perfect fifth and a perfect fourth
 
constructed by selection of degrees from the fundamental scale.  The degrees selected are
 
 
Duplicate inventory removed:  
 
Duplicate inventory removed:  
Minimum
+
Number of Demon Types
Maximum
+
Number of Night Troll Types
X-Variance
+
Titan Attack Exported Wealth Rating
Y-Variance
+
Titan Attack Created Wealth Rating
Temperature
+
Number of Vampire Curse Types
Drainage
+
Number of Werebeast Curse Types
Volcanism
+
Number of Bogeyman Types
Savagery
+
Number of Nightmare Types
Cull Unimportant Historical Figures
+
Werebeast Attack Created Wealth Rating
Reveal All Historical Events
+
Number of Secret Types
Elevation
+
Werebeast Attack Population Rating
Rainfall
+
Werebeast Attack Exported Wealth Rating
Site Cap After Civ Creation
+
Number of Evil Cloud Types
Percentage Beasts Dead For Stoppage
+
Number of Evil Rain Types
Ignore
+
Number of Regional Interaction Types
Year to Begin Checking Megabeast Percentage
+
Number of Disturbance Interaction Types
Embark Points
+
Allow Mythical Healing
End Year
+
Allow Divination
Population Cap After Civ Creation
+
Generate Divine Materials
No Cap
+
Generate Mythical Materials
Use History Seed
+
Allow Necromancer Lieutenants
Use Name Seed
+
Allow Necromancer Ghouls
Use Creature Seed
+
Allow Demonic Experiments
Custom world name
+
Allow Necromancer Experiments
Use Seed
+
Desired Good Square Count in Medium Subregions
 +
Desired Good Square Count in Large Subregions
 +
Allow Necromancer Summons
 +
Desired Good Square Count in Small Subregions
 +
Desired Evil Square Count in Large Subregions
 
Minimum Initial  
 
Minimum Initial  
 +
Desired Evil Square Count in Small Subregions
 +
Desired Evil Square Count in Medium Subregions
 +
Minimum Final
 +
Erosion Cycle Count
 
  Square Count
 
  Square Count
 
  Region Count
 
  Region Count
Minimum Final
+
Periodically Erode Extreme Cliffs
Desired Good Square Count in Large Subregions
+
Do Orographic Precipitation and Rain Shadows
Desired Evil Square Count in Small Subregions
+
Minimum River Start Locations (Pre-Erosion)
Desired Evil Square Count in Medium Subregions
+
Desired River Start Locations (Post-Erosion)
Desired Evil Square Count in Large Subregions
+
Cavern Layer Openness Min
Allow Necromancer Ghouls
+
Cavern Layer Openness Max
Allow Necromancer Summons
+
Maximum Number of Subregions
Desired Good Square Count in Small Subregions
+
Cavern Layer Number
Desired Good Square Count in Medium Subregions
+
Cavern Layer Water Min
Allow Divination
+
Cavern Layer Water Max
Allow Demonic Experiments
+
Cavern Layer Passage Density Min
Allow Necromancer Experiments
+
Cavern Layer Passage Density Max
Allow Necromancer Lieutenants
+
Z Levels Above Ground
Number of Disturbance Interaction Types
+
Z Levels Above Layer 1
Number of Evil Cloud Types
+
Magma Layer
Number of Evil Rain Types
+
Bottom Layer (Forces Magma)
Generate Divine Materials
+
Z Levels Above Layer 4
Werebeast Attack Exported Wealth Rating
+
Z Levels Above Layer 5
Werebeast Attack Created Wealth Rating
+
Z Levels Above Layer 2
Number of Secret Types
+
Z Levels Above Layer 3
Number of Regional Interaction Types
+
Maximum Natural Cave Size
Number of Nightmare Types
+
Number of Mountain Caves
Number of Vampire Curse Types
+
Z Levels At Bottom
Number of Werebeast Curse Types
+
Minimum Natural Cave Size
Werebeast Attack Population Rating
+
Make Caves Visible
Titan Attack Created Wealth Rating
+
Allow Init Embark Options to Show Tunnels
Number of Demon Types
+
Number of Non-Mountain Caves
Number of Night Troll Types
+
Number of Mythical Sites
Number of Bogeyman Types
+
Use Seed
Max Semimegabeast Caves
+
Use Name Seed
Titan Number
+
Use Creature Seed
Titan Attack Population Rating
+
Seed
Titan Attack Exported Wealth Rating
+
Use History Seed
Minimum Volcano Number
+
End Year
 +
Population Cap After Civ Creation
 +
Custom world name
 +
Embark Points
 +
Percentage Beasts Dead For Stoppage
 +
Ignore
 +
No Cap
 +
Site Cap After Civ Creation
 +
Reveal All Historical Events
 +
Elevation
 +
Year to Begin Checking Megabeast Percentage
 +
Cull Unimportant Historical Figures
 +
Drainage
 +
Volcanism
 +
Rainfall
 +
Temperature
 +
Maximum
 +
X-Variance
 +
Savagery
 +
Minimum
 +
2 x 2
 +
4 x 4
 +
Y-Variance
 +
Elevation Mesh Size
 +
32 x 32
 +
Elevation Weighted Range (
 +
8 x 8
 +
16 x 16
 +
Drainage Mesh Size
 +
Drainage Weighted Range (
 +
Rain Mesh Size
 +
Rain Weighted Range (
 +
Temperature Mesh Size
 +
Temperature Weighted Range (
 +
Savagery Mesh Size
 +
Savagery Weighted Range (
 +
Pole
 +
North or South
 +
Volcanism Mesh Size
 +
Volcanism Weighted Range (
 +
Minimum Mountain Peak Number
 +
Minimum Partial Edge Oceans
 +
North and/or South
 +
North and South
 
Mineral Scarcity (Low = More minerals)
 
Mineral Scarcity (Low = More minerals)
 
Max Megabeast Caves
 
Max Megabeast Caves
 +
Minimum Complete Edge Oceans
 +
Minimum Volcano Number
 +
Titan Number
 +
Titan Attack Population Rating
 
No Beasts
 
No Beasts
North and South
+
Max Semimegabeast Caves
Minimum Mountain Peak Number
+
MEGABEAST_CAP
Minimum Partial Edge Oceans
+
SEMIMEGABEAST_CAP
Minimum Complete Edge Oceans
+
VOLCANISM_FREQUENCY
Volcanism Weighted Range (
+
MINERAL_SCARCITY
North or South
+
WEREBEAST_ATTACK_TRIGGER
North and/or South
+
DEMON_NUMBER
Savagery Weighted Range (
+
TITAN_NUMBER
Temperature Mesh Size
+
TITAN_ATTACK_TRIGGER
Temperature Weighted Range (
+
NIGHTMARE_NUMBER
Volcanism Mesh Size
+
VAMPIRE_NUMBER
Rain Weighted Range (
+
NIGHT_TROLL_NUMBER
Drainage Mesh Size
+
BOGEYMAN_NUMBER
Drainage Weighted Range (
+
REGIONAL_INTERACTION_NUMBER
Savagery Mesh Size
+
DISTURBANCE_INTERACTION_NUMBER
16 x 16
+
WEREBEAST_NUMBER
32 x 32
+
SECRET_NUMBER
Elevation Weighted Range (
+
GENERATE_MYTHICAL_MATERIALS
Rain Mesh Size
+
ALLOW_MYTHICAL_HEALING
Elevation Mesh Size
+
EVIL_CLOUD_NUMBER
PERIODICALLY_ERODE_EXTREMES
+
GENERATE_DIVINE_MATERIALS
OROGRAPHIC_PRECIPITATION
+
ALLOW_NECROMANCER_EXPERIMENTS
NORTH_OR_SOUTH
+
ALLOW_NECROMANCER_LIEUTENANTS
COMPLETE_OCEAN_EDGE_MIN
+
ALLOW_DIVINATION
REVEAL_ALL_HISTORY
+
ALLOW_DEMONIC_EXPERIMENTS
CULL_HISTORICAL_FIGURES
+
EVIL_RAIN_NUMBER
EROSION_CYCLE_COUNT
+
GOOD_SQ_COUNTS
EMBARK_POINTS
+
ALLOW_NECROMANCER_GHOULS
PEAK_NUMBER_MIN
+
ALLOW_NECROMANCER_SUMMONS
PARTIAL_OCEAN_EDGE_MIN
+
RIVER_MINS
OCEAN_EDGE_MIN
+
SUBREGION_MAX
HISTORY_SEED
+
EVIL_SQ_COUNTS
NAME_SEED
+
REGION_COUNTS
CREATURE_SEED
 
CUSTOM_NAME
 
Minimum Number of Low-Volcanism Squares
 
Minimum Number of High-Volcanism Squares
 
prefs/world_gen.txt
 
WORLD_GEN
 
Minimum Number of Mid-Savagery Squares
 
Minimum Number of Low-Savagery Squares
 
Minimum Number of High-Savagery Squares
 
Minimum Number of Mid-Volcanism Squares
 
Minimum Number of High-Rain Squares
 
Minimum Number of Mid-Drainage Squares
 
Minimum Number of Low-Drainage Squares
 
Minimum Number of High-Drainage Squares
 
Minimum Number of Low-Elevation Squares
 
Minimum Number of High-Elevation Squares
 
Minimum Number of Mid-Rain Squares
 
Minimum Number of Low-Rain Squares
 
Only in Finder
 
Number of Civilizations
 
Playable Civilization Required
 
Minimum Number of Mid-Elevation Squares
 
Number of Mountain Caves
 
Number of Non-Mountain Caves
 
Make Caves Visible
 
Allow Init Embark Options to Show Tunnels
 
Z Levels Above Layer 5
 
Z Levels At Bottom
 
Minimum Natural Cave Size
 
Maximum Natural Cave Size
 
Z Levels Above Layer 1
 
Z Levels Above Layer 2
 
Z Levels Above Layer 3
 
Z Levels Above Layer 4
 
Cavern Layer Water Max
 
Magma Layer
 
Bottom Layer (Forces Magma)
 
Z Levels Above Ground
 
Cavern Layer Openness Max
 
Cavern Layer Passage Density Min
 
Cavern Layer Passage Density Max
 
Cavern Layer Water Min
 
Do Orographic Precipitation and Rain Shadows
 
Maximum Number of Subregions
 
Cavern Layer Number
 
Cavern Layer Openness Min
 
Erosion Cycle Count
 
Minimum River Start Locations (Pre-Erosion)
 
Desired River Start Locations (Post-Erosion)
 
Periodically Erode Extreme Cliffs
 
 
CAVERN_LAYER_OPENNESS_MAX
 
CAVERN_LAYER_OPENNESS_MAX
 
CAVERN_LAYER_PASSAGE_DENSITY_MIN
 
CAVERN_LAYER_PASSAGE_DENSITY_MIN
 +
CAVERN_LAYER_COUNT
 +
CAVERN_LAYER_OPENNESS_MIN
 +
CAVERN_LAYER_WATER_MAX
 +
HAVE_BOTTOM_LAYER_1
 
CAVERN_LAYER_PASSAGE_DENSITY_MAX
 
CAVERN_LAYER_PASSAGE_DENSITY_MAX
 
CAVERN_LAYER_WATER_MIN
 
CAVERN_LAYER_WATER_MIN
RIVER_MINS
+
LEVELS_ABOVE_LAYER_1
SUBREGION_MAX
+
LEVELS_ABOVE_LAYER_2
CAVERN_LAYER_COUNT
+
HAVE_BOTTOM_LAYER_2
CAVERN_LAYER_OPENNESS_MIN
+
LEVELS_ABOVE_GROUND
EVIL_RAIN_NUMBER
+
LEVELS_ABOVE_LAYER_5
GOOD_SQ_COUNTS
+
LEVELS_AT_BOTTOM
EVIL_SQ_COUNTS
+
LEVELS_ABOVE_LAYER_3
REGION_COUNTS
+
LEVELS_ABOVE_LAYER_4
ALLOW_NECROMANCER_EXPERIMENTS
+
MOUNTAIN_CAVE_MIN
ALLOW_NECROMANCER_LIEUTENANTS
+
NON_MOUNTAIN_CAVE_MIN
ALLOW_NECROMANCER_GHOULS
+
CAVE_MIN_SIZE
ALLOW_NECROMANCER_SUMMONS
+
CAVE_MAX_SIZE
EVIL_CLOUD_NUMBER
+
TOTAL_CIV_POPULATION
GENERATE_DIVINE_MATERIALS
+
SITE_CAP
ALLOW_DIVINATION
+
MYTHICAL_SITE_NUM
ALLOW_DEMONIC_EXPERIMENTS
+
TOTAL_CIV_NUMBER
WEREBEAST_NUMBER
+
DRAINAGE_RANGES
SECRET_NUMBER
+
SAVAGERY_RANGES
REGIONAL_INTERACTION_NUMBER
+
ELEVATION_RANGES
DISTURBANCE_INTERACTION_NUMBER
+
RAIN_RANGES
NIGHT_TROLL_NUMBER
+
LARGE ISLAND
BOGEYMAN_NUMBER
+
LARGE REGION
NIGHTMARE_NUMBER
+
VOLCANISM_RANGES
VAMPIRE_NUMBER
+
Unrecognized World Gen Token:
TITAN_NUMBER
+
Playable Civilization Required
TITAN_ATTACK_TRIGGER
+
Minimum Number of Mid-Elevation Squares
WEREBEAST_ATTACK_TRIGGER
+
Only in Finder
DEMON_NUMBER
+
Number of Civilizations
VOLCANISM_FREQUENCY
+
Minimum Number of Mid-Rain Squares
MINERAL_SCARCITY
+
Minimum Number of Low-Rain Squares
MEGABEAST_CAP
+
Minimum Number of Low-Elevation Squares
SEMIMEGABEAST_CAP
+
Minimum Number of High-Elevation Squares
RAIN_FREQUENCY
+
Minimum Number of Low-Drainage Squares
DRAINAGE_FREQUENCY
+
Minimum Number of High-Drainage Squares
TEMPERATURE_FREQUENCY
+
Minimum Number of High-Rain Squares
SAVAGERY_FREQUENCY
+
Minimum Number of Mid-Drainage Squares
 +
Minimum Number of High-Savagery Squares
 +
Minimum Number of Mid-Volcanism Squares
 +
Minimum Number of Mid-Savagery Squares
 +
Minimum Number of Low-Savagery Squares
 +
prefs/world_gen.txt
 +
WORLD_GEN
 +
Minimum Number of Low-Volcanism Squares
 +
Minimum Number of High-Volcanism Squares
 +
CREATURE_SEED
 +
CUSTOM_NAME
 +
HISTORY_SEED
 +
NAME_SEED
 +
PARTIAL_OCEAN_EDGE_MIN
 +
OCEAN_EDGE_MIN
 +
EMBARK_POINTS
 +
PEAK_NUMBER_MIN
 +
CULL_HISTORICAL_FIGURES
 +
EROSION_CYCLE_COUNT
 +
COMPLETE_OCEAN_EDGE_MIN
 +
REVEAL_ALL_HISTORY
 +
POLE
 +
NORTH_OR_SOUTH
 +
PERIODICALLY_ERODE_EXTREMES
 +
OROGRAPHIC_PRECIPITATION
 +
SOUTH
 +
NORTH_AND_SOUTH
 +
NORTH_AND_OR_SOUTH
 +
NORTH
 +
VOLCANO_MIN
 +
END_YEAR
 +
ALL_CAVES_VISIBLE
 +
PLAYABLE_CIVILIZATION_REQUIRED
 +
RAINFALL
 +
DRAINAGE
 +
BEAST_END_YEAR
 +
ELEVATION
 +
PS_EL
 +
PS_RF
 +
VOLCANISM
 +
SAVAGERY
 +
PS_VL
 +
PS_SV
 +
PS_TP
 +
PS_DR
 +
preset failed to load X value at Y =
 +
ELEVATION_FREQUENCY
 
Attempted to set world gen presets prior to dimensions
 
Attempted to set world gen presets prior to dimensions
 
  preset attempted beyond Y range
 
  preset attempted beyond Y range
preset failed to load X value at Y =
+
TEMPERATURE_FREQUENCY
ELEVATION_FREQUENCY
+
SAVAGERY_FREQUENCY
VOLCANISM
+
RAIN_FREQUENCY
SAVAGERY
+
DRAINAGE_FREQUENCY
BEAST_END_YEAR
+
The world generator is having trouble placing grasslands.   
ELEVATION
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.   
RAINFALL
+
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.   
DRAINAGE
+
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
ALL_CAVES_VISIBLE
+
The world generator is having trouble placing rivers.   
PLAYABLE_CIVILIZATION_REQUIRED
+
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.   
VOLCANO_MIN
+
The world generator is having trouble placing hills. 
END_YEAR
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.   
NORTH_AND_OR_SOUTH
+
Make sure your parameters and presets aren't so variable that biomes change frequently.   
NORTH_AND_SOUTH
+
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
Alternatively, you can reduce the number of high, medium or low savagery squares required.
+
Alternatively, you can reduce the number of rivers required by the parameters.
The world generator is having trouble setting volcanism in the manner specified by the parameters.   
+
The world generator is placing too many subregions.   
You might want to adjust the parameters governing volcanism.   
+
Alternatively, you can reduce the number of mountain caves required by the parameters.
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
+
The world generator is having trouble placing low-lying caves.   
You might want to adjust the parameters governing drainage.   
+
The world generator is having trouble placing mountain caves.   
Alternatively, you can reduce the number of high, medium or low drainage squares required.
+
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  
The world generator is having trouble placing savagery in the manner specified by the parameters.   
+
The world generator is having trouble placing enough civilizations.   
You might want to adjust the parameters governing savagery.   
+
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  
The world generator is having trouble placing rainfall in the manner specified by the parameters.   
+
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.   
You might want to adjust the parameters governing rainfall.   
+
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
+
Alternatively, you can reduce the number of civilizations required by the parameters.
The world generator is having trouble setting drainage in the manner specified by the parameters.
+
The world generator couldn't find any civilization definitions. 
The world generator is having trouble placing enough ocean squares along the edges. 
+
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
Can your parameters achieve elevations between 0 and 99 frequently? 
+
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  
You might want to adjust the parameters governing elevation.   
+
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.   
Alternatively, you can reduce the number of edge oceans required.
+
Make sure your parameters and presets have adequate squares of this kind. 
The world generator is having trouble placing enough low elevations.
+
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
Can your parameters achieve elevations between 0 and 99?  
+
The world generator is having trouble placing a controllable civilization. 
The world generator is having trouble placing enough high elevations.   
+
Civilizations use available plants in their surroundings as their initial crops. 
Can your parameters achieve elevations between 300 and 400?  
+
Make sure your parameters and raw objects have adequate vegetation.   
The world generator is having trouble placing enough mid-level elevations.   
+
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
Can your parameters achieve elevations between 100 and 299?  
+
The world generator is having trouble placing farming civilizations. 
You might want to adjust the parameters governing elevation frequencies.   
+
Command Line: World generation parameter set
Alternatively, you can reduce the number of mid-level elevation squares required.
+
not found -- using default.
Can the elevation 400 be placed enough times to provide space for your peaks?  
+
** Starting New Arena **
You might want to check your preset elevations for the elevation 400.   
+
Command Line: World generation parameter set located successfully.
You must have at least as many of these highest elevation points as you are requiring peaks.   
+
Loading data needed to create new world
Alternatively, you can reduce the number of peaks required by the parameters.
+
Initializing music load...
 +
CREATE WORLD NOW =
 +
Command Line: World image, detailed image and info exported.
 +
Arena profile
 +
Back to main menu
 +
Finalizing...
 +
Create arena
 +
Basic options
 +
Detailed mode
 +
Welcome to the arena!  Here you can test mods or just play around.
 +
Create world
 +
In such a young world certain game elements will not be available.
 +
A shorter history means certain game elements might not be available.
 +
World map size
 +
History length
 +
Number of civilizations
 +
Maximum number of sites
 +
This may take several minutes!
 +
This may take a long while!
 +
Mineral occurrence
 +
Pocket
 +
Number of beasts
 +
Natural savagery
 +
5 years
 +
50 years
 +
Smaller
 +
Medium
 +
SMALL ISLAND
 +
SMALL REGION
 +
MEDIUM ISLAND
 +
MEDIUM REGION
 +
POCKET ISLAND
 
POCKET REGION
 
POCKET REGION
 +
SMALLER ISLAND
 +
SMALLER REGION
 +
You might want to check your maximum elevation value and other elevation parameters. 
 +
Can the elevation 400 be placed enough times to provide space for your peaks? 
 
Command Line: World generation manually aborted.
 
Command Line: World generation manually aborted.
 
The world generator is having trouble placing enough mountain peaks.   
 
The world generator is having trouble placing enough mountain peaks.   
You might want to check your maximum elevation value and other elevation parameters.   
+
Alternatively, you can reduce the number of peaks required by the parameters.
SMALL REGION
+
The world generator is having trouble placing enough mid-level elevations. 
SMALLER ISLAND
+
You might want to check your preset elevations for the elevation 400. 
SMALLER REGION
+
You must have at least as many of these highest elevation points as you are requiring peaks.   
POCKET ISLAND
+
Alternatively, you can reduce the number of mid-level elevation squares required.
LARGE REGION
+
The world generator is having trouble placing enough low elevations. 
MEDIUM ISLAND
+
Can your parameters achieve elevations between 100 and 299? 
MEDIUM REGION
+
You might want to adjust the parameters governing elevation frequencies. 
SMALL ISLAND
+
Can your parameters achieve elevations between 300 and 400?  
SAVAGERY_RANGES
+
The world generator is having trouble placing enough ocean squares along the edges.
VOLCANISM_RANGES
+
Can your parameters achieve elevations between 0 and 99? 
Unrecognized World Gen Token:
+
The world generator is having trouble placing enough high elevations.   
LARGE ISLAND
+
Alternatively, you can reduce the number of edge oceans required.
SITE_CAP
+
The world generator is having trouble placing rainfall in the manner specified by the parameters.   
ELEVATION_RANGES
+
Can your parameters achieve elevations between 0 and 99 frequently?  
RAIN_RANGES
+
You might want to adjust the parameters governing elevation.   
DRAINAGE_RANGES
+
The world generator is having trouble setting drainage in the manner specified by the parameters.   
MOUNTAIN_CAVE_MIN
+
You might want to adjust the parameters governing drainage.   
NON_MOUNTAIN_CAVE_MIN
+
You might want to adjust the parameters governing rainfall. 
TOTAL_CIV_NUMBER
+
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
TOTAL_CIV_POPULATION
+
You might want to adjust the parameters governing savagery.   
LEVELS_ABOVE_LAYER_5
+
Alternatively, you can reduce the number of high, medium or low savagery squares required.
LEVELS_AT_BOTTOM
+
Alternatively, you can reduce the number of high, medium or low drainage squares required.
CAVE_MIN_SIZE
+
The world generator is having trouble placing savagery in the manner specified by the parameters.   
CAVE_MAX_SIZE
+
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
LEVELS_ABOVE_LAYER_1
+
The world generator is having trouble placing enough volcanos.   
LEVELS_ABOVE_LAYER_2
+
The world generator is having trouble setting volcanism in the manner specified by the parameters
LEVELS_ABOVE_LAYER_3
+
You might want to adjust the parameters governing volcanism. 
LEVELS_ABOVE_LAYER_4
+
You might want to check your preset volcanism for the value 100. 
CAVERN_LAYER_WATER_MAX
+
You must have at least as many of these highest volcanism points as you are requiring volcanos.
HAVE_BOTTOM_LAYER_1
+
You might want to check your maximum volcanism value.
HAVE_BOTTOM_LAYER_2
+
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  
LEVELS_ABOVE_GROUND
+
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.   
not found -- using default.
+
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
CREATE WORLD NOW =
+
Alternatively, you can reduce the number of volcanos required by the parameters.
Command Line: World image, detailed image and info exported.
+
The world generator is having trouble placing swamps and marshes.   
Loading data needed to create new world
+
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
Make sure your parameters and raw objects have adequate vegetation.  
+
The world generator is having trouble placing forests.   
** Starting New Arena **
+
The world generator is having trouble placing deserts and badlands.   
Command Line: World generation parameter set located successfully.
+
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.   
Command Line: World generation parameter set
+
The world generator is having trouble placing mountains. 
Make sure your parameters and presets have adequate squares of this kind.   
+
Make sure your parameters and presets can support high elevation areas.   
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
+
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.   
The world generator is having trouble placing farming civilizations. 
+
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
Civilizations use available plants in their surroundings as their initial crops.   
+
Make sure your parameters and presets can support low elevation areas. 
The world generator couldn't find any civilization definitions.  
+
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.   
+
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
The world generator is having trouble placing a controllable civilization.   
+
The world generator is having trouble placing oceans.   
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.   
+
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.
 
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.   
 
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.
 
Alternatively, you can reduce the number of civilizations required by the parameters.
 
The world generator is having trouble placing low-lying caves. 
 
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.   
 
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
 
The world generator is having trouble placing enough civilizations.   
 
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
 
The world generator is having trouble placing mountain caves.   
 
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.   
 
Alternatively, you can reduce the number of mountain caves required by the parameters.
 
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.   
 
Alternatively, you can reduce the number of rivers required by the parameters.
 
The world generator is placing too many subregions.   
 
Make sure your parameters and presets aren't so variable that biomes change frequently.   
 
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.   
 
The world generator is having trouble placing hills.   
 
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.   
 
The world generator is having trouble placing rivers.   
 
 
The world generator is having trouble placing tundra regions.   
 
The world generator is having trouble placing tundra regions.   
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. 
 
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
 
The world generator is having trouble placing grasslands. 
 
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
 
 
The world generator is having trouble placing glaciers.   
 
The world generator is having trouble placing glaciers.   
 
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.   
 
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.   
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
+
FOREST REJECTION
Make sure your parameters and presets can support high elevation areas.
+
MOUNTAIN REJECTION
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
+
SWAMP REJECTION
The world generator is having trouble placing oceans. 
+
DESERT REJECTION
Make sure your parameters and presets can support low elevation areas. 
+
TUNDRA REJECTION
The world generator is having trouble placing forests. 
+
GRASSLAND REJECTION
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  
+
OCEAN REJECTION
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
+
GLACIER REJECTION
The world generator is having trouble placing mountains. 
+
TOO MANY REGIONS
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
+
LACK OF MOUNTAIN CAVES
The world generator is having trouble placing deserts and badlands. 
+
HILLS REJECTION
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
+
LACK OF RIVERS
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
+
NO CIVILIZATIONS AVAILABLE
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
+
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
Alternatively, you can reduce the number of volcanos required by the parameters.
+
LACK OF LOW-LYING CAVES
The world generator is having trouble placing swamps and marshes. 
+
UNABLE TO PLACE ENOUGH CIVILIZATIONS
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
+
ABORT NOW and I'll look over my parameters.
The world generator is having trouble placing enough volcanos. 
+
ALLOW THIS REJECTION TYPE and continue reporting others.
You might want to check your maximum volcanism value. 
+
FARMING CIVILIZATION PLACED WITHOUT CROPS
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
+
CONTINUE until you give me another warning.
You might want to check your preset volcanism for the value 100. 
+
Keep world and return to main menu
and minerals...
+
Use world now
Growing vegetation...
+
ALLOW ALL REJECTS, even if I end up with a legends-only world!
Verifying terrain...
+
Play now
Importing wildlife...
+
Shallow Clay
Preparing elevation...
+
Shallow Sand
Setting temperature...
+
Continue generating
Running rivers...
+
Ice
Forming lakes
+
Deep soil
Are you sure you want to go on?
+
Very deep soil
Creating
+
Little soil
Creating the world
+
Some soil
rejected)
+
Heavy aquifer
This parameter set will be reset.
+
Light aquifer
Change
+
Extremely deep soil
Are you sure you want to abort?
+
Varied aquifer
You haven't saved your changes.
+
  or hold+drag the middle mouse button.
Various seeds
+
LARGE
Random seed
+
Flux stone layer
Really delete this parameter set?
+
To recenter, press
Really change the dimensions?
+
vanilla_descriptors
 +
vanilla_materials
 +
vanilla_text
 +
vanilla_languages
 +
vanilla_items
 +
vanilla_buildings
 +
vanilla_environment
 +
vanilla_plants
 +
vanilla_entities
 +
vanilla_reactions
 +
vanilla_bodies
 +
vanilla_creatures
 +
vanilla_interface
 +
vanilla_music
 +
vanilla_interactions
 +
vanilla_world_map
 +
DISPLAY_NAME
 +
DIMX
 +
data/init/arena.txt
 +
ARENA
 +
MAP_LEVEL
 +
REPEAT_LAST_MAP_LEVEL
 +
DIMY
 +
START_CENTER
 +
500 years
 +
Very high
 +
100 years
 +
250 years
 +
Frequent
 +
Everywhere
 +
Very rare
 +
Rare
 +
Choose or create a parameter set to make a custom world.
 
New parameter set
 
New parameter set
Height
 
Everywhere
 
 
Parameters saved!
 
Parameters saved!
 
Parameters loaded!
 
Parameters loaded!
Choose or create a parameter set to make a custom world.
+
Height
Very rare
+
Various seeds
Sparse
+
Load
Frequent
+
Width
Very low
+
Really change the dimensions?
Very high
+
This parameter set will be reset.
50 years
+
Random seed
100 years
+
Really delete this parameter set?
250 years
+
You haven't saved your changes.
500 years
+
Are you sure you want to go on?
Medium
+
Change
5 years
+
Are you sure you want to abort?
Natural savagery
+
  rejected)
Mineral occurrence
+
Preparing elevation...
Pocket
+
Creating
Smaller
+
Creating the world
This may take a long while!
+
Forming lakes
Number of civilizations
+
and minerals...
Maximum number of sites
+
Setting temperature...
Number of beasts
+
Running rivers...
Detailed mode
+
Importing wildlife...
World map size
+
Recounting legends...
History length
+
Growing vegetation...
This may take several minutes!
+
Verifying terrain...
Back to main menu
+
Making cave civilizations...
Welcome to the arena! Here you can test mods or just play around.
+
Making cave pops...
Create world
+
Finished prehistory...
Basic options
+
Placing civilizations... (
Initializing music load...
+
Placing good/evil...
Finalizing...
+
Placing caves... (
Create arena
+
Placing other beasts...
Arena profile
+
Placing megabeasts...
Tropical Saltwater Swamp
+
Finalizing art... (
Mangrove Swamp
+
Finalizing uniforms... (
Tropical Freshwater Marsh
+
Prehistory init...
Tropical Saltwater Marsh
+
Finalizing civ mats... (
Temperate Saltwater Swamp
+
Historical figures:
Temperate Freshwater Marsh
+
An abridged chronicle (
Temperate Saltwater Marsh
+
Finalizing sites... (
Tropical Freshwater Swamp
+
, year
Use world now
+
LACK OF PEAKS
Continue generating
+
MEDIUM ELEVATION REJECTION
Mountain
+
events total):
Temperate Freshwater Swamp
+
  Events:
ALLOW THIS REJECTION TYPE and continue reporting others.
+
LACK OF EDGE OCEANS
ALLOW ALL REJECTS, even if I end up with a legends-only world!
+
RAINFALL REJECTION
Play now
+
LOW ELEVATION REJECTION
Keep world and return to main menu
+
HIGH ELEVATION REJECTION
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
+
VOLCANISM REJECTION
FARMING CIVILIZATION PLACED WITHOUT CROPS
 
CONTINUE until you give me another warning.
 
ABORT NOW and I'll look over my parameters.
 
LACK OF MOUNTAIN CAVES
 
LACK OF LOW-LYING CAVES
 
UNABLE TO PLACE ENOUGH CIVILIZATIONS
 
NO CIVILIZATIONS AVAILABLE
 
GRASSLAND REJECTION
 
HILLS REJECTION
 
LACK OF RIVERS
 
TOO MANY REGIONS
 
MOUNTAIN REJECTION
 
OCEAN REJECTION
 
GLACIER REJECTION
 
TUNDRA REJECTION
 
 
LACK OF VOLCANOS
 
LACK OF VOLCANOS
SWAMP REJECTION
 
DESERT REJECTION
 
FOREST REJECTION
 
RAINFALL REJECTION
 
 
DRAINAGE REJECTION
 
DRAINAGE REJECTION
 
SAVAGERY REJECTION
 
SAVAGERY REJECTION
VOLCANISM REJECTION
+
Unrecognized arena token:  
MEDIUM ELEVATION REJECTION
+
gen_modlist.txt
LOW ELEVATION REJECTION
+
`z-A
HIGH ELEVATION REJECTION
+
@Iq@
LACK OF EDGE OCEANS
+
`z-A
An abridged chronicle (
+
TOLERANT
events total):
+
EMOTIONALLY_OBSESSIVE
  Events:
+
PERFECTIONIST
LACK OF PEAKS
+
CLOSEMINDED
Finalizing uniforms... (
+
DUTIFULNESS
Finalizing sites... (
+
THOUGHTLESSNESS
, year
+
SWAYED_BY_EMOTIONS
Historical figures:
+
ALTRUISM
Placing caves... (
+
GREGARIOUSNESS
Prehistory init...
+
ASSERTIVENESS
Finalizing civ mats... (
+
ORDERLINESS
Finalizing art... (
+
TRUST
Making cave pops...
+
IMAGINATION
Placing other beasts...
+
ABSTRACT_INCLINED
Placing megabeasts...
+
ACTIVITY_LEVEL
Placing good/evil...
+
EXCITEMENT_SEEKING
Recounting legends...
+
SUSPICION
Finished prehistory...
+
ALARM
Placing civilizations... (
+
ART_INCLINED
Making cave civilizations...
+
Unrecognized Personality Facet Token:  
Minor River:
+
GRIEF
Stream:
+
TRIUMPH
Brook:
+
SHOCK
Volcano:
+
HORROR
Terrifying
+
FEAR
Multiple Constructions
+
SADNESS
Major River:
+
RAGE
River:
+
GRIM_SATISFACTION
Wilderness
+
VENGEFULNESS
Haunted
+
TERROR
Joyous Wilds
+
JOY
Untamed Wilds
+
BLISS
Serene
+
ADMIRATION
Sinister
+
ADORATION
Mirthful
 
Other Vegetation:
 
Moderate
 
Surroundings:
 
Trees:
 
Scarce
 
Woodland
 
Heavily Forested
 
Subterranean Water
 
Subterranean Chasm
 
Subterranean Magma
 
Temperature:
 
Temperate Saltwater River
 
Tropical Freshwater River
 
Tropical Brackish River
 
Tropical Saltwater River
 
Tropical Brackish Lake
 
Tropical Saltwater Lake
 
Temperate Freshwater River
 
Temperate Brackish River
 
Temperate Freshwater Lake
 
Temperate Brackish Lake
 
Temperate Saltwater Lake
 
Tropical Freshwater Lake
 
Temperate Saltwater Pool
 
Tropical Freshwater Pool
 
Tropical Brackish Pool
 
Tropical Saltwater Pool
 
Temperate Ocean
 
Arctic Ocean
 
Temperate Freshwater Pool
 
Temperate Brackish Pool
 
Badlands
 
Rocky Wasteland
 
Sand Desert
 
Tropical Ocean
 
Temperate Shrubland
 
Tropical Grassland
 
Tropical Savanna
 
Tropical Shrubland
 
Tropical Dry Brdlf Forest
 
Tropical Moist Brdlf Forst
 
Temperate Grassland
 
Temperate Savanna
 
Temperate Conifer Forest
 
Temperate Broadleaf Forest
 
Tropical Coniferous Forest
 
Unrecognized arena token:  
 
START_CENTER
 
MAP_LEVEL
 
REPEAT_LAST_MAP_LEVEL
 
data/init/arena.txt
 
DISPLAY_NAME
 
vanilla_interactions
 
vanilla_world_map
 
vanilla_interface
 
vanilla_music
 
vanilla_bodies
 
vanilla_creatures
 
vanilla_entities
 
vanilla_reactions
 
vanilla_environment
 
vanilla_plants
 
vanilla_items
 
vanilla_buildings
 
vanilla_text
 
vanilla_languages
 
vanilla_descriptors
 
vanilla_materials
 
Flux stone layer
 
To recenter, press
 
or hold+drag the middle mouse button.
 
Extremely deep soil
 
Varied aquifer
 
Heavy aquifer
 
Light aquifer
 
Little soil
 
Some soil
 
Deep soil
 
Very deep soil
 
Mountain:
 
Shallow Clay
 
Shallow Sand
 
LOVE_PROPENSITY
 
HATE_PROPENSITY
 
ENVY_PROPENSITY
 
 
SATISFACTION
 
SATISFACTION
 
ACCEPTANCE
 
ACCEPTANCE
ADMIRATION
+
AGGRAVATION
ADORATION
+
AGONY
VENGEFULNESS
+
AFFECTION
TERROR
+
AGITATION
GRIM_SATISFACTION
+
AMBIVALENCE
SADNESS
+
AMUSEMENT
HORROR
+
ALIENATION
TRIUMPH
+
AMAZEMENT
ART_INCLINED
+
ANNOYANCE
Unrecognized Personality Facet Token:
+
ANXIETY
SUSPICION
+
ANGER
ACTIVITY_LEVEL
+
ANGUISH
EXCITEMENT_SEEKING
+
ASTONISHMENT
IMAGINATION
+
AVERSION
ABSTRACT_INCLINED
+
APATHY
ORDERLINESS
+
AROUSAL
GREGARIOUSNESS
+
BOREDOM
ASSERTIVENESS
+
CARING
SWAYED_BY_EMOTIONS
+
AWE
ALTRUISM
+
BITTERNESS
DUTIFULNESS
+
CONTENTMENT
THOUGHTLESSNESS
+
DEJECTION
PERFECTIONIST
+
CONFUSION
CLOSEMINDED
+
CONTEMPT
TOLERANT
+
DISAPPOINTMENT
EMOTIONALLY_OBSESSIVE
+
DISGUST
 +
DELIGHT
 +
DESPAIR
 +
HATE_PROPENSITY
 +
ENVY_PROPENSITY
 +
LOVE_PROPENSITY
 +
ANGER_PROPENSITY
 +
ANXIETY_PROPENSITY
 +
CHEER_PROPENSITY
 +
DEPRESSION_PROPENSITY
 +
GREED
 +
IMMODERATION
 +
LUST_PROPENSITY
 +
STRESS_VULNERABILITY
 +
FRIENDLINESS
 +
POLITENESS
 +
WASTEFULNESS
 +
DISCORD
 +
CONFIDENCE
 +
VANITY
 +
DISDAIN_ADVICE
 +
BRAVERY
 +
IMMODESTY
 +
HUMOR
 +
AMBITION
 +
GRATITUDE
 +
CRUELTY
 +
SINGLEMINDED
 +
VENGEFUL
 +
PRIDE
 +
BASHFUL
 +
PRIVACY
 
HOPEFUL
 
HOPEFUL
 
CURIOUS
 
CURIOUS
BASHFUL
+
EXPECTANCY
PRIVACY
+
DOUBT
VENGEFUL
+
ANGST
CRUELTY
+
DEFEAT
SINGLEMINDED
+
EUPHORIA
AMBITION
+
EXCITEMENT
GRATITUDE
+
ENTHUSIASM
IMMODESTY
+
PESSIMISM
DISDAIN_ADVICE
+
GAIETY
BRAVERY
+
Unrecognized Emotion Token:
CONFIDENCE
+
[C:4:0:0]
VANITY
+
DISMAY
WASTEFULNESS
+
DISPLEASURE
DISCORD
+
DISILLUSIONMENT
FRIENDLINESS
+
DISLIKE
POLITENESS
 
LUST_PROPENSITY
 
STRESS_VULNERABILITY
 
IMMODERATION
 
CHEER_PROPENSITY
 
DEPRESSION_PROPENSITY
 
ANGER_PROPENSITY
 
ANXIETY_PROPENSITY
 
JUBILATION
 
LOATHING
 
LONELINESS
 
MORTIFICATION
 
IRRITATION
 
ISOLATION
 
JOLLINESS
 
JOVIALITY
 
HOPELESSNESS
 
HUMILIATION
 
INSULT
 
INTEREST
 
GRUMPINESS
 
HATRED
 
GLUMNESS
 
GROUCHINESS
 
FEROCITY
 
FONDNESS
 
FRIGHT
 
FRUSTRATION
 
EMPTINESS
 
ENJOYMENT
 
EXASPERATION
 
EXHILARATION
 
DISTRESS
 
EAGERNESS
 
 
ELATION
 
ELATION
 
EMBARRASSMENT
 
EMBARRASSMENT
DISILLUSIONMENT
+
DISTRESS
DISLIKE
+
EAGERNESS
DISMAY
+
EXASPERATION
DISPLEASURE
+
EXHILARATION
DELIGHT
+
EMPTINESS
DESPAIR
+
ENJOYMENT
DISAPPOINTMENT
+
FRIGHT
DISGUST
+
FRUSTRATION
CONFUSION
+
FEROCITY
CONTEMPT
+
FONDNESS
CONTENTMENT
+
GLUMNESS
DEJECTION
+
GROUCHINESS
BITTERNESS
+
GLEE
BOREDOM
+
GLOOM
CARING
+
HATRED
APATHY
+
HOPE
AROUSAL
+
GRUMPINESS
ASTONISHMENT
+
GUILT
AVERSION
+
INSULT
ANGUISH
+
INTEREST
ANNOYANCE
+
HOPELESSNESS
ANXIETY
+
HUMILIATION
ALIENATION
+
JOLLINESS
AMAZEMENT
+
JOVIALITY
AMBIVALENCE
+
IRRITATION
AMUSEMENT
+
ISOLATION
AFFECTION
+
LONELINESS
AGITATION
+
MORTIFICATION
AGGRAVATION
+
JUBILATION
[C:4:0:0]
+
LOATHING
GAIETY
+
OPTIMISM
Unrecognized Emotion Token:
+
OUTRAGE
ENTHUSIASM
+
NERVOUSNESS
PESSIMISM
+
NOSTALGIA
EUPHORIA
+
PLEASURE
EXCITEMENT
+
RAPTURE
DEFEAT
+
PANIC
EXPECTANCY
+
PASSION
WONDER
+
REGRET
 +
REMORSE
 +
REJECTION
 +
RELIEF
 +
RESTLESS
 +
RIGHTEOUS_INDIGNATION
 +
REPENTANCE
 +
RESENTMENT
 +
SHAME
 +
SYMPATHY
 +
SELF_PITY
 +
SERVILE
 +
UNEASINESS
 +
UNHAPPINESS
 
TENDERNESS
 
TENDERNESS
 
THRILL
 
THRILL
UNEASINESS
+
WRATH
UNHAPPINESS
+
ZEAL
SELF_PITY
+
WONDER
SERVILE
+
WORRY
SYMPATHY
+
Like others in
REPENTANCE
+
personally
RESENTMENT
+
culture,
RESTLESS
+
respects the law
RIGHTEOUS_INDIGNATION
 
REJECTION
 
RELIEF
 
REGRET
 
REMORSE
 
PASSION
 
PLEASURE
 
RAPTURE
 
NERVOUSNESS
 
NOSTALGIA
 
OPTIMISM
 
OUTRAGE
 
 
doesn't feel strongly about the law
 
doesn't feel strongly about the law
 +
is an absolute believer in the rule of law
 +
has a great deal of respect for the law
 +
finds the idea of laws abhorrent
 +
has the highest regard for loyalty
 
does not respect the law
 
does not respect the law
 
disdains the law
 
disdains the law
finds the idea of laws abhorrent
+
doesn't particularly value loyalty
personally
+
views loyalty unfavorably
is an absolute believer in the rule of law
+
greatly prizes loyalty
has a great deal of respect for the law
+
values loyalty
respects the law
+
sees family as one of the most important things in life
culture,
+
values family greatly
Like others in  
+
disdains loyalty
values decorum, dignity and proper behavior
+
is disgusted by the idea of loyalty
doesn't care very much about decorum
+
is put off by family
finds maintaining decorum a silly, fumbling waste of time
+
lacks any respect for family
sees those that attempt to maintain dignified and proper behavior as vain and offensive
+
values family
finds the idea of fair-dealing foolish and cheats when
+
does not care about family one way or the other
is disgusted by the idea of fairness and will freely cheat anybody at any time
+
sees friendship as one of the finer things in life
views decorum as a high ideal and is deeply offended by those that fail to maintain it
+
thinks friendship is important
greatly respects those that observe decorum and maintain their dignity
+
finds the idea of family loathsome
respects fair-dealing and fair-play
+
believes friendship is a key to the ideal life
does not care about fairness
+
is completely put off by the idea of friends
sees life as unfair and doesn't mind it that way
+
finds the whole idea of friendship disgusting
finds it profitable
+
does not care about friendship
finds  
+
finds friendship burdensome
sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such
+
respects power
holds fairness as one of the highest ideals and despises cheating of any kind
+
doesn't find power particularly praiseworthy
has great respect for fairness
+
believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect
values eloquence
+
sees power over others as something to strive for
doesn't value eloquence so much
+
finds the acquisition and use of power abhorrent and would have all masters toppled
finds eloquence and artful speech off-putting
 
somewhat disgusted with eloquent speakers
 
holds shrewd and crafty individuals in the lowest esteem
 
is utterly disgusted by guile and cunning
 
believes that artful speech and eloquent expression are of the highest ideals
 
deeply respects eloquent speakers
 
greatly respects the shrewd and guileful
 
values cunning
 
does not really value cunning and guile
 
sees guile and cunning as indirect and somewhat worthless
 
finds blind honesty foolish
 
sees lying as an important means to an end
 
is repelled by the idea of honesty and lies without compunction
 
holds well-laid plans and shrewd deceptions in the highest regard
 
 
believes the truth is inviolable regardless of the cost
 
believes the truth is inviolable regardless of the cost
believes that honesty is a high ideal
 
values honesty
 
does not particularly value the truth
 
doesn't find power particularly praiseworthy
 
 
has a negative view of those who exercise power over others
 
has a negative view of those who exercise power over others
 
hates those who wield power over others
 
hates those who wield power over others
finds the acquisition and use of power abhorrent and would have all masters toppled
+
thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion
finds the whole idea of friendship disgusting
+
believes it is important to conceal emotions and refrain from complaining
believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect
+
hates freedom and would crush the independent spirit wherever it is found
sees power over others as something to strive for
+
views any show of emotion as offensive
respects power
+
feels that those who attempt to conceal their emotions are vain and foolish
thinks friendship is important
+
best never to associate with such secretive fools
does not care about friendship
+
doesn't see much value in being stoic
finds friendship burdensome
+
sees no value in holding back complaints and concealing emotions
is completely put off by the idea of friends
+
views the pursuit of knowledge as deeply important
lacks any respect for family
+
values knowledge
finds the idea of family loathsome
+
sees concealment of emotions as a betrayal and tries
believes friendship is a key to the ideal life
+
finds the quest for knowledge to be of the very highest value
sees friendship as one of the finer things in life
+
thinks the quest for knowledge is a delusional fantasy
values family greatly
+
sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools
values family
+
doesn't see the attainment of knowledge as important
does not care about family one way or the other
+
finds the pursuit of knowledge to be a waste of effort
is put off by family
+
sees introspection as important
views loyalty unfavorably
+
doesn't really see the value in self-examination
disdains loyalty
+
feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect
is disgusted by the idea of loyalty
+
deeply values introspection
sees family as one of the most important things in life
+
finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived
has the highest regard for loyalty
 
greatly prizes loyalty
 
values loyalty
 
doesn't particularly value loyalty
 
strongly values tranquility and quiet
 
values tranquility and a peaceful day
 
doesn't have a preference between tranquility and tumult
 
prefers a noisy, bustling life to boring days without activity
 
finds those that deny their impulses somewhat stiff
 
sees the denial of impulses as a vain and foolish pursuit
 
has abandoned any attempt at self-control and finds the whole concept deeply offensive
 
views tranquility as one of the highest ideals
 
 
believes that self-mastery and the denial of impulses are of the highest ideals
 
believes that self-mastery and the denial of impulses are of the highest ideals
 +
finds introspection to be a waste of time
 +
thinks that introspection is valueless and those that waste time in self-examination are deluded fools
 +
doesn't particularly value self-control
 +
finds those that deny their impulses somewhat stiff
 
finds moderation and self-control to be very important
 
finds moderation and self-control to be very important
 
values self-control
 
values self-control
doesn't particularly value self-control
+
views tranquility as one of the highest ideals
doesn't really see the value in self-examination
+
strongly values tranquility and quiet
finds introspection to be a waste of time
+
sees the denial of impulses as a vain and foolish pursuit
thinks that introspection is valueless and those that waste time in self-examination are deluded fools
+
has abandoned any attempt at self-control and finds the whole concept deeply offensive
finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived
+
prefers a noisy, bustling life to boring days without activity
sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools
+
is greatly disturbed by quiet and a peaceful existence
feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect
+
values tranquility and a peaceful day
deeply values introspection
+
doesn't have a preference between tranquility and tumult
sees introspection as important
+
strongly believes that a peaceful and ordered society without dissent is best
values knowledge
+
values a harmonious existence
doesn't see the attainment of knowledge as important
+
is disgusted by tranquility and would that the world would constantly churn with noise and activity
finds the pursuit of knowledge to be a waste of effort
+
would have the world operate in complete harmony without the least bit of strife or disorder
thinks the quest for knowledge is a delusional fantasy
+
can't fathom why anyone would want to live in an orderly and harmonious society
best never to associate with such secretive fools
+
believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found
sees concealment of emotions as a betrayal and tries
+
sees equal parts of harmony and discord as part of life
finds the quest for knowledge to be of the very highest value
+
doesn't respect a society that has settled into harmony without debate and strife
views the pursuit of knowledge as deeply important
+
finds merrymaking and partying worthwhile activities
believes it is important to conceal emotions and refrain from complaining
+
doesn't really value merrymaking
doesn't see much value in being stoic
+
believes that little is better in life than a good party
sees no value in holding back complaints and concealing emotions
+
truly values merrymaking and parties
feels that those who attempt to conceal their emotions are vain and foolish
+
is appalled by merrymaking, parties and other such worthless activities
sees freedom and independence as completely worthless
+
ship
hates freedom and would crush the independent spirit wherever it is found
+
sees merrymaking as a waste
views any show of emotion as offensive
+
is disgusted by merrymakers
thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion
+
has a great deal of respect for worthy
treasures independence
+
values good
values independence
+
to be of the highest ideals and celebrates talented artisans and their masterworks
doesn't really value independence one way or another
+
holds
finds the ideas of independence and freedom somewhat foolish
+
considers
dislikes cooperation
+
as a total waste
views cooperation as a low ideal not worthy of any respect
+
doesn't particularly care about
is thoroughly disgusted by cooperation
+
to be relatively worthless
believes that freedom and independence are completely non-negotiable and would fight to defend them
+
with disgust and would desecrate a so-called masterwork or two if
places cooperation as one of the highest ideals
+
views  
sees cooperation as very important in life
+
sees the pursuit of good
values cooperation
+
could get away with it
doesn't see cooperation as valuable
+
does not particularly value the truth
doesn't care about art one way or another
+
finds blind honesty foolish
finds artwork boring
+
believes that honesty is a high ideal
sees the whole pursuit of art as silly
+
values honesty
finds art offensive and would have it destroyed whenever possible
+
holds well-laid plans and shrewd deceptions in the highest regard
is disgusted by tradition and would flout any
+
greatly respects the shrewd and guileful
believes that the creation and appreciation of artwork is one of the highest ideals
+
sees lying as an important means to an end
greatly respects artists and their works
+
is repelled by the idea of honesty and lies without compunction
values artwork
+
sees guile and cunning as indirect and somewhat worthless
doesn't have any strong feelings about tradition
+
holds shrewd and crafty individuals in the lowest esteem
disregards tradition
+
values cunning
finds the following of tradition foolish and limiting
+
does not really value cunning and guile
encounters if given a chance
+
deeply respects eloquent speakers
is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting
+
values eloquence
holds the maintenance of tradition as one of the highest ideals
+
is utterly disgusted by guile and cunning
is a firm believer in the value of tradition
+
believes that artful speech and eloquent expression are of the highest ideals
values tradition
+
somewhat disgusted with eloquent speakers
doesn't have strong views on competition
+
finds
sees competition as wasteful and silly
+
doesn't value eloquence so much
deeply dislikes competition
+
finds eloquence and artful speech off-putting
finds the very idea of competition obscene
+
has great respect for fairness
thinks that the entire concept of sacrifice for others is truly disgusting
+
respects fair-dealing and fair-play
holds the idea of competition among the most important and would encourage it wherever possible
+
sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such
views competition as a crucial driving force in the world
+
holds fairness as one of the highest ideals and despises cheating of any kind
sees competition as reasonably important
+
finds it profitable
values sacrifice
+
finds the idea of fair-dealing foolish and cheats when
doesn't particularly respect sacrifice as a virtue
+
does not care about fairness
sees sacrifice as wasteful and foolish
+
sees life as unfair and doesn't mind it that way
finds sacrifice to be the height of folly
+
greatly respects those that observe decorum and maintain their dignity
thinks working hard is an abject idiocy
+
values decorum, dignity and proper behavior
finds the proposition that one should work hard in life utterly abhorrent
+
is disgusted by the idea of fairness and will freely cheat anybody at any time
finds sacrifice to be one of the highest ideals
+
views decorum as a high ideal and is deeply offended by those that fail to maintain it
believes that those who sacrifice for others should be deeply respected
+
sees those that attempt to maintain dignified and proper behavior as vain and offensive
deeply respects those that work hard at their labors
+
is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting
values hard work
+
doesn't care very much about decorum
doesn't really see the point of working hard
+
finds maintaining decorum a silly, fumbling waste of time
sees working hard as a foolish waste of time
+
values tradition
finds the pursuit of skill mastery off-putting
+
doesn't have any strong feelings about tradition
believes that the time taken to master a skill is a horrible waste
+
holds the maintenance of tradition as one of the highest ideals
sees the whole idea of taking time to master a skill as appalling
+
is a firm believer in the value of tradition
believes that hard work is one of the highest ideals and a key to the good life
+
encounters if given a chance
believes that the mastery of a skill is one of the highest pursuits
+
is disgusted by tradition and would flout any
really respects those that take the time to master a skill
+
disregards tradition
respects the development of skill
+
finds the following of tradition foolish and limiting
doesn't care if others take the time to master skills
+
values artwork
does not really value skills related to fighting
+
doesn't care about art one way or another
finds those that develop skill with weapons and fighting distasteful
+
believes that the creation and appreciation of artwork is one of the highest ideals
thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed
+
greatly respects artists and their works
abhors those that pursue the mastery of weapons and skill with fighting
+
finds art offensive and would have it destroyed whenever possible
views
+
places cooperation as one of the highest ideals
believes that martial prowess defines the good character of an individual
+
finds artwork boring
deeply respects skill at arms
+
sees the whole pursuit of art as silly
values martial prowess
+
doesn't see cooperation as valuable
as a total waste
+
dislikes cooperation
sees the pursuit of good
+
sees cooperation as very important in life
could get away with it
+
values cooperation
with disgust and would desecrate a so-called masterwork or two if
+
believes that freedom and independence are completely non-negotiable and would fight to defend them
values good
+
treasures independence
doesn't particularly care about
+
views cooperation as a low ideal not worthy of any respect
to be relatively worthless
+
is thoroughly disgusted by cooperation
considers
+
finds the ideas of independence and freedom somewhat foolish
to be of the highest ideals and celebrates talented artisans and their masterworks
+
sees freedom and independence as completely worthless
holds
+
values independence
has a great deal of respect for worthy
+
doesn't really value independence one way or another
doesn't really value merrymaking
+
doesn't care about nature one way or another
sees merrymaking as a waste
+
finds nature somewhat disturbing
is disgusted by merrymakers
+
has a deep respect for animals, plants and the natural world
is appalled by merrymaking, parties and other such worthless activities
+
values nature
believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found
+
believes the idea of war is utterly repellent and would have peace at all costs
believes that little is better in life than a good party
+
believes that peace is always preferable to war
truly values merrymaking and parties
+
has a deep dislike of the natural world
finds merrymaking and partying worthwhile activities
+
would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit
values a harmonious existence
+
sees war as a useful means to an end
sees equal parts of harmony and discord as part of life
+
believes war is preferable to peace in general
doesn't respect a society that has settled into harmony without debate and strife
+
values peace over war
can't fathom why anyone would want to live in an orderly and harmonious society
+
doesn't particularly care between war and peace
is greatly disturbed by quiet and a peaceful existence
+
a strengthening after
is disgusted by tranquility and would that the world would constantly churn with noise and activity
+
less extreme after
would have the world operate in complete harmony without the least bit of strife or disorder
+
thinks that the world should be engaged in perpetual warfare
strongly believes that a peaceful and ordered society without dissent is best
+
a turn-around after
 +
dreams of ruling the world
 +
dreams of creating a great work of art
 +
due to
 +
dreams of raising a family
 +
dreams of becoming a legendary warrior
 +
dreams of mastering a skill
 +
dreams of crafting a masterwork someday
 +
dreams of bringing lasting peace to the world
 +
dreams of making a great discovery
 +
dreams of attaining rank in society
 +
dreams of falling in love
 +
dreams of seeing the great natural places of the world
 +
is always in love with somebody and easily develops positive feelings
 
very easily falls into love and develops positive feelings
 
very easily falls into love and develops positive feelings
 +
dreams of bathing the world in chaos
 +
, and this dream was realized
 +
is not the type to fall in love or even develop positive feelings
 +
never falls in love or develops positive feelings toward anything
 
can easily fall in love or develop positive sentiments
 
can easily fall in love or develop positive sentiments
 
does not easily fall in love and rarely develops positive sentiments
 
does not easily fall in love and rarely develops positive sentiments
is not the type to fall in love or even develop positive feelings
+
is quick to form negative views about things
dreams of attaining rank in society
+
does not easily hate or develop negative feelings
dreams of bathing the world in chaos
+
is often inflamed by hatred and easily develops hatred toward things
, and this dream was realized
+
is prone to hatreds and often develops negative feelings
is always in love with somebody and easily develops positive feelings
+
is consumed by overpowering feelings of jealousy
dreams of mastering a skill
+
is prone to strong feelings of jealousy
dreams of falling in love
+
very rarely develops negative feelings toward things
dreams of seeing the great natural places of the world
+
never feels hatred toward anyone or anything
dreams of making a great discovery
+
is rarely jealous
dreams of creating a great work of art
+
never envies others their status, situation or possessions
dreams of crafting a masterwork someday
+
often feels envious of others
dreams of bringing lasting peace to the world
+
doesn't often feel envious of others
dreams of becoming a legendary warrior
+
is often cheerful
less extreme after
+
is rarely happy or enthusiastic
due to
+
often feels filled with joy
dreams of raising a family
+
can be very happy and optimistic
dreams of ruling the world
+
is frequently depressed
believes war is preferable to peace in general
+
is often sad and dejected
thinks that the world should be engaged in perpetual warfare
+
is dour as a rule
a turn-around after
+
is never the slightest bit cheerful about anything
a strengthening after
+
almost never feels discouraged
believes that peace is always preferable to war
+
never feels discouraged
values peace over war
+
often feels discouraged
doesn't particularly care between war and peace
+
rarely feels discouraged
sees war as a useful means to an end
+
is quick to anger
finds nature somewhat disturbing
+
is slow to anger
has a deep dislike of the natural world
+
is in a constant state of internal rage
would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit
+
is very quick to anger
believes the idea of war is utterly repellent and would have peace at all costs
+
values martial prowess
holds nature to be of greater value than most aspects of civilization
+
does not really value skills related to fighting
has a deep respect for animals, plants and the natural world
+
believes that martial prowess defines the good character of an individual
values nature
+
deeply respects skill at arms
doesn't care about nature one way or another
+
abhors those that pursue the mastery of weapons and skill with fighting
doesn't care one way or the other about romance
+
believes that the mastery of a skill is one of the highest pursuits
finds romance distasteful
+
finds those that develop skill with weapons and fighting distasteful
is somewhat disgusted by romance
+
thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed
finds even the abstract idea of romance repellent
+
doesn't care if others take the time to master skills
holds the view that commerce is a vile obscenity
+
finds the pursuit of skill mastery off-putting
sees romance as one of the highest ideals
+
really respects those that take the time to master a skill
thinks romance is very important in life
+
respects the development of skill
values romance
+
believes that hard work is one of the highest ideals and a key to the good life
respects commerce
+
deeply respects those that work hard at their labors
doesn't particularly respect commerce
+
believes that the time taken to master a skill is a horrible waste
is somewhat put off by trade and commerce
+
sees the whole idea of taking time to master a skill as appalling
finds those that engage in trade and commerce to be fairly disgusting
+
sees working hard as a foolish waste of time
is offended by leisure time and leisurely living
+
thinks working hard is an abject idiocy
believes that those that take leisure time are evil and finds the whole idea disgusting
+
values hard work
sees engaging in commerce as a high ideal in life
+
doesn't really see the point of working hard
really respects commerce and those that engage in trade
+
believes that those who sacrifice for others should be deeply respected
treasures leisure time and thinks it is very important in life
+
values sacrifice
values leisure time
+
finds the proposition that one should work hard in life utterly abhorrent
doesn't think one way or the other about leisure time
+
finds sacrifice to be one of the highest ideals
finds leisure time wasteful
+
finds sacrifice to be the height of folly
sees perseverance in the face of adversity as bull-headed and foolish
+
thinks that the entire concept of sacrifice for others is truly disgusting
thinks there is something deeply wrong with people that persevere through adversity
+
doesn't particularly respect sacrifice as a virtue
finds the notion that one would persevere through adversity completely abhorrent
+
sees sacrifice as wasteful and foolish
believes that it would be a fine thing if all time were leisure time
+
sees competition as reasonably important
 +
doesn't have strong views on competition
 +
holds the idea of competition among the most important and would encourage it wherever possible
 +
views competition as a crucial driving force in the world
 +
finds the very idea of competition obscene
 
believes that perseverance is one of the greatest qualities somebody can have
 
believes that perseverance is one of the greatest qualities somebody can have
 +
sees competition as wasteful and silly
 +
deeply dislikes competition
 +
doesn't think much about the idea of perseverance
 +
sees perseverance in the face of adversity as bull-headed and foolish
 
greatly respects individuals that persevere through their trials and labors
 
greatly respects individuals that persevere through their trials and labors
 
respects perseverance
 
respects perseverance
doesn't think much about the idea of perseverance
+
believes that it would be a fine thing if all time were leisure time
doesn't often experience strong cravings or urges
+
treasures leisure time and thinks it is very important in life
only rarely feels strong cravings or urges
+
thinks there is something deeply wrong with people that persevere through adversity
never feels tempted to overindulge in anything
+
finds the notion that one would persevere through adversity completely abhorrent
is given to rough-and-tumble brawling, even to the point of starting fights for no reason
+
finds leisure time wasteful
often neglects
+
is offended by leisure time and leisurely living
is ruled by irresistible cravings and urges
+
values leisure time
feels strong urges and seeks short-term rewards
+
doesn't think one way or the other about leisure time
occasionally overindulges
+
really respects commerce and those that engage in trade
doesn't focus on material goods
+
respects commerce
in the way of possessions
+
believes that those that take leisure time are evil and finds the whole idea disgusting
desires little for
+
sees engaging in commerce as a high ideal in life
own wellbeing, having no interest in material goods
+
finds those that engage in trade and commerce to be fairly disgusting
is impervious to the effects of stress
+
holds the view that commerce is a vile obscenity
is as avaricious as they come, obsessed with acquiring wealth
+
doesn't particularly respect commerce
is very greedy
+
is somewhat put off by trade and commerce
has a greedy streak
+
values romance
cracks easily under pressure
+
doesn't care one way or the other about romance
doesn't handle stress well
+
sees romance as one of the highest ideals
can handle stress
+
thinks romance is very important in life
is confident under pressure
+
finds even the abstract idea of romance repellent
does not often feel lustful
+
holds nature to be of greater value than most aspects of civilization
rarely looks on others with lust
+
finds romance distasteful
never feels lustful passions
+
is somewhat disgusted by romance
becomes completely helpless in stressful situations
+
exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it
has an incredibly calm demeanor
+
is very polite and observes appropriate rules of decorum when possible
is constantly ablaze with feelings of lust
+
is unfriendly and disagreeable
is prone to strong feelings of lust
+
is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility
often feels lustful
+
is very impolite and inconsiderate of propriety
is always tense and jittery
+
is a vulgar being who does not care a lick for even the most basic rules of civilized living
is often nervous
+
is quite polite
has a calm demeanor
+
could be considered rude
has a very calm demeanor
+
dislikes receiving advice, preferring to keep
is slow to anger
+
has a tendency to go it alone, without considering the advice of others
is very slow to anger
+
own counsel
never becomes angry
+
disdains even the best advice of associates and family, relying strictly on
is a nervous wreck
+
is unable to make decisions without a great deal of input from others
never feels discouraged
+
is utterly fearless when confronted with danger, to the point of lacking common sense
is in a constant state of internal rage
+
tends to ask others for help with difficult decisions
is very quick to anger
+
relies on the advice of others during decision making
is quick to anger
+
is somewhat fearful in the face of imminent danger
is often sad and dejected
+
has great trouble mastering fear when confronted by danger
often feels discouraged
+
is incredibly brave in the face of looming danger, perhaps a bit foolhardy
rarely feels discouraged
+
is brave in the face of imminent danger
almost never feels discouraged
+
presupposes success in any venture requiring
is rarely happy or enthusiastic
+
skills
is dour as a rule
+
is a coward, completely overwhelmed by fear when confronted with danger
is never the slightest bit cheerful about anything
+
skills with what could be called blind overconfidence
is frequently depressed
+
abilities when undertaking specific ventures
never envies others their status, situation or possessions
+
is generally quite confident of
often feels filled with joy
+
in situations requiring
can be very happy and optimistic
+
is extremely confident of
is often cheerful
+
lacks confidence in
is prone to strong feelings of jealousy
 
often feels envious of others
 
doesn't often feel envious of others
 
is rarely jealous
 
does not easily hate or develop negative feelings
 
very rarely develops negative feelings toward things
 
never feels hatred toward anyone or anything
 
is consumed by overpowering feelings of jealousy
 
never falls in love or develops positive feelings toward anything
 
is often inflamed by hatred and easily develops hatred toward things
 
is prone to hatreds and often develops negative feelings
 
is quick to form negative views about things
 
 
  talent and abilities
 
  talent and abilities
 +
sometimes acts with little determination and confidence
 +
abilities
 +
is completely wrapped up in
 +
own looks and accomplishments
 
has no confidence at all in  
 
has no confidence at all in  
 
  own appearance, abilities and other personal matters
 
  own appearance, abilities and other personal matters
is completely wrapped up in
+
is pleased by
is generally quite confident of
+
talents and accomplishments
sometimes acts with little determination and confidence
+
is greatly pleased by
abilities
+
own appearance and talents
lacks confidence in  
+
takes no pleasure in  
  skills
+
  appearance, talents or other personal vanities
in situations requiring
+
is not inherently proud of  
is extremely confident of  
+
  talents and appearance
  abilities when undertaking specific ventures
+
situation
has great trouble mastering fear when confronted by danger
+
is very ambitious, always looking for a way to better
is a coward, completely overwhelmed by fear when confronted with danger
+
could not care less about
skills with what could be called blind overconfidence
+
has a relentless drive, completely consumed by ambition
presupposes success in any venture requiring
+
is not driven and rarely feels the need to pursue even a modest success
is utterly fearless when confronted with danger, to the point of lacking common sense
+
has no ambition whatsoever
is incredibly brave in the face of looming danger, perhaps a bit foolhardy
+
is quite ambitious
is brave in the face of imminent danger
+
isn't particularly ambitious
is somewhat fearful in the face of imminent danger
+
out and tries to return favors
has a tendency to go it alone, without considering the advice of others
+
is grateful when others help
tends to ask others for help with difficult decisions
+
unerringly returns favors and has a profound sense of gratitude for the kind actions of others
relies on the advice of others during decision making
+
feels a strong need to reciprocate any favor done for  
is unable to make decisions without a great deal of input from others
+
needed it
is a vulgar being who does not care a lick for even the most basic rules of civilized living
+
, no matter how major the help or how much
  own counsel
+
takes offered help and gifts without feeling particularly grateful
disdains even the best advice of associates and family, relying strictly on
+
accepts favors without developing a sense of obligation, preferring to act as the current situation demands
dislikes receiving advice, preferring to keep
+
always presents
is very polite and observes appropriate rules of decorum when possible
+
boldly, even if it would offend an average sense of modesty
is quite polite
+
does not feel the slightest need to reciprocate favors that others do for  
could be considered rude
+
  as extravagantly as possible, displaying a magnificent image to the world
is very impolite and inconsiderate of propriety
+
is a nervous wreck
is somewhat quarrelsome
+
is always tense and jittery
is unfriendly and disagreeable
+
is very slow to anger
is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility
+
never becomes angry
exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it
+
has a very calm demeanor
would be deeply satisfied if everyone could live as one in complete harmony
+
has an incredibly calm demeanor
is quite a bold flatterer, extremely friendly but just a little insufferable
+
is often nervous
is very friendly and always tries to say nice things to others
+
has a calm demeanor
is a friendly individual
+
often feels lustful
finds a chaotic mess preferable to the boredom of harmonious living
+
does not often feel lustful
doesn't mind a little tumult and discord in day-to-day living
+
is constantly ablaze with feelings of lust
prefers that everyone live as harmoniously as possible
+
is prone to strong feelings of lust
feels best when everyone gets along without any strife or contention
+
becomes completely helpless in stressful situations
is stingy with resources on projects and refuses to expend any extra effort
+
cracks easily under pressure
cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources
+
rarely looks on others with lust
encourages it whenever possible
+
never feels lustful passions
revels in chaos and discord, and
+
is confident under pressure
is completely careless with resources when completing projects and invariable wastes a lot of time and effort
+
is impervious to the effects of stress
is not careful with resources when working on projects and often spends unnecessary effort
+
doesn't handle stress well
tends to be a little wasteful when working on projects
+
can handle stress
tends to be a little tight with resources when working on projects
+
has a greedy streak
 +
doesn't focus on material goods
 +
is as avaricious as they come, obsessed with acquiring wealth
 +
is very greedy
 +
own wellbeing, having no interest in material goods
 +
often neglects
 +
in the way of possessions
 +
desires little for
 +
occasionally overindulges
 +
doesn't often experience strong cravings or urges
 +
is ruled by irresistible cravings and urges
 +
feels strong urges and seeks short-term rewards
 +
is given to rough-and-tumble brawling, even to the point of starting fights for no reason
 +
would never pass up a chance for a good fistfight
 +
only rarely feels strong cravings or urges
 +
never feels tempted to overindulge in anything
 +
does not enjoy participating in physical confrontations
 +
would flee even the most necessary battle to avoid any form of physical confrontation
 +
likes to brawl
 +
tends to avoid any physical confrontations
 +
is very stubborn
 
is stubborn
 
is stubborn
has a noticeable lack of perseverance
 
doesn't stick with things if even minor difficulties arise
 
drops any activity at the slightest hint of difficulty or even the suggestion of effort being required
 
would flee even the most necessary battle to avoid any form of physical confrontation
 
 
  mind is made up
 
  mind is made up
 
is unbelievably stubborn and will stick with even the most futile action once  
 
is unbelievably stubborn and will stick with even the most futile action once  
is very stubborn
+
drops any activity at the slightest hint of difficulty or even the suggestion of effort being required
would never pass up a chance for a good fistfight
+
is completely careless with resources when completing projects and invariable wastes a lot of time and effort
likes to brawl
+
has a noticeable lack of perseverance
tends to avoid any physical confrontations
+
doesn't stick with things if even minor difficulties arise
does not enjoy participating in physical confrontations
+
tends to be a little tight with resources when working on projects
often acts with compassion
+
is stingy with resources on projects and refuses to expend any extra effort
is easily moved to mercy
+
is not careful with resources when working on projects and often spends unnecessary effort
considerations
+
tends to be a little wasteful when working on projects
always acts with mercy and compassion at the forefront of  
+
revels in chaos and discord, and
sadism
+
finds a chaotic mess preferable to the boredom of harmonious living
is deliberately cruel to those unfortunate enough to be subject to
+
cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources
is sometimes cruel
+
  encourages it whenever possible
generally acts impartially and is rarely moved to mercy
+
feels best when everyone gets along without any strife or contention
is very humble
+
would be deeply satisfied if everyone could live as one in complete harmony
has a low sense of self-esteem
+
doesn't mind a little tumult and discord in day-to-day living
own worthlessness
+
prefers that everyone live as harmoniously as possible
is completely convinced of
+
is a friendly individual
is absorbed in delusions of self-importance
+
is somewhat quarrelsome
has an overinflated sense of self-worth
+
is quite a bold flatterer, extremely friendly but just a little insufferable
is fairly important in the grand scheme of things
+
is very friendly and always tries to say nice things to others
thinks
+
own experiences and thoughts with others
tends to hang on to grievances
+
tends to share
doesn't tend to hold on to grievances
+
has a strong tendency toward privacy
does not generally seek retribution for past wrongs
+
tends not to reveal personal information
has no sense of vengeance or retribution
+
life without sparing a thought to repercussions or propriety
does not find most jokes humorous
+
shares intimate details of  
is utterly humorless
+
  life
is vengeful and never forgets or forgives past grievances
+
is not a private person and freely shares details of  
has little time for forgiveness and will generally seek retribution
+
tries to do things correctly each time
finds something humorous in everything, no matter how serious or inappropriate
+
doesn't try to get things done perfectly
finds the humor in most situations
+
is obsessed with details and will often take a great deal of extra time to make sure things are done the right way
has an active sense of humor
+
is a perfectionist
has little interest in joking around
+
sets to carry out
prefers to present
+
is frustratingly sloppy and careless with every task
modestly and frowns on any flashy accoutrements
+
own work
presents
+
is inattentive to detail in
cleaves to an austere lifestyle, disdaining even minor immodesties in appearance
+
mind during a debate regardless of the merits
  boldly, even if it would offend an average sense of modesty
+
is intellectually stubborn, rarely changing
likes to present
+
mind after forming an initial idea
doesn't mind wearing something special now and again
+
is completely closed-minded and never changes
modestly
+
  mind
, no matter how major the help or how much
+
doesn't cling tightly to ideas and is open to changing
does not feel the slightest need to reciprocate favors that others do for
+
  mind about things
as extravagantly as possible, displaying a magnificent image to the world
+
tends to be a bit stubborn in changing
always presents
+
often finds
is grateful when others help
+
  mind and will generally go with the prevailing view on anything
takes offered help and gifts without feeling particularly grateful
+
mind to agree with somebody else
accepts favors without developing a sense of obligation, preferring to act as the current situation demands
+
  changing
  needed it
+
is very comfortable around others that are different from
has no ambition whatsoever
 
unerringly returns favors and has a profound sense of gratitude for the kind actions of others
 
feels a strong need to reciprocate any favor done for
 
out and tries to return favors
 
is very ambitious, always looking for a way to better
 
is quite ambitious
 
isn't particularly ambitious
 
is not driven and rarely feels the need to pursue even a modest success
 
appearance, talents or other personal vanities
 
could not care less about
 
has a relentless drive, completely consumed by ambition
 
  situation
 
talents and accomplishments
 
is not inherently proud of
 
  talents and appearance
 
takes no pleasure in  
 
  own looks and accomplishments
 
is greatly pleased by
 
  own appearance and talents
 
is pleased by
 
 
is quite comfortable with others that have a different appearance or culture
 
is quite comfortable with others that have a different appearance or culture
 +
easily changes
 +
is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance
 +
cannot tolerate differences in culture, lifestyle or appearance
 +
is emotionally obsessive, forming life-long attachments even if they aren't reciprocated
 
is somewhat uncomfortable around those that appear unusual or live differently from  
 
is somewhat uncomfortable around those that appear unusual or live differently from  
 
is made deeply uncomfortable by differences in culture or appearance
 
is made deeply uncomfortable by differences in culture or appearance
cannot tolerate differences in culture, lifestyle or appearance
+
tends to form only tenuous emotional bonds with others
mind and will generally go with the prevailing view on anything
+
forms only fleeting and rare emotional bonds with others
easily changes
+
forms strong emotional bonds with others, at times to
is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance
+
has a tendency toward forming deep emotional bonds with others
is very comfortable around others that are different from
+
is swayed by emotional appeals
doesn't cling tightly to ideas and is open to changing
+
tends to be swayed by the emotions of others
  mind to agree with somebody else
+
does not have feelings of emotional attachment and has never felt even a moment's connection with another being
changing
+
is buffeted by others' emotions and can't help but to respond to them
often finds  
+
is never moved by the emotions of others
is intellectually stubborn, rarely changing
+
is truly fulfilled by assisting those in need
mind about things
+
tends not to be swayed by emotional appeals
tends to be a bit stubborn in changing
+
does not generally respond to emotional appeals
is frustratingly sloppy and careless with every task
+
  way to help others
  mind after forming an initial idea
+
does not go out of
is completely closed-minded and never changes
+
finds helping others very emotionally rewarding
mind during a debate regardless of the merits
+
finds helping others emotionally rewarding
doesn't try to get things done perfectly
+
feels helping others is an imposition on
  own work
+
has a profound sense of duty and obligation
is inattentive to detail in  
+
dislikes helping others
  sets to carry out
+
  time
shares intimate details of
+
finds obligations confining
is obsessed with details and will often take a great deal of extra time to make sure things are done the right way
+
dislikes obligations and will try to avoid being bound by them
is a perfectionist
+
has a strong sense of duty
tries to do things correctly each time
+
has a sense of duty
tends to share
+
doesn't generally think before acting
is not a private person and freely shares details of  
+
can sometimes act without deliberation
life without sparing a thought to repercussions or propriety
+
hates vows, obligations, promises and other binding elements that could restrict
is private to the point of paranoia, unwilling to reveal even basic information about
+
never deliberates before acting, to the point of being considered thoughtless
has a strong tendency toward privacy
+
  modestly
tends not to reveal personal information
+
prefers to present
own experiences and thoughts with others
+
likes to present
is not particularly interested in what others think of  
+
doesn't mind wearing something special now and again
  actions
+
cleaves to an austere lifestyle, disdaining even minor immodesties in appearance
is generally unhindered by the thoughts of others concerning
+
finds something humorous in everything, no matter how serious or inappropriate
is shameless, absolutely unfazed by the thoughts of others
+
  modestly and frowns on any flashy accoutrements
is incurious and never seeks out knowledge or information to satisfy
+
presents
is gripped by a crippling shyness
+
has little interest in joking around
is bashful
+
does not find most jokes humorous
tends to consider what others think of  
+
finds the humor in most situations
is very curious, sometimes to
+
has an active sense of humor
is curious and eager to learn
+
has little time for forgiveness and will generally seek retribution
isn't particularly curious about the world
+
tends to hang on to grievances
is very rarely moved by curiosity
+
is utterly humorless
is a pessimist
+
is vengeful and never forgets or forgives past grievances
despairs of anything positive happening in the future and lives without feelings of hope
+
has no sense of vengeance or retribution
is implacably curious, without any respect for propriety or privacy
+
is absorbed in delusions of self-importance
detriment
+
doesn't tend to hold on to grievances
is an optimist
+
does not generally seek retribution for past wrongs
  quite hopeful about the future
+
thinks
generally finds
+
is very humble
tends to assume the worst of two outcomes will be the one that comes to pass
+
has an overinflated sense of self-worth
 +
  is fairly important in the grand scheme of things
 +
is completely convinced of  
 +
sadism
 +
has a low sense of self-esteem
 +
own worthlessness
 +
generally acts impartially and is rarely moved to mercy
 +
often acts with compassion
 +
is deliberately cruel to those unfortunate enough to be subject to
 +
is sometimes cruel
 +
always acts with mercy and compassion at the forefront of  
 +
pursues matters with a single-minded focus, often overlooking other matters
 +
is easily moved to mercy
 +
  considerations
 +
can occasionally lose focus on the matter at hand
 
is somewhat scatterbrained
 
is somewhat scatterbrained
is a complete scatterbrain, unable to focus on a single matter for more than a passing moment
 
always assumes the best outcome will eventually occur, no matter what
 
has such a developed sense of optimism that
 
pursues matters with a single-minded focus, often overlooking other matters
 
 
can be very single-minded
 
can be very single-minded
 
generally acts with a narrow focus on the current activity
 
generally acts with a narrow focus on the current activity
can occasionally lose focus on the matter at hand
+
has such a developed sense of optimism that
  in conversation
+
is an optimist
only rarely tries to assert
+
is a complete scatterbrain, unable to focus on a single matter for more than a passing moment
  point of view in a discussion
+
  always assumes the best outcome will eventually occur, no matter what
would never under any circumstances speak up or otherwise put forth
+
tends to assume the worst of two outcomes will be the one that comes to pass
is assertive to the point of aggression, unwilling to let others get a word in edgewise when
+
is a pessimist
has an overbearing personality
+
  quite hopeful about the future
is assertive
+
generally finds
tends to be passive in discussions
+
detriment
tends to avoid crowds
+
is very curious, sometimes to  
prefers to be alone
+
despairs of anything positive happening in the future and lives without feelings of hope
considers spending time alone much more important than associating with others
+
is implacably curious, without any respect for propriety or privacy
has something to say
+
is very rarely moved by curiosity
sees others as selfish and conniving
+
is incurious and never seeks out knowledge or information to satisfy
truly treasures the company of others
+
is curious and eager to learn
enjoys being in crowds
+
isn't particularly curious about the world
enjoys the company of others
+
tends to consider what others think of
is very trusting
+
is not particularly interested in what others think of
is trusting
+
is gripped by a crippling shyness
is slow to trust others
+
is bashful
does not trust others
+
is shameless, absolutely unfazed by the thoughts of others
living space
+
is private to the point of paranoia, unwilling to reveal even basic information about
is sloppy with
+
actions
is completely oblivious to any conception of neatness and will just leave things strewn about without a care
+
is generally unhindered by the thoughts of others concerning
is naturally trustful of everybody
+
a turn-around
  things orderly
+
a strengthening
tries to keep
+
is not readily moved by art or natural beauty
  own possessions
+
is completely unmoved by art or the beauty of nature
tends to make a small mess with
+
is troubled by this because
never acts without prolonged deliberation, even to
+
  holds romance in low regard
  own life, with everything kept in its proper place
+
less extreme
is obsessed with order and structure in  
+
  values romance
lives an orderly life, organized and neat
+
remains put off by deliberate merrymaking
can sometimes act without deliberation
+
, though
tends to think before acting
+
  values parties and merrymaking in the abstract
can get caught up in internal deliberations when action is necessary
+
is conflicted by this as
  own detriment and the harm of those around
+
  is conflicted by this for more than one reason
dislikes obligations and will try to avoid being bound by them
+
values quiet so, at least in the abstract
hates vows, obligations, promises and other binding elements that could restrict
+
values self-control
never deliberates before acting, to the point of being considered thoughtless
+
values such powerful forces in life
doesn't generally think before acting
+
, even though
has a profound sense of duty and obligation
+
dislikes the adoration of fighting as an art to be refined
has a strong sense of duty
+
is disturbed by this since
has a sense of duty
+
likes the way that they would break up the monotony on some level
finds obligations confining
+
values perseverance
does not go out of
+
finds this troubling, since
dislikes helping others
+
  respect of martial prowess
feels helping others is an imposition on
+
works to square this natural tendency with
is truly fulfilled by assisting those in need
+
is conflicted by this since
finds helping others very emotionally rewarding
+
prefers discord and debate at a more abstract level
finds helping others emotionally rewarding
+
is conflicted by this part of
  way to help others
+
values harmony as an intellectual concept
tends to be swayed by the emotions of others
+
values harmony
tends not to be swayed by emotional appeals
 
does not generally respond to emotional appeals
 
is never moved by the emotions of others
 
forms only fleeting and rare emotional bonds with others
 
does not have feelings of emotional attachment and has never felt even a moment's connection with another being
 
is buffeted by others' emotions and can't help but to respond to them
 
is swayed by emotional appeals
 
is emotionally obsessive, forming life-long attachments even if they aren't reciprocated
 
forms strong emotional bonds with others, at times to
 
has a tendency toward forming deep emotional bonds with others
 
tends to form only tenuous emotional bonds with others
 
 
  nature since  
 
  nature since  
 +
own nature as
 +
is troubled by
 +
values friendship
 +
is bothered by this since
 
  would ideally prefer more strife in  
 
  would ideally prefer more strife in  
 
  is conflicted by  
 
  is conflicted by  
  values friendship
+
  finds rules of etiquette to be valuable in the abstract
  prefers discord and debate at a more abstract level
+
  finds dignified society to be stifling and silly when properly considered
  own nature as
+
  dislikes the idea of friendship
  is troubled by  
+
  is burdened by this tendency because
  values harmony
+
  sees these tendencies as an impediment to the quest for power
  finds this troubling, since  
+
  is disturbed by this as someone who dislikes those that seek to acquire power over others
  is conflicted by this part of  
+
since  
  values harmony as an intellectual concept
+
  is troubled by this natural tendency in
  is conflicted by this since
+
dislikes this sort of concealment in the abstract
  dislikes the adoration of fighting as an art to be refined
+
truly respects sacrifice
  respect of martial prowess
+
  finds such open expression offensive
  works to square this natural tendency with
+
  struggles against this tendency, as
  values perseverance
+
  believes in the importance of the rule of the law
  values quiet so, at least in the abstract
+
  still holds the law in disdain
  is disturbed by this since
+
  considers altruism foolish
  likes the way that they would break up the monotony on some level
+
  wishes this were not the case as
, even though
+
  still views loyalty in a dim light, at least in the abstract
, though
+
  sense of independence
  values self-control
+
natural tendencies
  values such powerful forces in life
+
values the concept of loyalty and is troubled by  
  is conflicted by this for more than one reason
+
  still holds the idea of freedom itself in low regard
  holds romance in low regard
+
considers tranquility preferable to tumult, conceptually
values parties and merrymaking in the abstract
+
finds this can conflict with
  is conflicted by this as
+
, although
  remains put off by deliberate merrymaking
+
  values artwork and its creation
a strengthening
+
  sees the whole pursuit of art as a waste
less extreme
+
  is conflicted by this because
  values romance
+
feels intellectually that life should be more tumultuous
is troubled by this because
+
  own detriment and the harm of those around
does not have a great aesthetic sensitivity
+
never acts without prolonged deliberation, even to
is not readily moved by art or natural beauty
+
tends to think before acting
is completely unmoved by art or the beauty of nature
+
can get caught up in internal deliberations when action is necessary
a turn-around
+
lives an orderly life, organized and neat
is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion
+
  things orderly
can easily become absorbed in art and the beauty of the natural world
+
  own life, with everything kept in its proper place
is greatly moved by art and natural beauty
+
is obsessed with order and structure in
is moved by art and natural beauty
+
tends to make a small mess with
strongly prefers discussions of ideas and abstract concepts over handling specific practical issues
+
living space
has a tendency to consider ideas and abstractions over practical applications
+
tries to keep
likes to keep things practical, without delving too deeply into the abstract
+
  own possessions
dislikes abstract discussions and would much rather focus on practical examples
+
is naturally trustful of everybody
isn't given to flights of fancy
+
is very trusting
is grounded in reality
+
is sloppy with
is interested only in facts and the real world
+
is completely oblivious to any conception of neatness and will just leave things strewn about without a care
eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas
+
does not trust others
does everything in
+
sees others as selfish and conniving
is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy
+
is trusting
is given to flights of fancy to the point of distraction
+
is slow to trust others
has an active imagination
+
enjoys the company of others
likes a little excitement now and then
+
tends to avoid crowds
doesn't seek out excitement
+
truly treasures the company of others
actively avoids exciting or stressful situations
+
enjoys being in crowds
power to avoid excitement and stress
+
has something to say
 +
is assertive to the point of aggression, unwilling to let others get a word in edgewise when
 +
prefers to be alone
 +
considers spending time alone much more important than associating with others
 +
tends to be passive in discussions
 +
in conversation
 +
has an overbearing personality
 +
is assertive
 +
would never under any circumstances speak up or otherwise put forth
 +
is driven by a bouncing frenetic energy
 +
only rarely tries to assert
 +
point of view in a discussion
 +
likes to take it easy
 
lives at a slow-going and leisurely pace
 
lives at a slow-going and leisurely pace
has an utterly languid pace of easy living, calm and slow
 
never fails to seek out the most stressful and even dangerous situations
 
seeks out exciting and adventurous situations
 
is driven by a bouncing frenetic energy
 
 
lives at a high-energy kinetic pace
 
lives at a high-energy kinetic pace
 
lives a fast-paced life
 
lives a fast-paced life
likes to take it easy
+
seeks out exciting and adventurous situations
more friendly
+
likes a little excitement now and then
more disdainful
+
has an utterly languid pace of easy living, calm and slow
more prudent
+
never fails to seek out the most stressful and even dangerous situations
more grateful
+
power to avoid excitement and stress
less violent
+
does everything in
more wasteful
+
doesn't seek out excitement
more discordant
+
actively avoids exciting or stressful situations
more harmonious
+
has an active imagination
more greedy
+
isn't given to flights of fancy
more intemperant
+
is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy
less intemperant
+
is given to flights of fancy to the point of distraction
more violent
+
eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas
more lust-prone
+
strongly prefers discussions of ideas and abstract concepts over handling specific practical issues
less lust-prone
+
is grounded in reality
more vulnerable
+
is interested only in facts and the real world
less vulnerable
+
dislikes abstract discussions and would much rather focus on practical examples
more anger-prone
+
is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion
less anger-prone
+
has a tendency to consider ideas and abstractions over practical applications
more anxiety-prone
+
likes to keep things practical, without delving too deeply into the abstract
less anxiety-prone
+
is moved by art and natural beauty
more prone to cheerfulness
+
does not have a great aesthetic sensitivity
less prone to cheerfulness
+
can easily become absorbed in art and the beauty of the natural world
more depression-prone
+
is greatly moved by art and natural beauty
less depression-prone
+
killing somebody
more hate-prone
+
being reunited with a loved one
less hate-prone
+
somebody's death
more envy-prone
+
while
less envy-prone
+
giving a sermon
is troubled by this since
+
attending a sermon
is currently
+
being caught sneaking
more love-prone
+
joining an existing conflict
less love-prone
+
creating an artifact
sees the whole pursuit of art as a waste
+
upon
is torn by this since
+
watching a performance
holds nature in high regard
+
producing a masterwork
dislikes the natural world
+
a break up
considers tranquility preferable to tumult, conceptually
+
getting divorced
is conflicted by this because
+
improving
feels intellectually that life should be more tumultuous
+
mastering
values artwork and its creation
+
  caught up in  
sense of independence
+
a new romance
finds this can conflict with
+
as  
, although
+
you were
still holds the idea of freedom itself in low regard
+
playing with
still holds the law in disdain
+
becoming a parent
natural tendencies
+
realizing
values the concept of loyalty and is troubled by
+
playing make believe
still views loyalty in a dim light, at least in the abstract
+
joining a traveling group
truly respects sacrifice
+
a site was controlled
considers altruism foolish
+
being near to a conflict
wishes this were not the case as
+
an agreement was cancelled
  believes in the importance of the rule of the law
+
hearing a rumor
is disturbed by this as someone who dislikes those that seek to acquire power over others
 
finds such open expression offensive
 
struggles against this tendency, as
 
dislikes this sort of concealment in the abstract
 
finds dignified society to be stifling and silly when properly considered
 
since
 
is troubled by this natural tendency in
 
sees these tendencies as an impediment to the quest for power
 
is bothered by this since
 
dislikes the idea of friendship
 
is burdened by this tendency because
 
finds rules of etiquette to be valuable in the abstract
 
 
leaving a performance troupe
 
leaving a performance troupe
 +
a tribute cancellation
 +
an incident
 +
when a stranger advanced with a weapon
 +
seeing a stranger sneaking around
 
being removed from a performance troupe
 
being removed from a performance troupe
 
being removed from a military group
 
being removed from a military group
when a stranger advanced with a weapon
+
bringing up job scarcity in a meeting
a site was controlled
+
making suggestions about work allocations
a tribute cancellation
+
witnessing a night creature drinking blood
an incident
+
petitioning for citizenship
hearing a rumor
+
crying on a priest
becoming a parent
+
yelling at somebody in charge
being near to a conflict
+
requesting weapon production
an agreement was cancelled
+
yelling at a priest
joining a traveling group
+
being yelled at by an unhappy worshipper
a new romance
+
being cried on by an unhappy worshipper
realizing
+
crying on somebody in charge
playing make believe
+
telling somebody about being trapped here
playing with
+
hearing somebody was being prevented from leaving
getting divorced
+
viewing
you were
+
being yelled at by an unhappy citizen
  caught up in  
+
being cried on by an unhappy citizen
improving
+
own
mastering
+
very fine
a break up
+
in a personal museum
attending a sermon
+
near
watching a performance
+
completely sublime
producing a masterwork
+
tastefully arranged
creating an artifact
+
splendid
being reunited with a loved one
+
wonderful
being caught sneaking
+
being released from confinement
joining an existing conflict
+
a miscarriage
giving a sermon
+
losing a pet
the unexpected death of somebody
+
throwing something
somebody's death
+
dislikes the natural world
while
+
is troubled by this since
killing somebody
+
is torn by this since
somebody's
+
  holds nature in high regard
dead body
+
less love-prone
less inclined to create
+
more hate-prone
while in
+
is currently
experiencing trauma
+
more love-prone
seeing
+
less envy-prone
more of a thrill seeker
+
more prone to cheerfulness
less of a thrill seeker
+
less hate-prone
more inclined to the practical
+
more envy-prone
more inclined to create
+
less depression-prone
more thoughtless
+
more anger-prone
more deliberate
+
less prone to cheerfulness
more sloppy
+
more depression-prone
more distrustful
+
less anxiety-prone
 +
more lust-prone
 +
less anger-prone
 +
more anxiety-prone
 +
less vulnerable
 +
more greedy
 +
less lust-prone
 +
more vulnerable
 +
more violent
 +
less violent
 +
more intemperant
 +
less intemperant
 +
more harmonious
 +
more friendly
 +
more wasteful
 +
more discordant
 +
more grateful
 +
less grateful
 +
more disdainful
 +
more prudent
 +
more presumptious
 +
more despairing
 +
more humble
 +
more singleminded
 +
less open-minded
 
more obsessive
 
more obsessive
less obsessive
 
more sensitive
 
less sensitive
 
more despairing
 
 
more attentive
 
more attentive
 
less attentive
 
less attentive
less open-minded
+
less sensitive
less grateful
+
more thoughtless
more humble
+
less obsessive
more singleminded
+
more sensitive
more presumptious
+
more distrustful
being unable to petition for citizenship
+
more of a thrill seeker
being unable to find somebody to complain to about job scarcity
+
more deliberate
being unable to make suggestions about work allocations
+
more sloppy
being unable to request weapon production
+
more inclined to create
by the dead
+
less inclined to create
combat drills
+
less of a thrill seeker
practicing at the archery target
+
more inclined to the practical
a sparring session
+
seeing
  by a dead sibling
+
  die
by a dead animal training partner
+
while in
by a dead friend
+
experiencing trauma
by a dead and still annoying acquaintance
+
at
being
+
the unexpected death of somebody
by a dead pet
+
somebody's
  by a dead spouse
+
  dead body
by a dead lover
+
being granted citizenship
being tormented in nightmares by a dead animal training partner
+
being denied residency
being tormented in nightmares by a dead friend
+
the acceptance of a petition for a guildhall for
being tormented in nightmares by a dead and still annoying acquaintance
+
being granted residency
being tormented in nightmares by the dead
+
  was ignored
being tormented in nightmares by
+
  being ignored
  own dead mother
+
the rejection of a petition for a temple for
  own dead father
+
a petition for a temple for
own dead child
+
being abandoned
being tormented in nightmares by a dead pet
+
the rejection of a petition for a guildhall for
being tormented in nightmares by a dead spouse
+
an agreement to construct a temple for
being tormented in nightmares by a dead lover
+
was abandoned
being tormented in nightmares by a dead sibling
+
being denied citizenship
wearing tattered clothing
+
having a request approved
to have
+
a petition for a guildhall for
clothes rot off of  
+
an agreement to construct a guildhall for
a miscarriage
+
having
spouse's miscarriage
+
punishment delayed
to be
+
having a request ignored
wearing old clothing
+
that nobody could be punished for a failure
tastefully arranged
+
having a mandate ignored
losing a pet
+
having a mandate deadline missed
throwing something
+
the delayed punishment of a criminal
being released from confinement
+
the scarcity of cages and chains
very fine
+
toppling something over
splendid
+
receiving a higher rank of nobility
wonderful
+
the lack of work last season
completely sublime
+
smashing up a building
viewing
+
a mandate deadline met
in a personal museum
 
being cried on by an unhappy worshipper
 
being yelled at by an unhappy citizen
 
being cried on by an unhappy citizen
 
hearing somebody was being prevented from leaving
 
yelling at somebody in charge
 
crying on somebody in charge
 
telling somebody about being trapped here
 
being yelled at by an unhappy worshipper
 
making suggestions about work allocations
 
requesting weapon production
 
yelling at a priest
 
crying on a priest
 
seeing a stranger sneaking around
 
witnessing a night creature drinking blood
 
petitioning for citizenship
 
bringing up job scarcity in a meeting
 
 
uncovered
 
uncovered
 +
entering the nobility
 +
being knocked out during a cave-in
 +
being forced to eat vermin to survive
 +
starting a fist fight
 
being forced to eat a treasured pet to survive
 
being forced to eat a treasured pet to survive
 
being forced to eat a beloved creature to survive
 
being forced to eat a beloved creature to survive
being forced to eat vermin to survive
+
beating somebody with a hammer
receiving a higher rank of nobility
+
being beaten with a hammer
entering the nobility
+
punishing somebody with a beating
being knocked out during a cave-in
+
being beaten
a mandate deadline met
+
eating rotten food
having a mandate deadline missed
+
putting on a
the lack of work last season
+
being unable to find a hammer
smashing up a building
+
eating the same old food
toppling something over
+
a fine dish
punishment delayed
+
a wonderful dish
the delayed punishment of a criminal
+
eating
the scarcity of cages and chains
+
a pretty decent meal
having a mandate ignored
+
a drink
having a request approved
+
a pretty decent drink
having a request ignored
+
a truly decadent dish
that nobody could be punished for a failure
+
a legendary meal
having  
+
a truly decadent drink
the re
+
a legendary drink
ejection of a petition for a guildhall for
+
a fine drink
a petition for a guildhall for
+
a wonderful drink
an agreement to construct a guildhall for
+
not having enough weapon racks
being denied citizenship
+
not having enough armor stands
  being ignored
+
not having enough chests
an agreement to construct a temple for
+
not having enough cabinets
  was abandoned
+
arrangements
  being abandoned
+
the lack of dining tables
being denied residency
+
by
the rejection of a petition for a temple for
+
a lesser's pretentious
a petition for a temple for
+
wearing old clothing
  was ignored
+
wearing tattered clothing
the establishment of a guildhall for
+
spouse's miscarriage
the acceptance of a petition for a guildhall for
+
to be
being granted residency
+
body
being granted citizenship
+
being tormented in nightmares by a dead pet
  punishment reduced
+
to have
re-elected
+
clothes rot off of
the establishment of a temple for
+
being tormented in nightmares by a dead sibling
the acceptance of a petition for a temple for
+
being tormented in nightmares by
considering
+
being tormented in nightmares by a dead spouse
the state of demands
+
being tormented in nightmares by a dead lover
that a criminal could not be properly punished
+
  own dead child
having
+
being tormented in nightmares by a dead animal training partner
retching on a miasma
+
  own dead mother
choking on smoke underground
+
  own dead father
being near to a waterfall
+
being tormented in nightmares by the dead
choking on dust underground
+
being  
 +
being tormented in nightmares by a dead friend
 +
being tormented in nightmares by a dead and still annoying acquaintance
 +
by a dead lover
 +
by a dead sibling
 +
  by a dead pet
 +
by a dead spouse
 +
by a dead and still annoying acquaintance
 +
by the dead
 +
by a dead animal training partner
 +
  by a dead friend
 +
a sparring session
 +
being unable to petition for citizenship
 +
combat drills
 +
practicing at the archery target
 +
being unable to request weapon production
 +
being unable to find a priest to complain to
 +
being unable to find somebody to complain to about job scarcity
 +
being unable to make suggestions about work allocations
 +
being unable to find somebody in charge to cry on
 +
long patrol duty
 +
being unable to find a priest to cry on
 +
being unable to find somebody in charge to yell at
 +
utterly sleep-deprived
 +
suffering a major injury
 +
being nauseated by the sun
 +
being out in the sunshine again
 +
being disturbed during sleep by loud noises
 
loud noises made it impossible to sleep
 
loud noises made it impossible to sleep
being able to rest and recuperate
 
caught in the rain
 
caught in a snow storm
 
suffering a major injury
 
 
suffering a minor injury
 
suffering a minor injury
 
sleeping uneasily due to noise
 
sleeping uneasily due to noise
being disturbed during sleep by loud noises
+
caught in a snow storm
long patrol duty
+
retching on a miasma
being nauseated by the sun
+
being able to rest and recuperate
being out in the sunshine again
+
caught in the rain
utterly sleep-deprived
+
choking on dust underground
being unable to find a priest to complain to
+
considering
being unable to find a priest to cry on
+
choking on smoke underground
being unable to find somebody in charge to yell at
+
being near to a waterfall
being unable to find somebody in charge to cry on
+
having
having disappointed a noble
+
punishment reduced
the tax collection didn't go smoothly
+
the state of demands
getting into an argument
+
that a criminal could not be properly punished
making a friend
+
the acceptance of a petition for a temple for
being misinformed about a room for tax collection
+
the establishment of a guildhall for
having pleased a noble
+
re-elected
the tax collection went smoothly
+
the establishment of a temple for
losing property to the tax collector's escorts
+
a great bedroom
being taxed
+
a very good bedroom
not having adequate protection
+
a bedroom like a personal palace
being unable to reach a room for tax collection
+
a fantastic bedroom
caging a creature
+
a horrible bedroom
chaining up a creature
+
an awful bedroom
gelding a creature
+
a good bedroom
putting a piece on display
+
a horribly substandard bedroom
being rescued
+
sleeping on the floor
bringing somebody to rest in bed
+
sleeping in the mud
felling a tree
+
a very poor bedroom
slaughtering an animal
+
a poor bedroom
a poor dining room
+
sleeping on rocks
eating without a proper dining room
+
sleeping on ice
the lack of chairs
+
sleeping in the grass
forming a bond with an animal training partner
+
sleeping on a rough cave floor
a horribly substandard dining room
+
suffering the travesty of art defacement
a horrible dining room
+
being evicted
an awful dining room
+
sleeping in the dirt
a very poor dining room
+
sleeping on a pile of driftwood
a fantastic dining room
+
writing
a great dining room
+
reading
a very good dining room
+
teaching
a good dining room
+
learning about
the lack of dining tables
+
being unable to advance the study of
eating at a crowded table
+
discussing
dining in  
+
learning
a legendary dining room
+
making a breakthrough concerning
not having enough armor stands
+
getting married
a lesser's pretentious
 
arrangements
 
a legendary drink
 
not having enough chests
 
not having enough cabinets
 
not having enough weapon racks
 
a pretty decent drink
 
a fine drink
 
a wonderful drink
 
a truly decadent drink
 
a wonderful dish
 
a truly decadent dish
 
a legendary meal
 
a drink
 
putting on a
 
eating
 
a pretty decent meal
 
a fine dish
 
being beaten with a hammer
 
being unable to find a hammer
 
eating the same old food
 
eating rotten food
 
starting a fist fight
 
punishing somebody with a beating
 
being beaten
 
beating somebody with a hammer
 
 
gaining siblings
 
gaining siblings
 +
pondering
 +
giving birth to
 +
giving somebody water
 +
receiving food
 
gaining a sibling
 
gaining a sibling
 
receiving water
 
receiving water
giving somebody water
+
having an intellectual discussion with a lover
discussing
+
having an intellectual discussion with a sibling
pondering
+
giving somebody food
giving birth to
+
having an intellectual discussion with the spouse
getting married
+
having an intellectual discussion with a child
reading
+
having an intellectual discussion with a friend
learning
+
having an intellectual discussion with mother
making a breakthrough concerning
+
having an intellectual discussion with father
being unable to advance the study of
+
sharing a personal insight with the spouse
being evicted
+
sharing a personal insight with a lover
teaching
+
having an intellectual discussion with an acquaintance
learning about
+
having an intellectual discussion with somebody
writing
+
sharing a personal insight with father
sleeping on ice
+
sharing a personal insight with a child
sleeping in the dirt
+
sharing a personal insight with a sibling
sleeping on a pile of driftwood
+
sharing a personal insight with mother
suffering the travesty of art defacement
+
sharing a personal insight with somebody
sleeping in the mud
+
sharing one of the spouse's personal insight
sleeping in the grass
+
sharing a personal insight with a friend
sleeping on a rough cave floor
+
sharing a personal insight with an acquaintance
sleeping on rocks
+
sharing one of mother's personal insight
an awful bedroom
+
sharing one of father's personal insight
a very poor bedroom
+
sharing a lover's personal insight
a poor bedroom
+
sharing a sibling's personal insight
sleeping on the floor
+
sharing an acquaintance's personal insight
a very good bedroom
+
sharing somebody's personal insight
a good bedroom
+
sharing a child's personal insight
a horribly substandard bedroom
+
sharing a friend's personal insight
a horrible bedroom
+
a legendary dining room
sleeping in
+
a fantastic dining room
a bedroom like a personal palace
+
eating at a crowded table
a fantastic bedroom
+
dining in  
a great bedroom
+
a good dining room
having a drink without using a goblet, cup or mug
+
a horribly substandard dining room
drinking water without a well
+
a great dining room
being near to a  
+
a very good dining room
sleeping without a proper room
+
a very poor dining room
forced to drink ichorous water
+
a poor dining room
forced to drink purulent water
+
a horrible dining room
drinking nasty water
+
an awful dining room
drinking something spoiled
+
forming a bond with an animal training partner
 +
being rescued
 +
eating without a proper dining room
 +
the lack of chairs
 +
slaughtering an animal
 +
caging a creature
 +
bringing somebody to rest in bed
 +
felling a tree
 +
putting a piece on display
 +
losing property to the tax collector's escorts
 +
chaining up a creature
 +
gelding a creature
 +
being unable to reach a room for tax collection
 +
being misinformed about a room for tax collection
 +
being taxed
 +
not having adequate protection
 +
the tax collection went smoothly
 +
having disappointed a noble
 +
having pleased a noble
 +
that
 +
making a friend
 +
forming a grudge
 +
the tax collection didn't go smoothly
 +
getting into an argument
 +
being pestered by
 +
a satisfying acquisition
 +
being accosted by
 +
being near  
 +
being confined
 +
a bath
 +
acquiring
 +
adopting a new pet
 +
being attacked
 +
being attacked by the dead
 +
a soapy bath
 +
killing somebody by accident while sparring
 +
drinking the same old booze
 
forced to drink bloody water
 
forced to drink bloody water
forced to drink slime
 
forced to drink vomit
 
forced to drink gooey water
 
being attacked by the dead
 
 
being attacked by  
 
being attacked by  
 
  own dead  
 
  own dead  
drinking the same old booze
+
forced to drink gooey water
a bath
+
forced to drink ichorous water
a soapy bath
+
forced to drink slime
killing somebody by accident while sparring
+
forced to drink vomit
being attacked
+
drinking something spoiled
a satisfying acquisition
+
having a drink without using a goblet, cup or mug
acquiring
+
forced to drink purulent water
adopting a new pet
+
drinking nasty water
being confined
+
sleeping without a proper room
forming a grudge
+
sleeping in
being accosted by
+
drinking water without a well
being near
+
being near to a  
being pestered by
+
being unable to pray
a legendary
+
for too long
a fantastic
+
being away from people for too long
a great
+
being kept from alcohol for too long
a very good
+
doing nothing creative for so long
conducting a meeting in
+
leading an unexciting life for so long
having to conduct an official meeting in a bedroom
+
being unoccupied for too long
having to conduct an official meeting in a dining room
+
being unable to admire art for so long
not having any rooms
+
being away from friends for too long
 +
being unable to hear eloquent speech for so long
 +
not learning anything for so long
 +
being away from family for too long
 +
being unable to make merry for so long
 +
being unable to practice a craft for too long
 +
being away from traditions for too long
 +
a lack of introspection for too long
 +
being unable to take it easy for so long
 +
being unable to make romance for so long
 +
being unable to practice a martial art for too long
 +
being unable to practice a skill for too long
 +
being unable to acquire something for too long
 +
a lack of decent meals for too long
 +
being away from animals for so long
 +
being away from great beasts for so long
 +
being unable to argue for too long
 +
being unable to be extravagant for so long
 +
being unable to fight for too long
 +
a lack of trouble-making for too long
 +
a lack of abstract thinking for too long
 +
performing the rites of
 +
being unable to wander for too long
 +
being unable to help anybody for too long
 +
defeating somebody
 +
murdering somebody
 +
incompletely performing the rites of
 +
communing with
 +
a scholarly lecture in
 +
a performance in
 +
abducting somebody
 +
preying on the blood of civilized creatures
 +
an infiltration mission
 +
receiving a cut of corruptly-obtained funds
 +
being far away
 +
a lover
 +
a sibling
 +
problems with
 +
the spouse
 +
discussing the spouse's problems
 +
discussing a lover's problems
 +
a friend
 +
an acquaintance
 +
discussing father's problems
 +
discussing a child's problems
 +
discussing a sibling's problems
 +
discussing mother's problems
 +
discussing somebody's problems
 +
visiting with a pet
 +
discussing a friend's problems
 +
discussing an acquaintance's problems
 +
talking with a sibling
 +
talking with mother
 +
talking with the spouse
 +
talking with a lover
 +
visiting with an animal training partner
 
talking with a friend
 
talking with a friend
talking with an acquaintance
 
forced to talk to somebody annoying
 
talking with somebody
 
talking with mother
 
 
talking with father
 
talking with father
 
talking with a child
 
talking with a child
visiting with an animal training partner
+
talking with somebody
visiting with a pet
+
conducting a meeting in
talking with the spouse
+
talking with an acquaintance
talking with a lover
+
forced to talk to somebody annoying
talking with a sibling
+
not having any rooms
discussing a child's problems
+
a legendary
discussing a friend's problems
+
having to conduct an official meeting in a bedroom
discussing an acquaintance's problems
+
having to conduct an official meeting in a dining room
discussing somebody's problems
+
a very good
discussing a lover's problems
+
a good
discussing a sibling's problems
+
a fantastic
discussing mother's problems
+
a great
discussing father's problems
+
an awful
a sibling
+
a horrible
a friend
+
a poor
an acquaintance
+
a very poor
discussing the spouse's problems
+
about
sharing somebody's personal insight
+
not having a tomb after gaining another year
problems with
+
a horribly substandard
the spouse
+
  tomb after gaining another year
a lover
+
a child was turned away from sanctuary
sharing one of father's personal insight
+
being expelled
sharing a child's personal insight
+
after talking to a pillar of society
sharing a friend's personal insight
+
interacting with a pet
sharing an acquaintance's personal insight
+
the bizarre conviction against all reason of the victim of a crime
sharing one of the spouse's personal insight
 
sharing a lover's personal insight
 
sharing a sibling's personal insight
 
sharing one of mother's personal insight
 
sharing a personal insight with a child
 
sharing a personal insight with a friend
 
sharing a personal insight with an acquaintance
 
sharing a personal insight with somebody
 
sharing a personal insight with a lover
 
sharing a personal insight with a sibling
 
sharing a personal insight with mother
 
sharing a personal insight with father
 
having an intellectual discussion with a friend
 
having an intellectual discussion with an acquaintance
 
having an intellectual discussion with somebody
 
sharing a personal insight with the spouse
 
having an intellectual discussion with a sibling
 
having an intellectual discussion with mother
 
having an intellectual discussion with father
 
having an intellectual discussion with a child
 
receiving food
 
giving somebody food
 
having an intellectual discussion with the spouse
 
having an intellectual discussion with a lover
 
performing the rites of
 
incompletely performing the rites of
 
communing with
 
defeating somebody
 
being unable to be extravagant for so long
 
being unable to wander for too long
 
being unable to help anybody for too long
 
a lack of abstract thinking for too long
 
a lack of decent meals for too long
 
being unable to fight for too long
 
a lack of trouble-making for too long
 
being unable to argue for too long
 
being unable to make romance for so long
 
being away from animals for so long
 
being away from great beasts for so long
 
being unable to acquire something for too long
 
being unable to practice a craft for too long
 
being unable to practice a martial art for too long
 
being unable to practice a skill for too long
 
being unable to take it easy for so long
 
being unable to hear eloquent speech for so long
 
being away from traditions for too long
 
a lack of introspection for too long
 
being unable to make merry for so long
 
leading an unexciting life for so long
 
not learning anything for so long
 
being away from family for too long
 
being away from friends for too long
 
  for too long
 
being unoccupied for too long
 
being unable to admire art for so long
 
doing nothing creative for so long
 
being forced to endure the decay of an acquaintance
 
being away from people for too long
 
being kept from alcohol for too long
 
being unable to pray
 
being forced to endure the decay of a child
 
being forced to endure the decay of an animal training partner
 
being forced to endure the decay of a friend
 
being forced to endure the decay of an annoying acquaintance
 
being forced to endure the decay of a lover
 
being forced to endure the decay of a sibling
 
being forced to endure the decay of a mother
 
being forced to endure the decay of a father
 
 
receiving justice through a criminal's conviction
 
receiving justice through a criminal's conviction
when a family member received justice through a criminal's conviction
 
being forced to endure the decay of a pet
 
being forced to endure the decay of a spouse
 
being expelled
 
 
a long-dead corpse was convicted of a crime
 
a long-dead corpse was convicted of a crime
 
an animal was convicted of a crime
 
an animal was convicted of a crime
the bizarre conviction against all reason of the victim of a crime
+
being forced to endure the decay of a spouse
not having a tomb after gaining another year
+
being forced to endure the decay of a lover
after talking to a pillar of society
+
when a family member received justice through a criminal's conviction
interacting with a pet
+
being forced to endure the decay of a pet
a child was turned away from sanctuary
+
being forced to endure the decay of a father
a horrible
+
being forced to endure the decay of a child
a horribly substandard
+
being forced to endure the decay of a sibling
tomb after gaining another year
+
being forced to endure the decay of a mother
about
+
being forced to endure the decay of an annoying acquaintance
a good
+
being forced to endure the decay of an acquaintance
a poor
+
being forced to endure the decay of an animal training partner
a very poor
+
being forced to endure the decay of a friend
an awful
+
A migrant has decided to brave this terrifying unhappy place.
a performance in
+
A migrant has arrived at this unhappy place, despite the danger.
receiving a cut of corruptly-obtained funds
+
A migrant has arrived at this miserable place, despite the danger.
being far away
+
A migrant has arrived at this miserable place.
an infiltration mission
+
A migrant has arrived, despite the danger.
murdering somebody
+
A migrant has arrived.
abducting somebody
+
A migrant has arrived at this unhappy place.
preying on the blood of civilized creatures
+
A migrant has decided to brave this terrifying place.
a scholarly lecture in
+
Others were too nervous to make the journey to this miserable fortress.
has been ignored.
+
No one else even considered making the journey to this cursed unhappy death-trap.
The residency petition of
+
No one else even considered making the journey to this cursed miserable death-trap.
 
Others refused to journey to this dangerous and miserable fortress.
 
Others refused to journey to this dangerous and miserable fortress.
No one else even considered making the journey to this cursed miserable death-trap.
+
No one else even considered making the journey to this cursed death-trap.
No one else even considered making the journey to this cursed unhappy death-trap.
+
Others refused to journey to this dangerous fortress.
Others were too nervous to make the journey to this miserable fortress.
+
Others refused to journey to this dangerous and unhappy fortress.
A migrant has decided to brave this terrifying place.
+
Others were too nervous to make the journey to this unhappy fortress.
A migrant has arrived at this unhappy place.
+
Migrants refused to journey to such a dangerous and miserable fortress this season.
A migrant has arrived.
+
Migrants were too nervous to make the journey this season to this miserable fortress.
A migrant has arrived, despite the danger.
+
Others were too nervous to make the journey.
A migrant has arrived at this miserable place.
+
No one even considered making the journey to such a cursed miserable death-trap this season.
A migrant has arrived at this miserable place, despite the danger.
+
Migrants were too nervous to make the journey this season to this unhappy fortress.
A migrant has arrived at this unhappy place, despite the danger.
+
No one even considered making the journey to such a cursed death-trap this season.
A migrant has decided to brave this terrifying unhappy place.
+
No one even considered making the journey to such a cursed unhappy death-trap this season.
Some migrants have arrived, despite the danger.
+
Migrants refused to journey to such a dangerous and unhappy fortress this season.
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.
+
No one else even considered making the journey to this miserable hellhole.
A migrant has decided to brave this terrifying miserable place.
+
Others refused to journey to this unhappy fortress.
Some migrants have arrived.
+
Migrants refused to journey to such a dangerous fortress this season.
Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.
+
Migrants were too nervous to make the journey this season.
Some migrants have arrived at this miserable place.
+
Migrants refused to journey to this unhappy fortress this season.
Some migrants have arrived at this unhappy place.
+
Migrants were too wary to make the journey this season.
Some migrants have arrived at this unhappy place, despite the danger.
+
Others were too wary to make the journey.
Your ruler has arrived, dressed as a peasant!
+
No one even considered making the journey to such a miserable hellhole this season.
Their wagons have bypassed your inaccessible site.
+
diplomat from
Some migrants have arrived at this miserable place, despite the danger.
+
No
Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.
+
The fortress attracted no migrants this season.
Take careful stock of your own stores.
+
Your ruler has arrived with a full entourage.  Your thriving site is now the capital, and with continued fortune and toil, the legend of a true Mountainhome may yet be written.
caravan from  
+
The merchants from  
What these merchants offer might very well be the difference between a prosperous future and a slow and meaningless death.
+
will be leaving soon.
  is a welcome sight.  
+
? How curious...
Although it is a grim reminder of the winter hardships to come, the supply caravan from
+
has come!
craftsmen
+
DIPLOMACYFLAG_SUCCESS
Their eyes are alight with the anticipation of inspecting the splendid products of your industrious
+
DIPLOMACYFLAG_FAILURE
A mandate has ended.
+
have embarked on their journey.
  has ended a mandate.
+
TREESREMOVED
The annual tribute from
+
NULL
Wagon Pathing Catastrophe
+
LOCAL_LARGE_PREDATOR
  Try building a butcher's shop and slaughtering some livestock.
+
YOURCIV
  Are your farmplots working? Make sure you are planting edible plants.
+
YOURFORT
  Perhaps you can gather plants, fruit, or go fishing.
+
ASSOCIATE
  Do you have any livestock to slaughter?
+
ACTOR
Congratulations!  (You should be proud of your accomplishment. Embark in a world with the deepest cavern layers for further challenges.)
+
RANGE
Deeper. We must dig deeper.
+
DIPLOMAT
  Consider placing a farmplot on some underground soil and planting seeds.
+
bids you farewell!
Your fortress is out of food!
+
NATIVENAME
 +
ADD_FLAG
 +
REMOVE_FLAG
 +
HISTNAME
 +
Wagon arrival location
 +
TRANSLATEDNAME
 +
TITLENAME
 +
has been elected
 +
has been re-elected.
 +
The residency petition of
 +
The temple petition by
 +
The guildhall petition by
 +
  has been ignored.
 +
The citizenship petition of
 +
The priesthood of
 +
is ready to be recognized (from the temple's location menu.)  This will satisfy the agreement.
 +
The guildhall agreement with
 +
  has been satisfied.
 +
guild, has been established.
 +
has been missing for a week.
 +
The high priest of  
 +
  has been abandoned.
 +
The gods surely want you to dig deeper still!
 +
And why shouldn't you dig deeper still?!
 +
Congratulations! This fortress is now a Mountainhome, proof that any suggestion of hubris was childish nonsense.
 +
What are a few pesky demons after all?
 
A true Mountainhome must have a true throne!  
 
A true Mountainhome must have a true throne!  
 +
And a true ruler requires seven symbols, symbols not of this world. Mere steel will not suffice.
 +
is satisfied with their position here.
 
Everything is properly royal, properly furnished.  And yet?  
 
Everything is properly royal, properly furnished.  And yet?  
 +
Congratulations!  (You should be proud of your accomplishment.  Embark in a world with the deepest cavern layers for further challenges.)
 +
Your fortress is out of food!
 
This legend does not end until we've chipped out the last treasures of the underworld!
 
This legend does not end until we've chipped out the last treasures of the underworld!
And a true ruler requires seven symbols, symbols not of this world. Mere steel will not suffice.  
+
Deeper. We must dig deeper.
The gods surely want you to dig deeper still!
+
  Try building a butcher's shop and slaughtering some livestock.
What are a few pesky demons after all?
+
  Do you have any livestock to slaughter?
is satisfied with their position here.  
+
  Consider placing a farmplot on some underground soil and planting seeds.
And why shouldn't you dig deeper still?!
+
  Are your farmplots workingMake sure you are planting edible plants.
  guild, has been established.
+
A mandate has ended.
has been abandoned.
+
Wagon Pathing Catastrophe
Congratulations! This fortress is now a Mountainhome, proof that any suggestion of hubris was childish nonsense.  
+
  Perhaps you can gather plants, fruit, or go fishing.
  has been missing for a week.
+
  has ended a mandate.
The priesthood of
+
  is a welcome sight.  
  has been satisfied.
+
Their eyes are alight with the anticipation of inspecting the splendid products of your industrious
The high priest of
+
The annual tribute from
is ready to be recognized (from the temple's location menu.)  This will satisfy the agreement.
+
Although it is a grim reminder of the winter hardships to come, the supply caravan from
The temple petition by
+
What these merchants offer might very well be the difference between a prosperous future and a slow and meaningless death.
The citizenship petition of  
+
caravan from
The guildhall agreement with
+
craftsmen
The guildhall petition by
+
Take careful stock of your own stores.  
has been re-elected.
+
Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.
has been elected
+
Some migrants have arrived at this miserable place, despite the danger.
TITLENAME
+
Their wagons have bypassed your inaccessible site.
TRANSLATEDNAME
+
Your ruler has arrived, dressed as a peasant!
Wagon arrival location
+
Some migrants have arrived at this unhappy place, despite the danger.
HISTNAME
+
Some migrants have arrived at this unhappy place.
REMOVE_FLAG
+
Some migrants have arrived at this miserable place.
ADD_FLAG
+
Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.
NATIVENAME
+
Some migrants have arrived.
bids you farewell!
+
A migrant has decided to brave this terrifying miserable place.
DIPLOMAT
+
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.
ASSOCIATE
+
Some migrants have arrived, despite the danger.
YOURFORT
+
current events
YOURCIV
+
the future
LOCAL_LARGE_PREDATOR
+
the past
TREESREMOVED
+
the concept of death
have embarked on their journey.
+
the concept of family
DIPLOMACYFLAG_FAILURE
+
someone recently deceased
DIPLOMACYFLAG_SUCCESS
+
someone recently retired
has come!
+
the concept of war
?  How curious...
+
an abstract concept
will be leaving soon.
+
the concept of hunting
The merchants from
+
the concept of nature
Your ruler has arrived with a full entourage.  Your thriving site is now the capital, and with continued fortune and toil, the legend of a true Mountainhome may yet be written.
+
a specific wilderness region
The fortress attracted no migrants this season.
+
alcoholic beverages
diplomat from
+
a historical figure
No one even considered making the journey to such a miserable hellhole this season.
+
a specific place
Others were too wary to make the journey.
+
someone's character
Migrants were too wary to make the journey this season.
+
  a dramatic
Migrants refused to journey to this unhappy fortress this season.
+
the hunt
Migrants were too nervous to make the journey this season.
+
mining
Migrants refused to journey to such a dangerous fortress this season.
+
  a light
Others refused to journey to this unhappy fortress.
+
  a solemn
No one else even considered making the journey to this miserable hellhole.
+
a reflective
Migrants refused to journey to such a dangerous and unhappy fortress this season.
+
a ribald
No one even considered making the journey to such a cursed unhappy death-trap this season.
+
form
No one even considered making the journey to such a cursed death-trap this season.
+
intended
Migrants were too nervous to make the journey this season to this unhappy fortress.
+
poetic
No one even considered making the journey to such a cursed miserable death-trap this season.
+
narrative
Others were too nervous to make the journey.
 
Migrants were too nervous to make the journey this season to this miserable fortress.
 
Migrants refused to journey to such a dangerous and miserable fortress this season.
 
Others were too nervous to make the journey to this unhappy fortress.
 
Others refused to journey to this dangerous and unhappy fortress.
 
Others refused to journey to this dangerous fortress.
 
No one else even considered making the journey to this cursed death-trap.
 
is divided into
 
The poem
 
#NAAM?
 
two distinct
 
, originating in
 
concerning
 
The form guides poets during improvised performances.  
 
The rules of the form are applied by poets to produce individual poems which can be recited. 
 
to refuse consolation
 
to console the audience
 
  a chosen subject
 
  concerning
 
to teach a moral lesson
 
to beseech
 
to make a concession
 
to make an assertion
 
to express pleasure with
 
to make an apology
 
to praise
 
to express grief over
 
 
to amuse the audience
 
to amuse the audience
to satirize
 
to renounce
 
 
to complain about
 
to complain about
narrative
 
 
to describe
 
to describe
intended
+
to satirize
a light
+
epenthesis
a ribald
+
synchysis
poetic
+
consonance
a solemn
+
elision
someone's character
+
symbolism
mining
+
metaphor
a reflective
+
allegory
a dramatic
+
ambiguity
a specific wilderness region
+
vivid imagery
a specific place
+
juxtaposition
the hunt
+
simile
alcoholic beverages
+
metonymy
the concept of war
 
the concept of nature
 
a historical figure
 
an abstract concept
 
the concept of death
 
someone recently retired
 
the concept of hunting
 
the concept of family
 
current events
 
the past
 
someone recently deceased
 
the future
 
certain lines
 
often contrast underlying meaning
 
often share an underlying meaning
 
 
A form of  
 
A form of  
Forms of
 
common throughout the poem, in that
 
 
parallelism  
 
parallelism  
vivid imagery
 
metonymy
 
 
  is characteristic of the form.   
 
  is characteristic of the form.   
juxtaposition
+
Forms of
symbolism
+
they
ambiguity
+
often share an underlying meaning
simile
+
common throughout the poem, in that
metaphor
+
certain lines
epenthesis
+
have similar grammatical structures
elision
+
use the same placement of allusions
allegory
+
often contrast underlying meaning
synchysis
+
are required to maintain phrasing
antanaclasis
+
Linguistic skill is required in the visual presentation as well, as
onomatopoeia
+
must feature
consonance
+
sometimes have reversed word orders
assonance
+
reverse grammatical structures
Use of  
+
lines which can be read orthogonally across the standard lines
an animal
+
lines which emerge when reading along certain prescribed paths across the body of the poem
alliteration
+
lines with different readings depending on word breaks
internal rhyme
+
lines which can be read backwards as well as forwards
a relative of the author
+
foot
a traveler
+
feet
a fictional poet
+
Each line has
a party to a debate
+
The poem has
is always written from the perspective of
+
uneven-even
a soldier
+
uneven-uneven
the author
+
a tone pattern of  
series of
+
even-uneven
extremely long series of
+
even-even-uneven
lengthy
+
uneven-even-uneven
a single
+
uneven-even-even
  tercet
+
even-uneven-even
quatrain
+
even-uneven-uneven
distinct parts:
+
uneven-uneven-even
couplet
+
even-even
septet
+
even-even-even
quintain
+
short-long
  sexain
+
long-short
a series of
+
uneven-uneven-uneven
numerous series of
+
a syllable weight pattern of
verse paragraph
+
short-long-short
brief
+
short-short-long
  numerous series of
+
long-long
  extremely long series of
+
long-short-short
an extremely long series of
+
short-short-short
  series of
+
short-long-long
 +
long-short-long
 +
short-short
 +
  (quantitative
 +
iambic
 +
long-long-short
 +
long-long-long
 +
to express pleasure with
 +
to express grief over
 +
to renounce
 +
to make an apology
 +
to teach a moral lesson
 +
to make an assertion
 +
to praise
 +
to beseech
 +
to refuse consolation
 +
  concerning
 +
to make a concession
 +
to console the audience
 +
, originating in
 +
The rules of the form are applied by poets to produce individual poems which can be recited. 
 +
  a chosen subject
 +
  concerning
 +
is divided into
 +
two distinct
 +
The form guides poets during improvised performances.  
 +
The poem
 +
septet
 +
sexain
 +
-line stanza
 +
octet
 
tercet
 
tercet
quatrain
 
another
 
 
couplet
 
couplet
septet
 
 
quintain
 
quintain
sexain
+
quatrain
octameter
+
numerous series of
heptameter
+
series of
an accent pattern of  
+
another
tetrameter
+
extremely long series of
trimeter
+
a series of
hexameter
+
brief
pentameter
+
an extremely long series of
molossic
+
numerous series of
antibacchic
+
septet
dimeter
+
sexain
monometer
+
verse paragraph
pyrrhic
+
tercet
cretic
+
couplet
bacchic
+
quintain
tribrachic
+
quatrain
 +
series of
 +
a single
 +
distinct parts:
 +
extremely long series of
 +
is always written from the perspective of
 +
the author
 +
lengthy
 +
full
 +
a relative of the author
 +
a party to a debate
 +
a soldier
 +
a traveler
 +
Use of
 +
internal rhyme
 +
a fictional poet
 +
an animal
 +
antanaclasis
 +
assonance
 +
alliteration
 +
onomatopoeia
 +
concerns
 +
is written from the perspective of
 +
to offer a different perspective
 +
the subject of the poem
 +
present different views of the same subject
 +
In the
 +
must make use of
 +
Certain lines
 +
each
 +
stanza
 +
part, the
 +
line of
 +
is required to maintain the phrasing of
 +
has the same grammatical structure as
 +
shares the underlying meaning of
 +
contrasts the underlying meaning of
 +
reverses the grammatical structure of
 +
presents a different view of the subject of
 +
uses the same placement of allusions as
 +
reverses the word order of
 +
includes
 +
lines which emerge when reading along certain prescribed paths
 +
must expand the idea of
 +
line. 
 +
has different readings depending on word breaks
 +
can be read backwards as well as forwards
 +
has lines with
 +
in each line
 +
refrain occurs as lines
 +
refrain occurs as line
 +
The refrain occurs as lines
 +
The refrain occurs as line
 +
of the
 +
of this part
 +
The ending of each line
 +
of the poem
 +
repeating in each stanza of
 +
within each stanza of
 +
shares the same rhyme. 
 +
The rhyme scheme
 +
within each stanza
 +
within this stanza
 +
within
 +
repeating in each stanza
 +
As a rule throughout the poem, the end rhymes don't generally match perfectly. 
 +
In this part of the poem, the end rhymes don't need to match perfectly. 
 +
respecting the full poem
 +
, where numbers indicate a refrain
 +
The rhyme
 +
need to match perfectly. 
 
dactylic
 
dactylic
spondaic
 
anapaestic
 
 
amphibrachic
 
amphibrachic
(quantitative
 
long-long-long
 
 
trochaic
 
trochaic
iambic
+
spondaic
short-short-short
+
pyrrhic
short-short
+
tribrachic
long-long-short
+
anapaestic
short-long-long
+
cretic
short-long-short
+
molossic
long-short-short
+
monometer
long-short-long
+
bacchic
short-short-long
+
antibacchic
short-long
+
tetrameter
a syllable weight pattern of  
+
pentameter
long-long
+
dimeter
long-short
+
trimeter
even-uneven-uneven
+
octameter
even-even-even
+
). 
uneven-uneven-uneven
+
hexameter
uneven-uneven-even
+
heptameter
even-even-uneven
+
stressed-unstressed
even-uneven-even
+
stressed-stressed
even-even
+
an accent pattern of  
uneven-even-uneven
+
unstressed-stressed
uneven-even
+
unstressed-unstressed-stressed
even-uneven
+
stressed-unstressed-stressed
uneven-even-even
+
stressed-unstressed-unstressed
uneven-uneven
+
unstressed-stressed-unstressed
The poem has
+
unstressed-stressed-stressed
a tone pattern of  
+
stressed-stressed-unstressed
lines which can be read orthogonally across the standard lines
+
unstressed-unstressed
lines which can be read backwards as well as forwards
+
unstressed-unstressed-unstressed
Each line has
+
syllables. 
lines which emerge when reading along certain prescribed paths across the body of the poem
+
Every line of the poem has
Linguistic skill is required in the visual presentation as well, as
+
stressed-stressed-stressed
reverse grammatical structures
+
(qualitative
lines with different readings depending on word breaks
+
a terminal caesura
must feature
+
The ending of each line of the poem shares the same rhyme
have similar grammatical structures
+
an initial caesura
are required to maintain phrasing
+
a medial caesura
sometimes have reversed word orders
+
sections
use the same placement of allusions
+
section
reverses the grammatical structure of
+
, though the rhyming doesn't have to be perfect
reverses the word order of
+
, though rhymes at the end of lines in the  
must expand the idea of
+
  at the end of the  
presents a different view of the subject of
+
lines don't
is required to maintain the phrasing of
+
  don't need to match perfectly
contrasts the underlying meaning of
+
, though the rhyme
uses the same placement of allusions as
 
has the same grammatical structure as
 
line of  
 
shares the underlying meaning of
 
stanza
 
present different views of the same subject
 
Certain lines
 
part, the
 
In the  
 
concerns
 
  the subject of the poem
 
must make use of
 
  is written from the perspective of
 
to move away from previous ideas
 
to undercut the previous assertion
 
to offer a different perspective
 
to reflect on previous ideas
 
to synthesize previous ideas
 
to make a counter-assertion
 
to invert the previous assertion
 
to develop the previous idea
 
is solemn
 
is light
 
is a narrative
 
is a riddle
 
 
is dramatic
 
is dramatic
need to match perfectly
 
is ribald
 
 
is reflective
 
is reflective
at the end of the
 
, though the rhyme
 
 
line doesn't
 
line doesn't
lines don't
+
  need to match perfectly
sections
+
is solemn
, though rhymes at the end of lines in the
+
is a riddle
  don't need to match perfectly
+
is ribald
section
+
is light
a terminal caesura
+
to synthesize previous ideas
a medial caesura
+
to develop the previous idea
, though the rhyming doesn't have to be perfect
+
is a narrative
The ending of each line of the poem shares the same rhyme
+
to make a counter-assertion
syllables. 
+
to move away from previous ideas
(qualitative
+
to reflect on previous ideas
an initial caesura
+
to invert the previous assertion
Every line of the poem has
+
to undercut the previous assertion
unstressed-stressed-stressed
+
Muddy
unstressed-unstressed-unstressed
+
Damp
stressed-stressed-stressed
+
Warm
stressed-stressed-unstressed
+
Detailed
unstressed-unstressed-stressed
+
Sculpted
unstressed-stressed-unstressed
+
Mossy
unstressed-unstressed
+
Snow-covered
stressed-unstressed-stressed
+
Exposed
stressed-unstressed
+
Smooth
unstressed-stressed
+
Straight
stressed-unstressed-unstressed
+
Rough-hewn
stressed-stressed
+
Dense
need to match perfectly. 
+
Dead
As a rule throughout the poem, the end rhymes don't generally match perfectly. 
+
Cluster
, where numbers indicate a refrain
+
Pillar
The rhyme
+
Dry Grass
In this part of the poem, the end rhymes don't need to match perfectly. 
+
Dry
within each stanza
+
Grass
repeating in each stanza
+
Sparse
respecting the full poem
+
  Floor
within this stanza
+
  Ice Floor
repeating in each stanza of
+
Level
The rhyme scheme
+
Dead Grass
within
+
Ice Track (S)
within each stanza of
+
  Track (S)
of the
+
Ice Track (N)
of the poem
+
  Track (N)
shares the same rhyme. 
+
Ice Track (W)
of this part
+
  Track (W)
refrain occurs as lines
+
Ice Track (E)
The refrain occurs as line
+
  Track (E)
The ending of each line
 
  refrain occurs as line
 
has different readings depending on word breaks
 
  in each line
 
The refrain occurs as lines
 
can be read backwards as well as forwards
 
includes
 
  line. 
 
has lines with
 
lines which emerge when reading along certain prescribed paths
 
  Track (SW)
 
Ice Track (SE)
 
  Track (EW)
 
Ice Track (SW)
 
  Track (NW)
 
 
Ice Track (NE)
 
Ice Track (NE)
Track (SE)
 
Ice Track (NW)
 
Track (NS)
 
Ice Track (W)
 
 
  Track (NE)
 
  Track (NE)
 
Ice Track (NS)
 
Ice Track (NS)
  Track (E)
+
  Track (NS)
Ice Track (S)
+
Ice Track (SE)
  Track (W)
+
  Track (SE)
Ice Track (E)
+
Ice Track (NW)
  Track (N)
+
  Track (NW)
Floor
+
  Upward Track (SE)
Track (S)
 
Ice Track (N)
 
Dead Grass
 
Dry Grass
 
Ice Floor
 
Sparse
 
Dense
 
Pillar
 
Exposed
 
Cluster
 
Rough-hewn
 
Detailed
 
Smooth
 
Straight
 
Snow-covered
 
Muddy
 
Sculpted
 
Mossy
 
Ice Upward Track (NE)
 
  Upward Track (NE)
 
 
Ice Upward Track (NW)
 
Ice Upward Track (NW)
 
  Upward Track (NW)
 
  Upward Track (NW)
Ice Upward Track (W)
+
Ice Upward Track (NE)
  Upward Track (W)
+
  Upward Track (EW)
Ice Upward Track (NS)
+
Ice Upward Track (SW)
  Upward Track (NS)
+
  Upward Track (SW)
Ice Upward Track (S)
+
Ice Upward Track (SE)
  Upward Track (S)
+
  Upward Track (NSW)
Ice Upward Track (E)
+
Ice Upward Track (NSE)
  Upward Track (E)
+
  Upward Track (NSE)
Dead Grass Upward Slope
+
Ice Upward Track (EW)
Dry Grass Upward Slope
+
  Upward Track (SEW)
Ice Upward Track (N)
+
Ice Upward Track (NEW)
  Upward Track (N)
+
  Upward Track (NEW)
Ice Upward Stairway
+
Ice Upward Track (NSW)
Ice Downward Stairway
+
Glacial Upward Slope
Grassy Upward Slope
+
Ice Upward Track (NSEW)
Upward Slope
+
  Upward Track (NSEW)
Grassy Downward Stairway
+
Ice Upward Track (SEW)
Downward Stairway
+
Dead Grass Downward Slope
Ice Up/Down Stairway
+
Dry Grass Downward Slope
Underworld Gate
+
Grassy Downward Slope
Grassy Upward Stairway
+
  Downward Slope
Upward Stairway
+
Ice Downward Track (S)
Grassy Up/Down Stairway
+
  Downward Track (S)
Up/Down Stairway
+
Ice Downward Track (N)
Murky Pool Slope
+
  Downward Track (N)
Unusable
+
Ice Downward Track (W)
Lava Flow
+
  Downward Track (W)
Semi-molten Rock
+
Ice Downward Track (E)
Murky Pool
+
  Downward Track (E)
Magma Flow
 
Eerie Glowing Pit
 
Glowing Barrier
 
Glowing Floor
 
Furrowed
 
River Source
 
Waterfall
 
Sapling
 
Young
 
Sapling
 
Pebbles
 
Driftwood
 
Cavern Floor
 
Track (NSEW)
 
Ice Track (SEW)
 
Boulder
 
Ice Track (NSEW)
 
  Track (NEW)
 
Ice Track (NSW)
 
Track (SEW)
 
Ice Track (NEW)
 
  Track (NSE)
 
Ice Track (EW)
 
Track (NSW)
 
Ice Track (NSE)
 
Open Space
 
Downward Slope
 
Unknown
 
Downward Track (NSEW)
 
Ice Downward Track (SEW)
 
Glacial Downward Slope
 
Ice Downward Track (NSEW)
 
Downward Track (NEW)
 
Ice Downward Track (NSW)
 
  Downward Track (SEW)
 
Ice Downward Track (NEW)
 
  Downward Track (NSE)
 
Ice Downward Track (EW)
 
  Downward Track (NSW)
 
Ice Downward Track (NSE)
 
  Downward Track (SW)
 
Ice Downward Track (SE)
 
  Downward Track (EW)
 
Ice Downward Track (SW)
 
Downward Track (NW)
 
 
Ice Downward Track (NE)
 
Ice Downward Track (NE)
Downward Track (SE)
 
Ice Downward Track (NW)
 
Downward Track (NS)
 
Ice Downward Track (W)
 
 
  Downward Track (NE)
 
  Downward Track (NE)
 
Ice Downward Track (NS)
 
Ice Downward Track (NS)
  Downward Track (E)
+
  Downward Track (NS)
Ice Downward Track (S)
+
Ice Downward Track (SE)
  Downward Track (W)
+
  Downward Track (SE)
Ice Downward Track (E)
+
Ice Downward Track (NW)
  Downward Track (N)
+
  Downward Track (NW)
Dead Grass Downward Slope
+
Ice Downward Track (EW)
  Downward Track (S)
+
  Downward Track (EW)
Ice Downward Track (N)
+
Ice Downward Track (SW)
  Downward Slope
+
  Downward Track (SW)
Glacial Upward Slope
+
Ice Downward Track (NSW)
Dry Grass Downward Slope
+
Downward Track (NSW)
Grassy Downward Slope
+
Ice Downward Track (NSE)
Ice Upward Track (SEW)
+
Downward Track (NSE)
  Upward Track (SEW)
+
Ice Downward Track (SEW)
Ice Upward Track (NSEW)
+
  Downward Track (SEW)
  Upward Track (NSEW)
+
Ice Downward Track (NEW)
Ice Upward Track (NSW)
+
Downward Track (NEW)
  Upward Track (NSW)
+
Downward Slope
Ice Upward Track (NEW)
+
Glacial Downward Slope
  Upward Track (NEW)
+
Ice Downward Track (NSEW)
Ice Upward Track (EW)
+
  Downward Track (NSEW)
  Upward Track (EW)
+
Open Space
Ice Upward Track (NSE)
+
Null
  Upward Track (NSE)
+
Ice Track (EW)
Ice Upward Track (SE)
+
  Track (EW)
  Upward Track (SE)
+
Ice Track (SW)
Ice Upward Track (SW)
+
  Track (SW)
  Upward Track (SW)
+
Ice Track (NSW)
cluster
+
  Track (NSW)
fortification
+
Ice Track (NSE)
smooth
+
  Track (NSE)
straight
+
Ice Track (SEW)
pillar
+
  Track (SEW)
exposed
+
Ice Track (NEW)
sculpted
+
Track (NEW)
spit-covered
+
Driftwood
rough-hewn
+
Boulder
detailed
+
Ice Track (NSEW)
mossy
+
  Track (NSEW)
ichor-drenched
+
Young
tear-stained
+
Wet
sweat-drenched
+
Cavern Floor
vomit-covered
+
Pebbles
pus-spattered
+
Furrowed
blood-stained
+
Shrub
a few objects
+
Sapling
some objects
+
Sapling
  stuck to
+
Chasm
some bones
+
River Source
many bones
+
Waterfall
many objects
+
Ashes
a few bones
+
Semi-molten Rock
much gore
+
Glowing Barrier
a few corpses
+
Glowing Floor
a few corpse chunks
+
Eerie Glowing Pit
some gore
+
Unusable
  ghostly
+
Murky Pool
some corpses
+
Magma Flow
many corpses
+
Lava Flow
deep in
+
Upward Stairway
  animated
+
Brook
various
+
River
  lying
+
Murky Pool Slope
Here we have
+
  Downward Stairway
  standing
+
Grassy Up/Down Stairway
a pile of vomit
+
Up/Down Stairway
a spattering of
+
Grassy Upward Stairway
chunky
+
Ice Downward Stairway
a pool of
+
Ice Up/Down Stairway
a pile of
+
Underworld Gate
a slurry of
+
Grassy Downward Stairway
tear-stained
+
Dry Grass Upward Slope
spit-covered
+
Grassy Upward Slope
sweat-drenched
+
  Upward Slope
ichor-flecked
+
Ice Upward Stairway
bloody
+
Upward Track (S)
  amidst
+
Ice Upward Track (N)
pus-spattered
+
  Upward Track (N)
 +
Dead Grass Upward Slope
 +
  Upward Track (W)
 +
Ice Upward Track (E)
 +
  Upward Track (E)
 +
Ice Upward Track (S)
 +
Upward Track (NE)
 +
Ice Upward Track (NS)
 +
Upward Track (NS)
 +
Ice Upward Track (W)
 +
away from the
 +
slam
 +
across the
 +
skips
 +
skip
 +
blows
 +
blow
 +
  into an obstacle and
 +
slams
 
  struck by a ball of flames!
 
  struck by a ball of flames!
apart!
 
 
  flight path!
 
  flight path!
 
  into an obstacle!
 
  into an obstacle!
  slams
+
  apart!
into an obstacle and
+
([@
away from the
+
[CDI:MATERIAL:WATER:SHARP_ROCK]
across the
+
[CDI:INTERACTION:
skips
+
[CDI:ADV_NAME:Launch ice bolt]
[CDI:ADV_NAME:Vanish]
+
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:TARGET:A:SELF_ONLY]
+
[CDI:USAGE_HINT:ATTACK]
[IE_TARGET:C]
+
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[IE_IMMEDIATE]
+
[CDI:TARGET_RANGE:C:25]
[IE_TARGET:A]
+
[CDI:TARGET:C:LINE_OF_SIGHT]
[IE_TARGET:B]
 
[IT_MANUAL_INPUT:target]
 
[I_EFFECT:MATERIAL_EMISSION]
 
[I_TARGET:C:LOCATION]
 
[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]
 
[I_TARGET:B:LOCATION]
 
[IT_LOCATION:CONTEXT_LOCATION]
 
[I_TARGET:A:MATERIAL]
 
[IT_MATERIAL:CONTEXT_MATERIAL]
 
[SOURCE_HFID:
 
[SOURCE_ENID:
 
[CDI:MAX_TARGET_NUMBER:C:1]
 
[CDI:WAIT_PERIOD:50]
 
 
[CDI:VERB:clench a fist:clenches a fist:NA]
 
[CDI:VERB:clench a fist:clenches a fist:NA]
[CDI:VERB:make a flicking motion:makes a flicking motion:NA]
+
[CDI:VERB:hold up hand:holds up hand:NA]
 
[CDI:VERB:point:points:NA]
 
[CDI:VERB:point:points:NA]
[CDI:VERB:hold up hand:holds up hand:NA]
 
[CDI:USAGE_HINT:ATTACK]
 
 
[CDI:VERB:gesture:gestures:NA]
 
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_RANGE:C:25]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_LAUNCH_ICE_BOLT]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
+
[CDI:WAIT_PERIOD:50]
[CDI:MATERIAL:WATER:SHARP_ROCK]
+
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:TARGET:C:LINE_OF_SIGHT]
+
[CDI:VERB:make a flicking motion:makes a flicking motion:NA]
[CDI:ADV_NAME:Launch ice bolt]
+
[IT_MATERIAL:CONTEXT_MATERIAL]
[CDI:INTERACTION:
+
[I_TARGET:A:MATERIAL]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
+
[SOURCE_ENID:
:BP:BY_CATEGORY:ALL:NERVE
+
[SOURCE_HFID:
:BP:BY_CATEGORY:ALL:BRAIN
+
[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]
 +
[I_TARGET:C:LOCATION]
 +
[IT_LOCATION:CONTEXT_LOCATION]
 +
[I_TARGET:B:LOCATION]
 +
[IE_TARGET:B]
 +
[IE_TARGET:A]
 +
[I_EFFECT:MATERIAL_EMISSION]
 +
[IT_MANUAL_INPUT:target]
 +
[CDI:TARGET:A:SELF_ONLY]
 +
[CDI:ADV_NAME:Vanish]
 +
[IE_IMMEDIATE]
 +
[IE_TARGET:C]
 +
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_VANISH]
 +
[CDI:VERB:vanish:vanishes:NA]
 +
[CDI:USAGE_HINT:FLEEING]
 +
[CDI:USAGE_HINT:DEFEND]
 +
[CDI:ADV_NAME:Propel away]
 +
[I_EFFECT:HIDE]
 +
[IT_LOCATION:CONTEXT_CREATURE]
 +
[I_TARGET:A:CREATURE]
 +
:BP:BY_CATEGORY:ALL:EYE
 
:BP:BY_CATEGORY:ALL:MUSCLE
 
:BP:BY_CATEGORY:ALL:MUSCLE
:BP:BY_CATEGORY:ALL:EYE
+
:BP:BY_CATEGORY:ALL:FAT
 
[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3
 
[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3
:BP:BY_CATEGORY:ALL:FAT
+
:BP:BY_CATEGORY:ALL:HEART
[CE_VOMIT_BLOOD:SEV:500:PROB:100:START:0:PEAK:0:END:3
+
:BP:BY_CATEGORY:ALL:LUNG
[CE_NAUSEA:SEV:500:PROB:100:START:0:PEAK:0:END:3
+
:BP:BY_CATEGORY:ALL:BRAIN
[CE_BLEEDING:SEV:50:PROB:100:START:0:PEAK:0:END:3
+
:BP:BY_CATEGORY:ALL:NERVE
[CE_COUGH_BLOOD:SEV:500:PROB:100:START:0:PEAK:0:END:3
+
:BP:BY_CATEGORY:ALL:PANCREAS
:VASCULAR_ONLY
+
:BP:BY_CATEGORY:ALL:STOMACH
[CE_PARALYSIS:SEV:500:PROB:100:START:0:PEAK:0:END:1
+
:BP:BY_CATEGORY:ALL:GUT
[CE_BLISTERS:SEV:500:PROB:100:START:0:PEAK:0:END:3
+
:BP:BY_CATEGORY:ALL:LIVER
:BP:BY_CATEGORY:ALL:SKIN
+
[CE_IMPAIR_FUNCTION:SEV:500:PROB:100:START:0:PEAK:0:END:1
[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3
+
:BP:BY_CATEGORY:ALL:ALL
:RESISTABLE]
+
:BP:BY_CATEGORY:ALL:KIDNEY
[SYNDROME]
+
:BP:BY_CATEGORY:ALL:SPLEEN
[SYN_CONCENTRATION_ADDED:1000:0]
+
mid-low
[IT_MANUAL_INPUT:victim]
+
very low
[I_EFFECT:ADD_SYNDROME]
+
extremely high
[CDI:TARGET_VERB:feel dizzy:looks dizzy]
+
[CE_DIZZINESS:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CDI:MAX_TARGET_NUMBER:A:1]
+
pitch. 
[CDI:TARGET_VERB:your sight is fading:pauses]
+
The instrument has a single
[CDI:TARGET_VERB:feel breath leaving you:pauses]
+
very high
[CDI:TARGET_VERB:feel sick:looks sick]
+
mid-high
[CDI:TARGET_VERB:feel death come over you:grimaces]
+
-and-a-half
 +
nearly
 +
The instrument has a
 +
The instrument has less than an octave of range, with
 +
[REGISTER:
 +
[TIMBRE
 +
going from
 +
octave range
 +
It has
 +
timbre. 
 +
instrument has a
 +
At all pitches, the
 +
has a
 +
pitch and
 +
begins at
 +
registers. 
 +
[SILK_MAT]
 +
[LEATHER_MAT]
 +
mysterious
 +
ceramic
 +
[WOOD_MAT]
 +
[STONE_MAT]
 +
[METAL_MAT]
 +
[THREAD_PLANT_MAT]
 +
[SHELL_MAT]
 +
[BONE_MAT]
 +
[GLASS_MAT]
 +
[CERAMIC_MAT]
 +
[CDI:VERB:raise a hand:raises a hand:NA]
 +
[CDI:VERB:wave dismissively:waves dismissively:NA]
 +
[CDI:TARGET_RANGE:B:25]
 +
[CDI:TARGET:B:LINE_OF_SIGHT]
 +
[I_TARGET:B:CREATURE]
 +
[I_TARGET:A:LOCATION]
 +
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PROPEL_AWAY]
 +
[CDI:MAX_TARGET_NUMBER:B:1]
 +
[CDI:LOCATION_HINT:NO_THICK_FOG]
 +
[CDI:ADV_NAME:Raise fog]
 +
[IE_PROPEL_FORCE:100000]
 +
[I_EFFECT:PROPEL_UNIT]
 +
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_RAISE_FOG]
 +
[CDI:WAIT_PERIOD:500]
 +
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
 +
[CDI:LOCATION_HINT:OUTSIDE]
 +
[CDI:ADV_NAME:Blister]
 +
[CDI:ADV_NAME:Cause pain]
 +
[IE_ADD_WEATHER:FOG_THICK]
 +
[I_EFFECT:CHANGE_WEATHER]
 +
[CDI:ADV_NAME:Rot]
 +
[CDI:ADV_NAME:Sicken]
 +
[CDI:ADV_NAME:Cause bleeding]
 +
[CDI:ADV_NAME:Paralyze]
 +
[CDI:TARGET:A:LINE_OF_SIGHT]
 +
[CDI:ADV_NAME:Cause dizziness]
 +
[CDI:ADV_NAME:Suffocate]
 +
[CDI:ADV_NAME:Blind]
 
[CDI:TARGET_VERB:feel frozen:freezes]
 
[CDI:TARGET_VERB:feel frozen:freezes]
[CDI:TARGET_VERB:feel blood welling up:grimaces]
+
[CDI:TARGET_VERB:feel blisters forming:grimaces]
 
[CDI:TARGET_VERB:feel intense pain:grimaces]
 
[CDI:TARGET_VERB:feel intense pain:grimaces]
[CDI:TARGET_VERB:feel blisters forming:grimaces]
 
[CDI:TARGET:A:LINE_OF_SIGHT]
 
 
[CDI:TARGET_RANGE:A:25]
 
[CDI:TARGET_RANGE:A:25]
[CDI:ADV_NAME:Suffocate]
+
[CDI:TARGET_VERB:your sight is fading:pauses]
[CDI:ADV_NAME:Cause dizziness]
+
[CDI:TARGET_VERB:feel death come over you:grimaces]
[CDI:ADV_NAME:Rot]
+
[CDI:TARGET_VERB:feel sick:looks sick]
[CDI:ADV_NAME:Blind]
+
[CDI:TARGET_VERB:feel blood welling up:grimaces]
[CDI:ADV_NAME:Cause bleeding]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_PAIN]
[CDI:ADV_NAME:Sicken]
+
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:ADV_NAME:Blister]
+
[CDI:TARGET_VERB:feel dizzy:looks dizzy]
[CDI:ADV_NAME:Paralyze]
+
[CDI:TARGET_VERB:feel breath leaving you:pauses]
[IE_ADD_WEATHER:FOG_THICK]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_COUGH_BLOOD]
[CDI:ADV_NAME:Cause pain]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_BLEEDING]
[CDI:WAIT_PERIOD:500]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PARALYZE]
[I_EFFECT:CHANGE_WEATHER]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLISTER]
[CDI:LOCATION_HINT:OUTSIDE]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLIND]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_ROT]
[CDI:ADV_NAME:Raise fog]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_NAUSEA]
[CDI:LOCATION_HINT:NO_THICK_FOG]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_VOMIT_BLOOD]
[I_EFFECT:PROPEL_UNIT]
+
[I_EFFECT:ADD_SYNDROME]
[IE_PROPEL_FORCE:100000]
+
[IT_MANUAL_INPUT:victim]
[I_TARGET:A:LOCATION]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_DIZZINESS]
[I_TARGET:B:CREATURE]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUFFOCATE]
[CDI:VERB:raise a hand:raises a hand:NA]
+
:RESISTABLE]
[CDI:MAX_TARGET_NUMBER:B:1]
+
[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CDI:TARGET_RANGE:B:25]
+
[SYN_CONCENTRATION_ADDED:1000:0]
[CDI:VERB:wave dismissively:waves dismissively:NA]
+
[SYNDROME]
[CDI:ADV_NAME:Propel away]
+
[CE_PARALYSIS:SEV:500:PROB:100:START:0:PEAK:0:END:1
[CDI:TARGET:B:LINE_OF_SIGHT]
+
:VASCULAR_ONLY
[IT_LOCATION:CONTEXT_CREATURE]
+
:BP:BY_CATEGORY:ALL:SKIN
[I_EFFECT:HIDE]
+
[CE_BLISTERS:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CDI:VERB:vanish:vanishes:NA]
+
[CE_NAUSEA:SEV:500:PROB:100:START:0:PEAK:0:END:3
[I_TARGET:A:CREATURE]
+
[CE_VOMIT_BLOOD:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CDI:USAGE_HINT:DEFEND]
+
[CE_COUGH_BLOOD:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CDI:USAGE_HINT:FLEEING]
+
[CE_BLEEDING:SEV:50:PROB:100:START:0:PEAK:0:END:3
[BONE_MAT]
+
RCP_4_FRONT_TOES
[SHELL_MAT]
 
[CERAMIC_MAT]
 
[GLASS_MAT]
 
[STONE_MAT]
 
[WOOD_MAT]
 
[THREAD_PLANT_MAT]
 
[METAL_MAT]
 
[LEATHER_MAT]
 
[SILK_MAT]
 
ceramic
 
mysterious
 
pitch and
 
has a
 
registers. 
 
begins at
 
timbre. 
 
It has
 
At all pitches, the
 
instrument has a
 
[TIMBRE
 
[REGISTER:
 
octave range
 
going from
 
nearly
 
#NAAM?
 
The instrument has less than an octave of range, with
 
The instrument has a
 
The instrument has a single
 
pitch. 
 
mid-high
 
very high
 
very low
 
mid-low
 
[CE_DIZZINESS:SEV:500:PROB:100:START:0:PEAK:0:END:3
 
extremely high
 
:BP:BY_CATEGORY:ALL:ALL
 
[CE_IMPAIR_FUNCTION:SEV:500:PROB:100:START:0:PEAK:0:END:1
 
:BP:BY_CATEGORY:ALL:SPLEEN
 
:BP:BY_CATEGORY:ALL:KIDNEY
 
:BP:BY_CATEGORY:ALL:STOMACH
 
:BP:BY_CATEGORY:ALL:PANCREAS
 
:BP:BY_CATEGORY:ALL:LIVER
 
:BP:BY_CATEGORY:ALL:GUT
 
:BP:BY_CATEGORY:ALL:LUNG
 
:BP:BY_CATEGORY:ALL:HEART
 
RCP_3_FRONT_TOES
 
RCP_2_FRONT_TOES
 
 
RCP_5_FRONT_TOES
 
RCP_5_FRONT_TOES
RCP_4_FRONT_TOES
+
RCP_2_TOES
 
RCP_3_TOES
 
RCP_3_TOES
RCP_2_TOES
+
RCP_4_REAR_TOES
RCP_5_TOES
+
RCP_5_REAR_TOES
RCP_4_TOES
+
RCP_2_FRONT_TOES
RCP_3_FINGERS
+
RCP_3_FRONT_TOES
RCP_2_FINGERS
+
RCP_2_EYES
RCP_5_FINGERS
+
RCP_1_EYE
RCP_4_FINGERS
+
RCP_2_REAR_TOES
RCP_4_HEAD_HORNS
+
RCP_3_REAR_TOES
RCP_LARGE_MANDIBLES
+
RCP_CHEEKS
RCP_2_HEAD_HORNS
+
RCP_NOSE
RCP_3_HEAD_HORNS
+
RCP_BEAK
RCP_ANTENNAE
+
RCP_3_EYES
RCP_1_HEAD_HORN
+
RCP_THROAT
RCP_TRUNK
+
RCP_GUTS
RCP_SHELL
+
RCP_HEART
RCP_LOWER_BODY_STINGER
+
RCP_LUNGS
RCP_PROBOSCIS
+
RCP_SKULL
RCP_3_TAILS
+
RCP_BRAIN
RCP_TAIL_STINGER
+
RCP_UPPER_SPINE
RCP_TAIL
+
RCP_SPINE
RCP_2_TAILS
+
RCP_RIBS_EXTERNAL
RCP_TWO_FLIGHTLESS_WINGS
+
RCP_RIBS
RCP_TWO_WINGS
+
RCP_TEETH
RCP_FRONT_FLIPPER
+
RCP_MOUTH
RCP_REAR_FLIPPER
+
RCP_3_EYELIDS
RCP_SIMPLE_REAR_LEGS
+
RCP_2_EYELIDS
RCP_TWO_PART_LEGS
+
RCP_1_EYELID
RCP_SIMPLE_FRONT_LEGS
+
RCP_LIPS
RCP_SIMPLE_FRONT_LEGS_GRASP
+
Cannot generate random creatures -- missing body gloss
RCP_FOURTH_SIMPLE_LEGS
+
Cannot generate random creatures -- missing body
RCP_FIFTH_SIMPLE_LEGS
+
RCP_GLOSS_PAW
RCP_SECOND_SIMPLE_LEGS
+
RCP_GLOSS_HOOF
RCP_THIRD_SIMPLE_LEGS
+
CHITIN_TISSUES
RCP_FIRST_SIMPLE_LEGS
+
CHITIN_MATERIALS
 +
STANDARD_TISSUES
 +
STANDARD_MATERIALS
 +
BODY_HAIR_TISSUE_LAYERS
 +
FACIAL_HAIR_TISSUE_LAYERS
 +
HEAD_HAIR_TISSUE_LAYERS
 +
FACIAL_HAIR_TISSUES
 +
STANDARD_HEAD_POSITIONS
 +
EXOSKELETON_TISSUE_LAYERS
 +
VERTEBRATE_TISSUE_LAYERS
 +
BODY_FEATHER_TISSUE_LAYERS
 +
HUMANOID_RELSIZES
 +
SHELL_POSITIONS
 +
HUMANOID_RIBCAGE_POSITIONS
 +
HUMANOID_HEAD_POSITIONS
 +
MUSCLE_TEMPLATE
 +
FAT_TEMPLATE
 +
SKIN_TEMPLATE
 +
Cannot generate random creatures -- missing body detail plan
 +
HAIR_TEMPLATE
 +
CARTILAGE_TEMPLATE
 +
BONE_TEMPLATE
 +
SINEW_TEMPLATE
 +
TOOTH_TEMPLATE
 +
NAIL_TEMPLATE
 +
SCALE_TEMPLATE
 +
FEATHER_TEMPLATE
 +
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG
 +
RCP_BASIC_BODY_STANCE
 +
RCP_BASIC_BODY
 +
RCP_ABDOMEN
 +
RCP_THORAX
 +
RCP_LOWER_BODY
 +
RCP_UPPER_BODY
 +
RCP_TWO_PART_ARMS
 +
RCP_NECK
 +
RCP_HEAD
 +
RCP_CEPHALOTHORAX
 
RCP_FIRST_SIMPLE_LEGS_GRASP
 
RCP_FIRST_SIMPLE_LEGS_GRASP
 +
RCP_FIRST_SIMPLE_LEGS
 +
RCP_CLAW_ARMS
 
RCP_PINCERS
 
RCP_PINCERS
RCP_CLAW_ARMS
+
RCP_FIFTH_SIMPLE_LEGS
RCP_NECK
+
RCP_FOURTH_SIMPLE_LEGS
RCP_TWO_PART_ARMS
+
RCP_THIRD_SIMPLE_LEGS
RCP_CEPHALOTHORAX
+
RCP_SECOND_SIMPLE_LEGS
RCP_HEAD
+
RCP_TWO_PART_LEGS
RCP_THORAX
+
RCP_SIMPLE_REAR_LEGS
RCP_ABDOMEN
+
RCP_SIMPLE_FRONT_LEGS_GRASP
RCP_UPPER_BODY
+
RCP_SIMPLE_FRONT_LEGS
RCP_LOWER_BODY
+
RCP_TWO_WINGS
RCP_BASIC_BODY_STANCE
+
RCP_TWO_FLIGHTLESS_WINGS
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG
+
RCP_REAR_FLIPPER
RCP_BASIC_BODY
+
RCP_FRONT_FLIPPER
HEART_TEMPLATE
+
RCP_TAIL_STINGER
LIVER_TEMPLATE
+
RCP_3_TAILS
BRAIN_TEMPLATE
+
RCP_2_TAILS
LUNG_TEMPLATE
+
RCP_TAIL
EYE_TEMPLATE
+
RCP_SHELL
NERVE_TEMPLATE
+
RCP_TRUNK
NAIL_TEMPLATE
+
RCP_PROBOSCIS
TOOTH_TEMPLATE
+
RCP_LOWER_BODY_STINGER
FEATHER_TEMPLATE
+
RCP_3_HEAD_HORNS
SCALE_TEMPLATE
+
RCP_2_HEAD_HORNS
CARTILAGE_TEMPLATE
+
RCP_1_HEAD_HORN
HAIR_TEMPLATE
+
RCP_ANTENNAE
SINEW_TEMPLATE
+
RCP_4_FINGERS
BONE_TEMPLATE
+
RCP_5_FINGERS
FAT_TEMPLATE
+
RCP_LARGE_MANDIBLES
MUSCLE_TEMPLATE
+
RCP_4_HEAD_HORNS
Cannot generate random creatures -- missing body detail plan
+
RCP_4_TOES
SKIN_TEMPLATE
+
RCP_5_TOES
SHELL_POSITIONS
+
RCP_2_FINGERS
HUMANOID_RELSIZES
+
RCP_3_FINGERS
HUMANOID_HEAD_POSITIONS
 
HUMANOID_RIBCAGE_POSITIONS
 
EXOSKELETON_TISSUE_LAYERS
 
STANDARD_HEAD_POSITIONS
 
BODY_FEATHER_TISSUE_LAYERS
 
VERTEBRATE_TISSUE_LAYERS
 
FACIAL_HAIR_TISSUE_LAYERS
 
BODY_HAIR_TISSUE_LAYERS
 
FACIAL_HAIR_TISSUES
 
HEAD_HAIR_TISSUE_LAYERS
 
CHITIN_MATERIALS
 
CHITIN_TISSUES
 
STANDARD_MATERIALS
 
STANDARD_TISSUES
 
Cannot generate random creatures -- missing body
 
Cannot generate random creatures -- missing body gloss
 
RCP_GLOSS_HOOF
 
RCP_GLOSS_PAW
 
RCP_2_EYELIDS
 
RCP_3_EYELIDS
 
RCP_LIPS
 
RCP_1_EYELID
 
RCP_RIBS
 
RCP_RIBS_EXTERNAL
 
RCP_MOUTH
 
RCP_TEETH
 
RCP_BRAIN
 
RCP_SKULL
 
RCP_SPINE
 
RCP_UPPER_SPINE
 
RCP_GUTS
 
RCP_THROAT
 
RCP_LUNGS
 
RCP_HEART
 
RCP_NOSE
 
RCP_CHEEKS
 
RCP_3_EYES
 
RCP_BEAK
 
RCP_1_EYE
 
RCP_2_EYES
 
RCP_3_REAR_TOES
 
RCP_2_REAR_TOES
 
RCP_5_REAR_TOES
 
RCP_4_REAR_TOES
 
bright metal
 
pale metal
 
 
[STATE_COLOR:ALL_SOLID:BLACK]
 
[STATE_COLOR:ALL_SOLID:BLACK]
glowing metal
+
[BUILD_COLOR:0:0:1]
 
[DISPLAY_COLOR:0:0:1]
 
[DISPLAY_COLOR:0:0:1]
[BUILD_COLOR:0:0:1]
 
[STATE_COLOR:ALL_SOLID:RED]
 
 
dark metal
 
dark metal
[DISPLAY_COLOR:4:0:1]
+
[DISPLAY_COLOR:3:0:1]
[BUILD_COLOR:4:0:1]
+
pale metal
[STATE_COLOR:ALL_SOLID:RUST]
+
bright metal
twisting metal
+
glowing metal
[DISPLAY_COLOR:4:0:0]
+
blistered metal
[BUILD_COLOR:4:0:0]
+
pock-marked metal
[STATE_COLOR:ALL_SOLID:YELLOW]
+
[STATE_COLOR:ALL_SOLID:PALE_BLUE]
rusted metal
+
[BUILD_COLOR:3:0:1]
[DISPLAY_COLOR:6:0:1]
+
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA]
[BUILD_COLOR:6:0:1]
+
[BUILD_COLOR:6:0:0]
[STATE_COLOR:ALL_SOLID:WHITE]
+
[DISPLAY_COLOR:6:0:0]
flashing metal
+
ruddy metal
[DISPLAY_COLOR:7:0:1]
+
[BUILD_COLOR:2:0:1]
[BUILD_COLOR:7:0:1]
+
[DISPLAY_COLOR:2:0:1]
[DIVINE]
+
faceted metal
shining metal
+
flickering metal
*** Error(s) found in Random Material Generation
+
frosty metal
DIVINE_
+
[STATE_COLOR:ALL_SOLID:CLEAR]
TALON_TEMPLATE
+
translucent metal
Cannot generate random creatures -- missing tissue template
+
[STATE_COLOR:ALL_SOLID:GREEN]
EYELASH_TEMPLATE
+
black metal
CLAW_TEMPLATE
+
singing metal
SIDEBURNS_TEMPLATE
+
[STATE_COLOR:ALL_SOLID:BROWN]
EYEBROW_TEMPLATE
+
slick metal
CHIN_WHISKERS_TEMPLATE
+
twinkling metal
MOUSTACHE_TEMPLATE
+
[STATE_COLOR:ALL_SOLID:SKY_BLUE]
Cannot generate random creatures -- missing material template
+
clear blue metal
CHEEK_WHISKERS_TEMPLATE
+
multicolored metal
CREATURE_EXTRACT_TEMPLATE
+
[STATE_COLOR:ALL_SOLID:GRAY]
FLAME_TEMPLATE
+
[BUILD_COLOR:7:0:0]
PLANT_POWDER_TEMPLATE
+
[DISPLAY_COLOR:7:0:0]
PLANT_EXTRACT_TEMPLATE
+
crashing metal
THREAD_PLANT_TEMPLATE
+
flowing metal
PLANT_ALCOHOL_TEMPLATE
+
searing metal
SEED_TEMPLATE
+
booming metal
LEAF_TEMPLATE
+
blazing metal
CREATURE_CHEESE_TEMPLATE
+
[MELTING_POINT:NONE]
STRUCTURAL_PLANT_TEMPLATE
+
[SPEC_HEAT:7500]
 +
[MATERIAL_VALUE:200]
 +
[STATE_NAME_ADJ:ALL_SOLID:
 +
[ITEMS_METAL]
 +
[ITEMS_HARD]
 +
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
 +
[BOILING_POINT:NONE]
 +
[LIQUID_DENSITY:1000]
 +
[SOLID_DENSITY:1000]
 +
[ITEMS_SCALED]
 +
[ITEMS_BARRED]
 +
[IMPACT_STRAIN_AT_YIELD:0]
 +
[IMPACT_FRACTURE:2000000]
 +
[IMPACT_YIELD:1000000]
 +
[MOLAR_MASS:20000]
 +
[TENSILE_YIELD:1000000]
 +
[COMPRESSIVE_STRAIN_AT_YIELD:0]
 +
[COMPRESSIVE_FRACTURE:2000000]
 +
[COMPRESSIVE_YIELD:1000000]
 +
[TORSION_FRACTURE:2000000]
 +
[TORSION_YIELD:1000000]
 +
[TENSILE_STRAIN_AT_YIELD:0]
 +
[TENSILE_FRACTURE:2000000]
 +
LUNG_TEMPLATE
 +
BRAIN_TEMPLATE
 +
NERVE_TEMPLATE
 +
EYE_TEMPLATE
 +
STOMACH_TEMPLATE
 +
GUT_TEMPLATE
 +
LIVER_TEMPLATE
 +
HEART_TEMPLATE
 +
LEATHER_TEMPLATE
 +
KIDNEY_TEMPLATE
 +
SPLEEN_TEMPLATE
 +
PANCREAS_TEMPLATE
 +
BLOOD_TEMPLATE
 +
SILK_TEMPLATE
 +
PEARL_TEMPLATE
 +
HORN_TEMPLATE
 +
SHELL_TEMPLATE
 +
SLIME_TEMPLATE
 +
GOO_TEMPLATE
 +
ICHOR_TEMPLATE
 +
MILK_TEMPLATE
 
CHITIN_TEMPLATE
 
CHITIN_TEMPLATE
MILK_TEMPLATE
+
TALLOW_TEMPLATE
 
SOAP_TEMPLATE
 
SOAP_TEMPLATE
TALLOW_TEMPLATE
+
LEAF_TEMPLATE
SLIME_TEMPLATE
+
SEED_TEMPLATE
SHELL_TEMPLATE
+
STRUCTURAL_PLANT_TEMPLATE
ICHOR_TEMPLATE
+
CREATURE_CHEESE_TEMPLATE
GOO_TEMPLATE
+
PLANT_EXTRACT_TEMPLATE
SILK_TEMPLATE
+
PLANT_POWDER_TEMPLATE
BLOOD_TEMPLATE
+
PLANT_ALCOHOL_TEMPLATE
HORN_TEMPLATE
+
THREAD_PLANT_TEMPLATE
PEARL_TEMPLATE
+
CHEEK_WHISKERS_TEMPLATE
KIDNEY_TEMPLATE
+
Cannot generate random creatures -- missing material template
LEATHER_TEMPLATE
+
FLAME_TEMPLATE
PANCREAS_TEMPLATE
+
CREATURE_EXTRACT_TEMPLATE
SPLEEN_TEMPLATE
+
EYEBROW_TEMPLATE
GUT_TEMPLATE
+
SIDEBURNS_TEMPLATE
STOMACH_TEMPLATE
+
MOUSTACHE_TEMPLATE
[BENDING_YIELD:1000000]
+
CHIN_WHISKERS_TEMPLATE
[BENDING_FRACTURE:2000000]
+
Cannot generate random creatures -- missing tissue template
[SHEAR_FRACTURE:2000000]
+
TALON_TEMPLATE
[SHEAR_STRAIN_AT_YIELD:0]
+
CLAW_TEMPLATE
[TORSION_STRAIN_AT_YIELD:0]
+
EYELASH_TEMPLATE
[SHEAR_YIELD:1000000]
 
[TORSION_YIELD:1000000]
 
[TORSION_FRACTURE:2000000]
 
[TENSILE_FRACTURE:2000000]
 
[TENSILE_STRAIN_AT_YIELD:0]
 
[COMPRESSIVE_STRAIN_AT_YIELD:0]
 
[TENSILE_YIELD:1000000]
 
[COMPRESSIVE_YIELD:1000000]
 
[COMPRESSIVE_FRACTURE:2000000]
 
[IMPACT_FRACTURE:2000000]
 
[IMPACT_STRAIN_AT_YIELD:0]
 
[MOLAR_MASS:20000]
 
[IMPACT_YIELD:1000000]
 
[SOLID_DENSITY:1000]
 
[LIQUID_DENSITY:1000]
 
[ITEMS_BARRED]
 
[ITEMS_SCALED]
 
[ITEMS_HARD]
 
[ITEMS_METAL]
 
[BOILING_POINT:NONE]
 
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
 
[SPEC_HEAT:7500]
 
[MELTING_POINT:NONE]
 
[STATE_NAME_ADJ:ALL_SOLID:
 
[MATERIAL_VALUE:200]
 
flowing metal
 
 
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
 
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
booming metal
+
[DIVINE]
searing metal
+
DIVINE_
[STATE_COLOR:ALL_SOLID:GRAY]
+
*** Error(s) found in Random Material Generation
blazing metal
+
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:0]
+
[BUILD_COLOR:7:0:1]
[BUILD_COLOR:7:0:0]
+
[DISPLAY_COLOR:7:0:1]
twinkling metal
+
shining metal
crashing metal
+
[STATE_COLOR:ALL_SOLID:YELLOW]
clear blue metal
+
[BUILD_COLOR:6:0:1]
[STATE_COLOR:ALL_SOLID:SKY_BLUE]
+
[DISPLAY_COLOR:6:0:1]
black metal
+
flashing metal
multicolored metal
+
[STATE_COLOR:ALL_SOLID:RUST]
[STATE_COLOR:ALL_SOLID:BROWN]
+
[BUILD_COLOR:4:0:0]
singing metal
+
[DISPLAY_COLOR:4:0:0]
frosty metal
+
rusted metal
slick metal
+
[STATE_COLOR:ALL_SOLID:RED]
translucent metal
+
[BUILD_COLOR:4:0:1]
[STATE_COLOR:ALL_SOLID:CLEAR]
+
[DISPLAY_COLOR:4:0:1]
[BUILD_COLOR:2:0:1]
+
twisting metal
[STATE_COLOR:ALL_SOLID:GREEN]
 
faceted metal
 
[DISPLAY_COLOR:2:0:1]
 
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA]
 
flickering metal
 
[DISPLAY_COLOR:6:0:0]
 
[BUILD_COLOR:6:0:0]
 
blistered metal
 
ruddy metal
 
[STATE_COLOR:ALL_SOLID:PALE_BLUE]
 
pock-marked metal
 
[DISPLAY_COLOR:3:0:1]
 
[BUILD_COLOR:3:0:1]
 
 
devilish
 
devilish
fiendish
+
abominable
 
haunting
 
haunting
abominable
 
 
creeping
 
creeping
[SPECIAL]
+
profane
cursed
+
nefarious
[SPHERE:
+
heinous
EVIL_CLOUD_
+
fiendish
[MOLAR_MASS:1]
+
infernal
[ITEMS_SOFT]
+
execrable
[MATERIAL_VALUE:300]
+
accursed
[SOLID_DENSITY:1]
+
vile
[USE_MATERIAL_TEMPLATE:SILK_TEMPLATE]
+
murk
[IGNITE_POINT:NONE]
+
fog
liquid cloth
+
dust
rustling fabric
+
unholy
shadow stuff
+
[STATE_COLOR:ALL:
molten liquid
+
[STATE_ADJ:ALL:
blazing cloth
+
[STATE_NAME:ALL:
shimmering cloth
+
vapor
motes of light
+
[SPEC_HEAT:4181]
flowing cloth
+
[MATERIAL_VALUE:1]
flowing fabric
+
:0:
clear blue cloth
+
[DISPLAY_COLOR:
moist fabric
+
[TEMP_DIET_INFO:SLIME]
multicolored cloth
+
[MAT_FIXED_TEMP:10000]
[BUILD_COLOR:3:0:0]
+
[COLDDAM_POINT:NONE]
[STATE_COLOR:ALL_SOLID:SEA_GREEN]
+
[HEATDAM_POINT:NONE]
undulating cloth
+
sickness]
[DISPLAY_COLOR:3:0:0]
+
[SYN_NAME:
[BUILD_COLOR:5:0:0]
+
[SYNDROME]
[STATE_COLOR:ALL_SOLID:TAUPE]
+
[ENTERS_BLOOD]
screaming mouths
+
husk
[DISPLAY_COLOR:5:0:0]
+
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]
sonorous lines
+
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
pitch-black fabric
+
[SYN_AFFECTED_CLASS:GENERAL_POISON]
 +
thrall
 +
zombies
 +
zombie
 +
husks
 +
[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]
 +
:START:0:ABRUPT]
 +
[CE_DISPLAY_NAME:NAME:
 +
thralls
 +
:SEV:100:PROB:100
 +
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
 +
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
 +
:LOCALIZED
 +
:END:
 +
:PEAK:
 +
:START:
 +
:SIZE_DILUTES
 +
:SIZE_DELAYS
 +
:RESISTABLE
 +
:MUSCULAR_ONLY
 +
abhorrent
 +
acrid
 +
pungent
 +
EVIL_RAIN_
 +
nauseating
 +
malodorous
 +
loathsome
 +
horrid
 +
[SHEAR_STRAIN_AT_YIELD:0]
 +
[SHEAR_FRACTURE:2000000]
 +
[SHEAR_YIELD:1000000]
 +
[TORSION_STRAIN_AT_YIELD:0]
 +
[MAX_EDGE:12000]
 +
[BENDING_STRAIN_AT_YIELD:0]
 +
[BENDING_FRACTURE:2000000]
 +
[BENDING_YIELD:1000000]
 +
dancing wisps
 +
flashing sparks
 +
glowing cloth
 +
[USE_MATERIAL_TEMPLATE:SILK_TEMPLATE]
 +
shining cloth
 +
liquid darkness
 +
never-still cloth
 +
rotted fabric
 +
twisted fabric
 +
pale fabric
 +
bright cloth
 +
[STATE_COLOR:ALL_SOLID:ORANGE]
 +
[BUILD_COLOR:1:0:1]
 +
[DISPLAY_COLOR:1:0:1]
 +
wispy cloth
 +
patchy cloth
 +
faceted cloth
 +
flickering cloth
 +
translucent cloth
 +
[STATE_COLOR:ALL_SOLID:BLUE]
 
white cloth
 
white cloth
dirty fabric
+
misty cloth
 
heavy cloth
 
heavy cloth
misty cloth
 
faceted cloth
 
 
still blue fabric
 
still blue fabric
translucent cloth
+
screaming mouths
flickering cloth
+
pitch-black fabric
[BUILD_COLOR:1:0:1]
+
sonorous lines
[STATE_COLOR:ALL_SOLID:BLUE]
+
dirty fabric
wispy cloth
+
undulating cloth
[DISPLAY_COLOR:1:0:1]
+
[STATE_COLOR:ALL_SOLID:TAUPE_MEDIUM]
twisted fabric
+
[BUILD_COLOR:5:0:0]
patchy cloth
+
[DISPLAY_COLOR:5:0:0]
bright cloth
+
moist fabric
pale fabric
+
[STATE_COLOR:ALL_SOLID:SEA_GREEN]
shining cloth
+
[BUILD_COLOR:3:0:0]
[STATE_COLOR:ALL_SOLID:ORANGE]
+
[DISPLAY_COLOR:3:0:0]
never-still cloth
+
motes of light
liquid darkness
+
clear blue cloth
dancing wisps
+
flowing fabric
rotted fabric
+
multicolored cloth
glowing cloth
+
shadow stuff
flashing sparks
+
shimmering cloth
[BENDING_STRAIN_AT_YIELD:0]
+
blazing cloth
[MAX_EDGE:12000]
+
flowing cloth
 +
[IGNITE_POINT:NONE]
 +
rustling fabric
 +
liquid cloth
 +
molten liquid
 +
[ITEMS_SOFT]
 +
[MOLAR_MASS:1]
 +
[SOLID_DENSITY:1]
 +
[MATERIAL_VALUE:300]
 +
cursed
 +
[SPECIAL]
 +
EVIL_CLOUD_
 +
[SPHERE:
 +
MYTHICAL_ITEM_POWER_
 +
mythical_material_interactions_generated
 +
:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT
 +
[SYN_INGESTED]
 +
[IS_CDI:INTERACTION:
 +
[IS_CDI:ADV_NAME:Launch ice bolt]
 +
[IS_DESCRIPTION:This item shimmers with frost.]
 +
[I_SOURCE:ITEM_POWER]
 +
[IS_CDI:USAGE_HINT:ATTACK]
 +
[IS_CDI:TARGET_RANGE:C:25]
 +
[IS_CDI:TARGET:C:LINE_OF_SIGHT]
 +
[IS_CDI:MATERIAL:WATER:SHARP_ROCK]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_LAUNCH_ICE_BOLT]
 +
[IS_CDI:WAIT_PERIOD:50]
 +
[IS_CDI:MAX_TARGET_NUMBER:C:1]
 +
[IS_CDI:VERB:focus:focuses:NA]
 +
[IS_CDI:TARGET_RANGE:B:25]
 +
[IS_CDI:TARGET:B:LINE_OF_SIGHT]
 +
[IS_CDI:ADV_NAME:Propel away]
 +
[IS_DESCRIPTION:Air swirls around this item.]
 +
[IS_CDI:ADV_NAME:Cause pain]
 +
[IS_DESCRIPTION:This item feels sinister.]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PROPEL_AWAY]
 +
[IS_CDI:MAX_TARGET_NUMBER:B:1]
 +
[IS_CDI:ADV_NAME:Paralyze]
 +
[IS_DESCRIPTION:This item feels strangely still.]
 +
[IS_CDI:ADV_NAME:Blister]
 +
[IS_DESCRIPTION:This item feels prickly.]
 +
[IS_DESCRIPTION:This item smells foul.]
 +
[IS_CDI:ADV_NAME:Sicken]
 +
[IS_DESCRIPTION:This item is unsettling.]
 +
[IS_CDI:ADV_NAME:Cause bleeding]
 +
[IS_DESCRIPTION:This item whistles quietly.]
 +
[IS_CDI:ADV_NAME:Blind]
 +
[IS_DESCRIPTION:This item is difficult to look at.]
 +
[IS_CDI:ADV_NAME:Rot]
 +
[IS_CDI:TARGET:A:LINE_OF_SIGHT]
 +
[IS_CDI:ADV_NAME:Cause dizziness]
 +
[IS_DESCRIPTION:This item seems to spin in place.]
 +
[IS_CDI:ADV_NAME:Suffocate]
 +
[IS_CDI:TARGET_VERB:feel frozen:freezes]
 +
[IS_CDI:TARGET_VERB:feel blisters forming:grimaces]
 +
[IS_CDI:TARGET_VERB:feel intense pain:grimaces]
 +
[IS_CDI:TARGET_RANGE:A:25]
 +
[IS_CDI:TARGET_VERB:your sight is fading:pauses]
 +
[IS_CDI:TARGET_VERB:feel death come over you:grimaces]
 +
[IS_CDI:TARGET_VERB:feel sick:looks sick]
 +
[IS_CDI:TARGET_VERB:feel blood welling up:grimaces]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_PAIN]
 +
[IS_CDI:MAX_TARGET_NUMBER:A:1]
 +
[IS_CDI:TARGET_VERB:feel dizzy:looks dizzy]
 +
[IS_CDI:TARGET_VERB:feel breath leaving you:pauses]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_COUGH_BLOOD]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_BLEEDING]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PARALYZE]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLISTER]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLIND]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_ROT]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_NAUSEA]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_VOMIT_BLOOD]
 +
INK
 +
[CE_IMPAIR_FUNCTION:SEV:500:PROB:100:START:0:PEAK:0:END:1:BP:BY_CATEGORY:ALL:EYE:RESISTABLE]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_DIZZINESS]
 +
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUFFOCATE]
 +
revolting
 +
repulsive
 
repellent
 
repellent
repulsive
 
nauseating
 
 
putrid
 
putrid
loathsome
+
ooze
malodorous
+
mucus
abhorrent
+
goo
horrid
+
slime
pungent
+
[STATE_NAME:LIQUID:
:SIZE_DILUTES
+
[STATE_ADJ:GAS:boiling
EVIL_RAIN_
+
[STATE_NAME:GAS:boiling
:RESISTABLE
+
sludge
:SIZE_DELAYS
 
:LOCALIZED
 
:MUSCULAR_ONLY
 
:PEAK:
 
:SEV:100:PROB:100
 
:START:
 
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
 
[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]
 
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
 
[CE_DISPLAY_NAME:NAME:
 
:START:0:ABRUPT]
 
thrall
 
thralls
 
zombie
 
zombies
 
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
 
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]
 
sickness]
 
[SYN_AFFECTED_CLASS:GENERAL_POISON]
 
[SYNDROME]
 
[SYN_NAME:
 
[TEMP_DIET_INFO:SLIME]
 
[ENTERS_BLOOD]
 
[COLDDAM_POINT:NONE]
 
[MAT_FIXED_TEMP:10000]
 
[SPEC_HEAT:4181]
 
[HEATDAM_POINT:NONE]
 
[MATERIAL_VALUE:1]
 
[STATE_COLOR:ALL:
 
[DISPLAY_COLOR:
 
[STATE_NAME:ALL:
 
[STATE_ADJ:ALL:
 
infernal
 
unholy
 
accursed
 
execrable
 
profane
 
heinous
 
nefarious
 
:pump:pumps
 
:bellows:bellows
 
:ALWAYS_PLURAL]
 
BELLOWS:
 
:bells:bells
 
:pipes:pipes
 
:strings:strings
 
:body:bodies
 
:case:cases
 
:console:consoles
 
:chest:chests
 
:STANDARD]
 
KEYBOARD:
 
:keyboard:keyboards
 
[DOMINANT_MATERIAL_PIECE:BODY]
 
[INSTRUMENT_PIECE:
 
[VALUE:50]
 
[PLACED_AS_BUILDING]
 
bellows is used to send air through the instrument.]
 
[ITEM_INSTRUMENT:
 
bellows
 
pump is used to supply air to the instrument.]
 
_BELLOWS
 
pipes
 
vibrate, producing the sound of the instrument.]
 
strings
 
bells
 
is the housing for the workings of the instrument.]
 
bodies
 
cases
 
consoles
 
chests
 
[UNIMPROVABLE]
 
console
 
keyboard allows the musician to select the pitch of the instrument.]
 
[MATERIAL_SIZE:
 
[DESCRIPTION:The
 
[TILE:155][UNIMPROVABLE]
 
[SIZE:
 
keyboards
 
[VALUE:10]
 
[NAME:
 
keyboard
 
[NO_DEFAULT_JOB]
 
[INCOMPLETE_ITEM]
 
_KEYBOARD
 
[ITEM_TOOL:
 
 
:SEV:10:PROB:100
 
:SEV:10:PROB:100
 +
[STATE_ADJ:ALL_SOLID:frozen
 
[STATE_NAME:ALL_SOLID:frozen  
 
[STATE_NAME:ALL_SOLID:frozen  
[STATE_ADJ:ALL_SOLID:frozen
 
[STATE_NAME:LIQUID:
 
 
[STATE_ADJ:LIQUID:
 
[STATE_ADJ:LIQUID:
[STATE_NAME:GAS:boiling
+
elder
[STATE_ADJ:GAS:boiling
+
primordial
sludge
+
[MYTHICAL_REMNANT]
revolting
+
MYTHICAL_REMNANT_
[DESCRIPTION:The strings of the instrument are attached to the
+
primeval
  frame.]
+
elemental
  frame
+
primal
  frames
+
cosmic
, producing sound.]
+
mudstone
_FRAME
+
moonstone
  and select the pitch of the instrument.]
+
[STATE_COLOR:ALL_SOLID:SILVER]
body of the instrument vibrates with the string
+
dreamstuff
strings
+
sunstone
the string
+
stardust
  necks
+
cloudstuff
neck allows the musician room to stop
+
leaf
to select which of these bells are struck.  
+
curious
 +
[MYTHICAL_SUBSTANCE]
 +
MYTHICAL_SUBSTANCE_
 +
obsidian
 +
unusual
 +
strange
 +
odd
 +
weird
 +
liquor
 +
juice
 +
broth
 +
peculiar
 +
wax
 +
pulp
 +
jelly
 +
solution
 +
[STATE_ADJ:LIQUID:molten
 +
[STATE_NAME:LIQUID:molten
 +
dough
 +
jam
 +
[MELTING_POINT:10200]
 +
[MELTING_POINT:9900]
 +
[STATE_ADJ:ALL_SOLID:
 +
[STATE_NAME:ALL_SOLID:
 +
[EDIBLE_RAW]
 +
[EDIBLE_VERMIN]
 +
[MAT_FIXED_TEMP:NONE]
 +
[BOILING_POINT:12000]
 +
effect]
 +
[ALCOHOL]
 +
[DO_NOT_CLEAN_GLOB]
 +
[EDIBLE_COOKED]
 +
large hand-held
 +
large stationary
 +
huge stationary
 +
[DESCRIPTION:
 +
musical instrument
 +
tiny hand-held
 +
small hand-held
 +
mid-size hand-held
 +
through any of  
 +
bellows to pressurize air, ultimately blowing it
 +
pump to send water into a chamber, ultimately supplying air to blow
 +
  which uses a
 +
The instrument has flue pipes and both single reed and free reed pipes.
 +
  and a pedalboard
 +
The musician directs air through chosen pipes by playing a
 +
pipes.  
 +
All of the pipes are single reed.
 +
The instrument has flue pipes and free reed pipes. 
 +
The instrument has flue pipes and reed pipes.  
 +
The instrument has both single reed and free reed pipes. 
 +
bellows to send air over interior reeds. 
 +
.  The musician uses a
 +
All of the pipes are flue pipes.
 +
All of the pipes are free reed. 
 +
strings
 +
which houses
 +
  keyboard. 
 +
The desired pitch is selected using a
 +
to select which of these strings are  
 +
and a pedalboard
 +
  keyboard
 +
The musician uses a
 
  above which hang  
 
  above which hang  
bells.   
+
The musician cannot control the volume.   
 
struck.   
 
struck.   
The musician cannot control the volume. 
 
to select which of these strings are
 
 
plucked.   
 
plucked.   
keyboard
+
_NECK
and a pedalboard
+
INS
strings.   
+
to select which of these bells are struck.   
The musician uses a
+
  bells.   
  keyboard.   
+
strings
which houses
+
  neck allows the musician room to stop
  bellows to send air over interior reeds.  
+
  necks
The desired pitch is selected using a
+
neck
All of the pipes are flue pipes.
+
, producing sound.]
. The musician uses a
+
  body of the instrument vibrates with the string
All of the pipes are single reed.  
+
  and select the pitch of the instrument.]
All of the pipes are free reed.
+
the string
The instrument has flue pipes and reed pipes. 
+
[DESCRIPTION:The strings of the instrument are attached to the
The instrument has flue pipes and free reed pipes. 
+
  frames
The instrument has flue pipes and both single reed and free reed pipes.  
+
  frame
The instrument has both single reed and free reed pipes.  
+
_FRAME
The musician directs air through chosen pipes by playing a
+
  yoke
  and a pedalboard
+
_YOKE
  through any of  
+
  body of the instrument vibrates with the strings, producing sound.]
  pipes.
+
  frame.]
  pump to send water into a chamber, ultimately supplying air to blow
+
  sound-chests
  bellows to pressurize air, ultimately blowing it
+
  sound-chest
  musical instrument
+
  yoke.]
  which uses a
+
  yokes
small hand-held
+
strings vibrate
tiny hand-held
+
string
large hand-held
+
_STRINGS
mid-size hand-held
+
sound-chest of the instrument vibrates with the strings, producing sound.]
huge stationary
+
[INCOMPLETE_ITEM]
large stationary
+
[NO_DEFAULT_JOB]
[MUSIC_SKILL:PLAY_KEYBOARD_INSTRUMENT]
+
[ITEM_TOOL:
[DESCRIPTION:
+
_KEYBOARD
[PITCH_CHOICE:KEYBOARD:KEYBOARD]
+
[VALUE:10]
[PITCH_CHOICE:FOOT_PEDALS:VIB:BODY]
+
keyboards
[SOUND_PRODUCTION:AIR_AGAINST_FIPPLE:BELLOWS:VIB]
+
keyboard
[VOLUME_mB:
+
[NAME:
[SOUND_PRODUCTION:AIR_OVER_REED:BELLOWS:VIB]
+
[DESCRIPTION:The
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:VIB]
+
[MATERIAL_SIZE:
[SOUND_PRODUCTION:STRUCK:BODY:VIB]
+
[SIZE:
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:BODY]
+
[TILE:155][UNIMPROVABLE]
[PITCH_RANGE:
+
console
[SOUND_PRODUCTION:PLUCKED:BODY:VIB]
+
[UNIMPROVABLE]
  yoke and a
+
_BODY
The strings are tied from the top of the neck down over the body and
+
keyboard allows the musician to select the pitch of the instrument.]
  neck connecting to a
+
  bodies
  frame and a
+
chests
#NAAM?
+
consoles
  with a
+
case
[TUNING:LEVERS:STRINGS]
+
strings
[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]
+
_VIB
[TUNING:ADJUSTABLE_BRIDGES:STRINGS]
+
is the housing for the workings of the instrument.]
[TUNING:PEGS:STRINGS]
+
cases
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:BODY]
+
_BELLOWS
[PITCH_CHOICE:FOOT_PEDALS:STRINGS:BODY]
+
vibrate, producing the sound of the instrument.]
[PITCH_CHOICE:STOPPING_FRET:STRINGS:NECK]
+
pipes
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:NECK]
+
bells
[SOUND_PRODUCTION:RESONATOR:NECK_RES]
+
  bellows is used to send air through the instrument.]
[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]
+
  pump is used to supply air to the instrument.]
[SOUND_PRODUCTION:STRUCK:PROD:STRINGS]
+
bellows
[SOUND_PRODUCTION:PLUCKED_BY_BP:STRINGS]
+
  pump
[SOUND_PRODUCTION:BOWED:PROD:STRINGS]
+
[DOMINANT_MATERIAL_PIECE:BODY]
[SOUND_PRODUCTION:PLUCKED:PROD:STRINGS]
+
[PLACED_AS_BUILDING]
NECK_RES:
+
[VALUE:50]
:neck bowl:neck bowls
+
[ITEM_INSTRUMENT:
:plectrum:plectra:STANDARD]
+
:STANDARD]
:hammers:hammers:ALWAYS_PLURAL]
+
:keyboard:keyboards
:bow:bows:STANDARD]
+
KEYBOARD:
:strings:strings:ALWAYS_PLURAL]
+
[INSTRUMENT_PIECE:
:string:strings:STANDARD]
+
:body:bodies
:sound-chest:sound-chests
+
:chest:chests
STRINGS:
+
:console:consoles
:yoke:yokes
+
BODY:
FRAME:
+
:bells:bells
:frame:frames
+
:strings:strings
:neck:necks
+
VIB:
[DOMINANT_MATERIAL_PIECE:FRAME]
+
:case:cases
  neck bowl vibrates with the rest of the instrument, producing sound.]
+
:pump:pumps
  neck bowl
+
BELLOWS:
  neck bowls
+
:ALWAYS_PLURAL]
hammers strike the string
+
:pipes:pipes
  of the instrument.]
+
[SOUND_PRODUCTION:STRUCK:BODY:VIB]
  bow is drawn across the string
+
[SOUND_PRODUCTION:PLUCKED:BODY:VIB]
plectrum plucks the string
+
[PITCH_RANGE:
  plectra
+
:bellows:bellows
  plectrum
+
[SOUND_PRODUCTION:AIR_AGAINST_FIPPLE:BELLOWS:VIB]
  hammers
+
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:VIB]
_NECK_RES
+
[SOUND_PRODUCTION:AIR_OVER_REED:BELLOWS:VIB]
, causing the instrument to produce sound.]
+
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:BODY]
strings vibrate
+
[MUSIC_SKILL:PLAY_KEYBOARD_INSTRUMENT]
string vibrates
+
[PITCH_CHOICE:FOOT_PEDALS:VIB:BODY]
_STRINGS
+
[PITCH_CHOICE:KEYBOARD:KEYBOARD]
string
+
[VOLUME_mB:
  sound-chests
+
  occasionally plucked.
  sound-chest of the instrument vibrates with the strings, producing sound.]
+
  occasionally struck. 
  yoke.]
+
  drone strings are
  sound-chest
+
A drone string is
  yokes
+
  string by stopping it against the body.
  body of the instrument vibrates with the strings, producing sound.]
+
  string by stopping it against the neck. 
:pipe:pipes
+
The musician can alter the pitch of
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:MELODY]
+
Frets on the neck allow the musician to alter the pitch.  
:wind chest:wind chests
+
Pitch can also be altered by pedals.  
PIPES:
+
Tuning is also possible using small levers.  
[DOMINANT_MATERIAL_PIECE:CHEST]
+
Tuning is accomplished by pegs. 
CHEST:
+
Tuning is possible with adjustable bridges.
:drone pipes:drone pipes:ALWAYS_PLURAL]
+
_MELODY
:drone pipe:drone pipes:STANDARD]
+
_BLOW
:melody pipe:melody pipes
+
INW
DRONES:
+
  bowl is attached to the neck to provide additional overtones. 
:bag:bags
+
  blowpipe is used by the musician to send air into the instrument.]
MELODY:
+
  blowpipes
 +
blowpipe
 +
_DRONE
 +
melody pipe is used by the musician to select the pitch of the instrument.]
 +
  melody pipes
 +
  melody pipe
 +
  bag is used by the musician to control the steady flow of air through the instrument.]
 +
drone pipe produces
 +
drone pipes produce
 +
drone pipes
 +
drone pipe
 +
wind chests
 +
wind chest
 +
_PIPES
 +
a constant pitch with the flow of air out of the instrument.]
 +
pipes to select the pitch as the air leaves the instrument.]
 +
[DESCRIPTION:The musician uses the
 +
pipe
 +
wind chest is the body of the instrument.]
 +
BAG:
 
:blowpipe:blowpipes
 
:blowpipe:blowpipes
 +
BLOW:
 
[DOMINANT_MATERIAL_PIECE:BAG]
 
[DOMINANT_MATERIAL_PIECE:BAG]
[DESCRIPTION:The musician uses the
+
DRONES:
pipes to select the pitch as the air leaves the instrument.]
+
:melody pipe:melody pipes
wind chest is the body of the instrument.]
+
MELODY:
wind chest
+
:bag:bags
wind chests
+
CHEST:
a constant pitch with the flow of air out of the instrument.]
+
[DOMINANT_MATERIAL_PIECE:CHEST]
_PIPES
+
:drone pipe:drone pipes:STANDARD]
  drone pipes produce
+
:drone pipes:drone pipes:ALWAYS_PLURAL]
  drone pipe produces
+
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:MELODY]
  drone pipe
+
:pipe:pipes
  drone pipes
+
PIPES:
  melody pipes
+
:wind chest:wind chests
  melody pipe is used by the musician to select the pitch of the instrument.]
+
[SOUND_PRODUCTION:VIBRATE_BP_AGAINST_OPENING:SELF]
  bag is used by the musician to control the steady flow of air through the instrument.]
+
[PITCH_CHOICE:STOPPING_HOLE_KEY:MELODY]
  melody pipe
+
[PITCH_CHOICE:STOPPING_HOLE:MELODY]
  blowpipes
+
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:DRONES]
  blowpipe is used by the musician to send air into the instrument.]
+
[PITCH_CHOICE:BP_IN_BELL:SELF]
_DRONE
+
[PITCH_CHOICE:VALVE_ROUTES_AIR:SELF]
blowpipe
+
[PITCH_CHOICE:HARMONIC_SERIES:SELF]
_MELODY
+
[PITCH_CHOICE:SLIDE:SELF]
bowl is attached to the neck to provide additional overtones. 
+
[SOUND_PRODUCTION:BLOW_OVER_SINGLE_REED:SELF]
Tuning is also possible using small levers. 
+
[SOUND_PRODUCTION:BLOW_OVER_OPENING_SIDE:SELF]
Pitch can also be altered by pedals. 
+
[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]
Tuning is possible with adjustable bridges. 
+
[SOUND_PRODUCTION:BLOW_OVER_OPENING_END:SELF]
Tuning is accomplished by pegs. 
+
_NECK_RES
string by stopping it against the neck. 
+
_PROD
string by stopping it against the body. 
+
, causing the instrument to produce sound.]
Frets on the neck allow the musician to alter the pitch. 
+
string vibrates
The musician can alter the pitch of
+
  bows
occasionally struck. 
+
  hammers
occasionally plucked. 
+
  plectrum
A drone string is
+
  bow
drone strings are
+
  hammers strike the string
Another string vibrates in sympathy and is rarely played itself
+
  plectrum plucks the string
  other strings vibrate in sympathy and are rarely played themselves
+
  bow is drawn across the string
strikes
+
plectra
plucks
+
neck bowl vibrates with the rest of the instrument, producing sound.]
picks
+
  neck bowls
plays
+
  neck bowl
the main string
+
  of the instrument.]
The instrument rests flat as
+
FRAME:
the musician
+
[DOMINANT_MATERIAL_PIECE:FRAME]
The strings are suspended from the frame down to the body and
+
:neck:necks
The strings are suspended from the yoke down to the body and
+
NECK:
The musician blows across a hole in the side of each pipe
+
:sound-chest:sound-chests
The musician blows across the end of each pipe
+
:yoke:yokes
cylindrical
+
YOKE:
The musician blows into the fipple at the end of each pipe
+
:frame:frames
closed
+
PROD:
conical
+
:string:strings:STANDARD]
wind instrument consisting of
+
:strings:strings:ALWAYS_PLURAL]
  adjacent
+
STRINGS:
press keys to stop holes
+
NECK_RES:
stop holes
+
:hammers:hammers:ALWAYS_PLURAL]
The musician selects the pitch by achieving higher and higher harmonics
+
:plectrum:plectra:STANDARD]
and can also
+
:bow:bows:STANDARD]
The musician blows over a single reed at one end
+
[SOUND_PRODUCTION:STRUCK:PROD:STRINGS]
The musician blows through a double reed at one end
+
[SOUND_PRODUCTION:PLUCKED:PROD:STRINGS]
The musician blows across a hole in the side
+
[SOUND_PRODUCTION:BOWED:PROD:STRINGS]
The musician blows across the end hole
+
:neck bowl:neck bowls
wind instrument
+
[PITCH_CHOICE:STOPPING_FRET:STRINGS:NECK]
The musician blows into the fipple at one end
+
[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]
closed cylindrical
+
[SOUND_PRODUCTION:RESONATOR:NECK_RES]
globular
+
[SOUND_PRODUCTION:PLUCKED_BY_BP:STRINGS]
by pressing valves to route air through different tube
+
[TUNING:ADJUSTABLE_BRIDGES:STRINGS]
by restricting air flow out of the bell
+
[PITCH_CHOICE:FOOT_PEDALS:STRINGS:BODY]
by adjusting a slide
+
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:BODY]
by achieving higher and higher harmonics
+
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:NECK]
horn.  
+
-stringed instrument
The musician blows into the instrument and selects pitch
+
[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]
curved
+
[TUNING:LEVERS:STRINGS]
looping
+
[TUNING:PEGS:STRINGS]
  provides
+
The strings are tied from the top of the neck down over the body and
constant accompaniment.
+
yoke and a
  with a flared bell
+
  frame and a
s provide
+
neck connecting to a
double-tube
+
the musician
  with flared bells
+
The instrument rests flat as
conical bore
+
The strings are suspended from the yoke down to the body and
cylindrical bore
+
The strings are suspended from the frame down to the body and
  melody pipe attached to the bag.
+
picks
The melody pipe is a
+
main
pressing keys to stop holes
+
the main string
stopping holes
+
plays
  bag, itself supplied by a
+
  other strings vibrate in sympathy and are rarely played themselves
The musician selects the pitch by
+
Another string vibrates in sympathy and is rarely played itself
[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]
+
plucks
wind instrument through which constant air flow is maintained by use of a
+
strikes
[PITCH_CHOICE:STOPPING_HOLE_KEY:CHEST]
+
chime
[TUNING:CROOKS:SELF]
+
chimes
[SOUND_PRODUCTION:BLOW_OVER_FREE_REED:CHEST]
+
bar
[PITCH_CHOICE:STOPPING_HOLE:CHEST]
+
hourglass
[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]
+
triangles
[PITCH_CHOICE:SUBPART_CHOICE:SELF]
+
bowl
[SOUND_PRODUCTION:BLOW_OVER_DOUBLE_REED:SELF]
+
bowls
[PITCH_CHOICE:STOPPING_HOLE:SELF]
+
block
[SOUND_PRODUCTION:BLOW_OVER_OPENING_SIDE:SELF]
+
rings
[SOUND_PRODUCTION:BLOW_OVER_SINGLE_REED:SELF]
+
bell
[SOUND_PRODUCTION:BLOW_OVER_OPENING_END:SELF]
+
bells
[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]
+
triangle
[PITCH_CHOICE:VALVE_ROUTES_AIR:SELF]
+
  stands
[PITCH_CHOICE:BP_IN_BELL:SELF]
+
stand
[PITCH_CHOICE:SLIDE:SELF]
+
_STAND
[PITCH_CHOICE:HARMONIC_SERIES:SELF]
+
  up the bulk of the instrument.]
[PITCH_CHOICE:STOPPING_HOLE_KEY:MELODY]
+
  head
[SOUND_PRODUCTION:VIBRATE_BP_AGAINST_OPENING:SELF]
+
  heads
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:DRONES]
+
_HEAD
[PITCH_CHOICE:STOPPING_HOLE:MELODY]
+
  stand is used to support the instrument.]
mid-size stationary
+
_MALLET
small stationary
+
  stretched over the instrument and used to produce sound.]
[TUNING:TIGHTENING:HEAD]
+
head is
[MUSIC_SKILL:PLAY_PERCUSSION_INSTRUMENT]
+
heads are
[PITCH_CHOICE:SUBPART_CHOICE:HEAD]
+
HEAD:
[PITCH_CHOICE:SUBPART_CHOICE:BODY]
+
:stand:stands
 +
STAND:
 +
used by the musician to strike the instrument and produce sound.]
 +
[INDEFINITE_PITCH]
 +
MALLET:
 +
:head:heads
 +
:heads:heads
 +
[SOUND_PRODUCTION:STRUCK:MALLET:BODY]
 +
[SOUND_PRODUCTION:FRICTION:MALLET:BODY]
 +
[SOUND_PRODUCTION:SCRAPED:MALLET:HEAD]
 +
[SOUND_PRODUCTION:STRUCK:MALLET:HEAD]
 +
[SOUND_PRODUCTION:PLUCKED_BY_BP:BODY]
 +
[SOUND_PRODUCTION:STRUCK_BY_BP:BODY]
 +
[SOUND_PRODUCTION:STRUCK_BY_BP:HEAD]
 +
[SOUND_PRODUCTION:SCRAPED:MALLET:BODY]
 
[SOUND_PRODUCTION:SHAKEN:SELF]
 
[SOUND_PRODUCTION:SHAKEN:SELF]
[PITCH_CHOICE:MEMBRANE_POSITION:HEAD]
+
[SOUND_PRODUCTION:STRUCK_TOGETHER:SELF]
 
[SOUND_PRODUCTION:PLUCKED_BY_BP:SELF]
 
[SOUND_PRODUCTION:PLUCKED_BY_BP:SELF]
[SOUND_PRODUCTION:STRUCK_TOGETHER:SELF]
 
[SOUND_PRODUCTION:PLUCKED_BY_BP:BODY]
 
 
[SOUND_PRODUCTION:STRUCK_BY_BP:SELF]
 
[SOUND_PRODUCTION:STRUCK_BY_BP:SELF]
[SOUND_PRODUCTION:STRUCK_BY_BP:HEAD]
+
[TUNING:TIGHTENING:HEAD]
[SOUND_PRODUCTION:STRUCK_BY_BP:BODY]
+
[PITCH_CHOICE:SUBPART_CHOICE:BODY]
[SOUND_PRODUCTION:STRUCK:MALLET:BODY]
+
[PITCH_CHOICE:SUBPART_CHOICE:HEAD]
[SOUND_PRODUCTION:SCRAPED:MALLET:BODY]
+
[PITCH_CHOICE:MEMBRANE_POSITION:HEAD]
[SOUND_PRODUCTION:SCRAPED:MALLET:HEAD]
+
tiny stationary
[SOUND_PRODUCTION:FRICTION:MALLET:BODY]
+
small stationary
[INDEFINITE_PITCH]
+
mid-size stationary
[SOUND_PRODUCTION:STRUCK:MALLET:HEAD]
+
[MUSIC_SKILL:PLAY_PERCUSSION_INSTRUMENT]
:head:heads
+
on a
MALLET:
+
which rest
:heads:heads
+
It consists of
STAND:
+
percussion instrument. 
:stand:stands
+
rubs around the lip of
_MALLET
+
scrapes
  used by the musician to strike the instrument and produce sound.]
+
The musician
head is
+
attached to a
  stretched over the instrument and used to produce sound.]
+
The instrument produces a complex sound that cannot be said to be of a single pitch. 
  heads are
+
together
  heads
+
shakes
  stands
+
plucks
  stand is used to support the instrument.]
+
[PITCH_CHOICE:SUBPART_CHOICE:SELF]
_STAND
+
[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]
stand
+
[PITCH_CHOICE:STOPPING_HOLE:SELF]
up the bulk of the instrument.]
+
[SOUND_PRODUCTION:BLOW_OVER_DOUBLE_REED:SELF]
triangles
+
[TUNING:CROOKS:SELF]
triangle
+
[PITCH_CHOICE:STOPPING_HOLE_KEY:CHEST]
chimes
+
[PITCH_CHOICE:STOPPING_HOLE:CHEST]
bowl-shaped
+
[SOUND_PRODUCTION:BLOW_OVER_FREE_REED:CHEST]
hourglass
+
The musician selects the pitch by
sticks
+
  bag, itself supplied by a
mallet
+
wind instrument through which constant air flow is maintained by use of a
hammers
+
[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]
mallets
+
The melody pipe is a
  wind instrument consisting of a central wind chest and
+
  melody pipe attached to the bag. 
, fitted with free reeds.   
+
stopping holes
The musician blows over a single reed in each pipe
+
pressing keys to stop holes
The musician blows through a double reed in each pipe
+
  with flared bells
[REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]
+
double-tube
[ANY_SILK_MATERIAL]
+
cylindrical bore
[REAGENT:thread:15000:THREAD:NONE:NONE:NONE]
+
conical bore
[NOT_WEB]
+
constant accompaniment.  
[SKILL:WOODCRAFT]
+
  provides
[SKILL:STONECRAFT]
+
s provide
[SKILL:CARVE_STONE]
+
  with a flared bell
[BUILDING:CRAFTSMAN:NONE]
+
The musician blows into the instrument and selects pitch
[HARD_ITEM_MATERIAL]
+
horn.
:GET_MATERIAL_FROM_REAGENT:stone:NONE]
+
looping
[REAGENT:stone:1:BOULDER:NONE:INORGANIC:NONE]
+
curved
[WORTHLESS_STONE_ONLY]
+
by restricting air flow out of the bell
[SKILL:CARPENTRY]
+
by pressing valves to route air through different tube
[BUILDING:MASON:NONE]
+
by achieving higher and higher harmonics
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
+
by adjusting a slide
:GET_MATERIAL_FROM_REAGENT:wood:NONE]
+
The musician blows into the fipple at one end
[SKILL:METALCRAFT]
+
wind instrument
[BUILDING:CARPENTER:NONE]
+
globular
[METAL_ITEM_MATERIAL]
+
closed cylindrical
:GET_MATERIAL_FROM_REAGENT:metal bars:NONE]
+
The musician blows through a double reed at one end
[REAGENT:metal bars:300:BAR:NONE:INORGANIC:NONE]
+
The musician blows over a single reed at one end
[REAGENT:metal bars:150:BAR:NONE:INORGANIC:NONE]
+
The musician blows across the end hole
[SKILL:GLASSMAKER]
+
The musician blows across a hole in the side
[BUILDING:METALSMITH:NONE]
+
stop holes
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
+
press keys to stop holes
:GLASS_GREEN:NONE]
+
and can also
[CONTAINS:sand]
+
The musician selects the pitch by achieving higher and higher harmonics
[PRESERVE_REAGENT]
+
conical
[IS_SAND_MATERIAL]
+
closed
[REAGENT:sand bag:1:NONE:NONE:NONE:NONE]
+
  adjacent
[BUILDING:GLASS:NONE]
+
wind instrument consisting of  
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE]
+
The musician blows across the end of each pipe
:GET_MATERIAL_FROM_REAGENT:leather:NONE]
+
The musician blows across a hole in the side of each pipe
[SKILL:LEATHERWORK]
+
The musician blows into the fipple at the end of each pipe
[BUILDING:LEATHER:NONE]
+
cylindrical
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
+
, fitted with free reeds.   
[FUEL]
+
wind instrument consisting of a central wind chest and
[SKILL:POTTERY]
+
The musician blows through a double reed in each pipe
[PRODUCT:100:1:TOOL:
+
The musician blows over a single reed in each pipe
:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
+
hammers
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
+
mallet
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
+
mallets
[MAX_MULTIPLIER:1]
+
INP
[BUILDING:KILN:NONE]
+
bowl-shaped
[NAME:forge
+
drum
[NAME:make
+
stick
[REACTION:
+
sticks
reaction_layer
+
[NAME:assemble
[OBJECT:REACTION]
+
[CATEGORY_DESCRIPTION:Make instrument pieces which can be used to assemble complete musical instruments.]
The instrument produces a complex sound that cannot be said to be of a single pitch. 
+
[CATEGORY_NAME:Make instrument piece
Tuning is accomplished by adjusting the tension of the head. 
+
[CATEGORY:INSTRUMENT_PIECE]
shakes
+
[PRODUCT:100:1:INSTRUMENT:
together
+
:NONE:NONE]
rubs around the lip of
+
:1:TOOL:
plucks
+
[REAGENT:
The musician
+
[IMPROVEMENT:100:instrument:INSTRUMENT_PIECE:
scrapes
+
[PRODUCT_TOKEN:instrument]
on a
+
:NONE]
attached to a
+
:GET_MATERIAL_FROM_REAGENT:
It consists of
+
[CATEGORY_NAME:Make instrument
which rest
+
[CATEGORY:INSTRUMENT]
tiny stationary
+
[DESCRIPTION:USE_INSTRUMENT:
percussion instrument. 
+
[SKILL:MASONRY]
[NATURAL_SKILL:WRESTLING:14]
+
TITAN_
[NATURAL_SKILL:BITE:14]
+
FORGOTTEN_BEAST_
[UNIQUE_DEMON]
+
*** Error(s) found in Random Creature Generation
[SPREAD_EVIL_SPHERES_IF_RULER]
+
[CATEGORY_DESCRIPTION:Assemble complete musical instruments and construct single-piece instruments.]
[LAIR:SHRINE:100]
+
E_HUMG
[NATURAL_SKILL:SITUATIONAL_AWARENESS:15]
+
E_HUM
[ATTACK_TRIGGER:
+
NIGHT_CREATURE_
[NO_DRINK][NO_EAT][NO_SLEEP]
+
DEMON_
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
+
E_FL
[TITAN]
+
E_FS
 +
E_BEASTL
 +
E_BEAST
 +
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]
 +
[NAME:forgotten beast:forgotten beasts:forgotten beast]
 +
[ATTACK_TRIGGER:0:0:2]
 +
[FEATURE_BEAST]
 +
[NATURAL_SKILL:WRESTLING:6]
 +
[DIFFICULTY:10]
 +
[CARNIVORE]
 +
[NO_GENDER]
 
[NATURAL_SKILL:MELEE_COMBAT:6]
 
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
+
[NATURAL_SKILL:STANCE_STRIKE:6]
 
[NATURAL_SKILL:GRASP_STRIKE:6]
 
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:STANCE_STRIKE:6]
 
[NATURAL_SKILL:WRESTLING:6]
 
 
[NATURAL_SKILL:BITE:6]
 
[NATURAL_SKILL:BITE:6]
[CARNIVORE]
+
[ATTACK_TRIGGER:
[DIFFICULTY:10]
+
[TITAN]
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]
+
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[NO_GENDER]
+
[NATURAL_SKILL:DODGING:6]
[ATTACK_TRIGGER:0:0:2]
+
[UNIQUE_DEMON]
[NAME:forgotten beast:forgotten beasts:forgotten beast]
+
[NATURAL_SKILL:SITUATIONAL_AWARENESS:15]
[FEATURE_BEAST]
+
[LAIR:SHRINE:100]
E_BEASTL
+
[NO_DRINK][NO_EAT][NO_SLEEP]
E_HUMG
+
[NATURAL_SKILL:GRASP_STRIKE:14]
E_BEAST
+
[NATURAL_SKILL:BITE:14]
NIGHT_CREATURE_
+
[NATURAL_SKILL:WRESTLING:14]
TITAN_
+
[SPREAD_EVIL_SPHERES_IF_RULER]
DEMON_
+
[NATURAL_SKILL:DODGING:14]
*** Error(s) found in Random Creature Generation
+
[NATURAL_SKILL:RANGED_COMBAT:14]
FORGOTTEN_BEAST_
+
[NATURAL_SKILL:MELEE_COMBAT:14]
[CATEGORY_NAME:Make instrument
+
[NATURAL_SKILL:STANCE_STRIKE:14]
[CATEGORY_DESCRIPTION:Assemble complete musical instruments and construct single-piece instruments.]
+
[FEMALE]
[DESCRIPTION:USE_INSTRUMENT:
+
[CASTE:FEMALE]
[CATEGORY:INSTRUMENT]
+
[CAN_LEARN][CAN_SPEAK][DIFFICULTY:10]
[IMPROVEMENT:100:instrument:INSTRUMENT_PIECE:
+
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]
[SKILL:MASONRY]
+
[DEMON]
:NONE]
+
[SELECT_CASTE:ALL]
[PRODUCT_TOKEN:instrument]
+
[MALE]
[PRODUCT:100:1:INSTRUMENT:
+
[CASTE:MALE]
:GET_MATERIAL_FROM_REAGENT:
+
MAKE_
:1:TOOL:
+
[OBJECT:REACTION]
:NONE:NONE]
+
reaction_layer
[NAME:assemble
+
Tuning is accomplished by adjusting the tension of the head. 
[REAGENT:
+
[MAX_MULTIPLIER:1]
[CATEGORY_NAME:Make instrument piece
+
[NAME:make
[CATEGORY_DESCRIPTION:Make instrument pieces which can be used to assemble complete musical instruments.]
+
[NAME:forge
[DESCRIPTION:USE_TOOL:
+
[REACTION:
[CATEGORY:INSTRUMENT_PIECE]
+
[PRODUCT:100:1:TOOL:
[ANY_BONE_MATERIAL]
+
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
:GET_MATERIAL_FROM_REAGENT:bone:NONE]
+
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[SKILL:BONECARVE]
+
[BUILDING:KILN:NONE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
+
[BUILDING:LEATHER:NONE]
[ANY_SHELL_MATERIAL]
+
[SKILL:POTTERY]
:GET_MATERIAL_FROM_REAGENT:shell:NONE]
+
[FUEL]
[REAGENT:shell:1:NONE:NONE:NONE:NONE]
+
:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[USE_BODY_COMPONENT][UNROTTEN]
+
[BUILDING:GLASS:NONE]
[SKILL:WEAVING]
+
[SKILL:LEATHERWORK]
[ANY_PLANT_MATERIAL]
+
:GET_MATERIAL_FROM_REAGENT:leather:NONE]
:GET_MATERIAL_FROM_REAGENT:thread:NONE]
+
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
+
[CONTAINS:sand]
[BIOME:ANY_FOREST]
+
[REAGENT:sand bag:1:NONE:NONE:NONE:NONE]
[BIOME:ANY_SHRUBLAND]
+
[IS_SAND_MATERIAL]
[FANCIFUL]
+
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE]
[SUPERNATURAL]
+
[SKILL:GLASSMAKER]
[MAGMA_VISION]
+
:GLASS_GREEN:NONE]
[EVIL]
+
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
+
[PRESERVE_REAGENT]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
+
[METAL_ITEM_MATERIAL]
[PERSONALITY:PRIDE:100:100:100]
+
[REAGENT:metal bars:150:BAR:NONE:INORGANIC:NONE]
[PERSONALITY:GREED:100:100:100]
+
[REAGENT:metal bars:300:BAR:NONE:INORGANIC:NONE]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]
+
[BUILDING:METALSMITH:NONE]
[PERSONALITY:CRUELTY:100:100:100]
+
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
[PERSONALITY:TRUST:0:0:0]
+
[BUILDING:CARPENTER:NONE]
[PERSONALITY:ALTRUISM:0:0:0]
+
[SKILL:METALCRAFT]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
+
:GET_MATERIAL_FROM_REAGENT:metal bars:NONE]
[PERSONALITY:GRATITUDE:0:0:0]
+
[REAGENT:stone:1:BOULDER:NONE:INORGANIC:NONE]
[PERSONALITY:ASSERTIVENESS:100:100:100]
+
[BUILDING:MASON:NONE]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
+
[SKILL:CARPENTRY]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
+
:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[PERSONALITY:FRIENDLINESS:0:0:0]
+
[SKILL:CARVE_STONE]
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]
+
:GET_MATERIAL_FROM_REAGENT:stone:NONE]
[PERSONALITY:BASHFUL:0:0:0]
+
[HARD_ITEM_MATERIAL]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
+
[WORTHLESS_STONE_ONLY]
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]
+
[REAGENT:thread:15000:THREAD:NONE:NONE:NONE]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
+
[SKILL:STONECRAFT]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
+
[SKILL:WOODCRAFT]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
+
[BUILDING:CRAFTSMAN:NONE]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
+
:GET_MATERIAL_FROM_REAGENT:thread:NONE]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
+
[ANY_SILK_MATERIAL]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
+
[REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
+
[NOT_WEB]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
+
[REAGENT:shell:1:NONE:NONE:NONE:NONE]
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]
+
[ANY_PLANT_MATERIAL]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
+
[SKILL:WEAVING]
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]
+
:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]
+
[SKILL:BONECARVE]
[POPULATION_NUMBER:5:10]
+
:GET_MATERIAL_FROM_REAGENT:shell:NONE]
[CLUSTER_NUMBER:1:5]
+
[ANY_SHELL_MATERIAL]
[BIOME:SUBTERRANEAN_CHASM]
+
[USE_BODY_COMPONENT][UNROTTEN]
[UNDERGROUND_DEPTH:5:5]
+
[DESCRIPTION:USE_TOOL:
[LARGE_ROAMING]
+
:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[LARGE_PREDATOR][DIFFICULTY:
+
[ANY_BONE_MATERIAL]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]
+
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
[CAN_LEARN][CAN_SPEAK]
+
[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]
[NATURAL_SKILL:RANGED_COMBAT:10]
+
[CRAZED]
[NATURAL_SKILL:DODGING:10]
+
[BONECARN]
[NATURAL_SKILL:STANCE_STRIKE:10]
+
[SENSE_CREATURE_CLASS:GENERAL_POISON:15:4:0:1]
[NATURAL_SKILL:MELEE_COMBAT:10]
+
[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]
[NATURAL_SKILL:BITE:10]
+
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[NATURAL_SKILL:GRASP_STRIKE:10]
+
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[DEMON]
+
[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]
[NATURAL_SKILL:WRESTLING:10]
+
[DIFFICULTY:3]
[MALE]
+
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
[SELECT_CASTE:ALL]
+
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
[FEMALE]
+
[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]
[CASTE:MALE]
+
[HABIT_NUM:TEST_ALL]
[CAN_LEARN][CAN_SPEAK][DIFFICULTY:10]
+
[LAIR_CHARACTERISTIC:HAS_DOORS:100]
[CASTE:FEMALE]
+
[LAIR:SIMPLE_BURROW:50]
[NATURAL_SKILL:DODGING:14]
+
[LAIR:SIMPLE_MOUND:50]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]
+
[HABIT:COOK_VERMIN:50]
[NATURAL_SKILL:MELEE_COMBAT:14]
+
[HABIT:GRIND_VERMIN:50]
[NATURAL_SKILL:RANGED_COMBAT:14]
+
[HABIT:COOK_BLOOD:50]
[NATURAL_SKILL:GRASP_STRIKE:14]
+
[HABIT:GRIND_BONE_MEAL:50]
[NATURAL_SKILL:STANCE_STRIKE:14]
+
[ODOR_STRING:cooked flesh]
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
+
[ODOR_STRING:bug innards]
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
+
[HABIT:COLLECT_TROPHIES:50]
 +
[HABIT:COOK_PEOPLE:50]
 +
[NIGHT_CREATURE_BOGEYMAN]
 +
[NATURAL_SKILL:SNEAK:20]
 +
[ODOR_LEVEL:90]
 +
[ODOR_STRING:death]
 +
[CLUSTER_NUMBER:1:1]
 +
[NIGHT_CREATURE_NIGHTMARE]
 +
[PERSONALITY:HUMOR:100:100:100]
 +
[CLUSTER_NUMBER:4:6]
 +
[NATURAL_SKILL:WRESTLING:4]
 +
[DIFFICULTY:2]
 +
[DIFFICULTY:6]
 +
[LARGE_PREDATOR]
 +
[NATURAL_SKILL:MELEE_COMBAT:4]
 +
[NATURAL_SKILL:STANCE_STRIKE:4]
 +
[NATURAL_SKILL:GRASP_STRIKE:4]
 +
[NATURAL_SKILL:BITE:4]
 +
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
 +
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
 +
[NATURAL_SKILL:DODGING:4]
 +
[NATURAL_SKILL:RANGED_COMBAT:4]
 
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
 
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
+
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
 
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
 
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
 
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
 
 
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
 
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:DODGING:4]
+
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
+
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:MELEE_COMBAT:4]
+
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:RANGED_COMBAT:4]
+
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:GRASP_STRIKE:4]
+
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:STANCE_STRIKE:4]
+
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:WRESTLING:4]
+
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:BITE:4]
+
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
[DIFFICULTY:6]
+
[NIGHT_CREATURE]
[DIFFICULTY:2]
+
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[CLUSTER_NUMBER:1:1]
+
[LOCAL_POPS_PRODUCE_HEROES]
[LARGE_PREDATOR]
+
[LOCAL_POPS_CONTROLLABLE]
[PERSONALITY:HUMOR:100:100:100]
+
[NONAUSEA]
[NIGHT_CREATURE_NIGHTMARE]
+
[SWIMS_INNATE]
[NIGHT_CREATURE_BOGEYMAN]
+
[AMPHIBIOUS]
[CLUSTER_NUMBER:4:6]
+
[BIOME:ANY_LAND]
[ODOR_LEVEL:90]
+
[NATURAL_SKILL:STANCE_STRIKE:10]
[NATURAL_SKILL:SNEAK:20]
+
[NATURAL_SKILL:GRASP_STRIKE:10]
[ODOR_STRING:cooked flesh]
+
[NATURAL_SKILL:BITE:10]
[ODOR_STRING:death]
+
[NATURAL_SKILL:WRESTLING:10]
[HABIT:COLLECT_TROPHIES:50]
+
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]
[ODOR_STRING:bug innards]
+
[NATURAL_SKILL:DODGING:10]
[HABIT:COOK_VERMIN:50]
+
[NATURAL_SKILL:RANGED_COMBAT:10]
[HABIT:COOK_PEOPLE:50]
+
[NATURAL_SKILL:MELEE_COMBAT:10]
[HABIT:COOK_BLOOD:50]
+
[BIOME:SUBTERRANEAN_CHASM]
[HABIT:GRIND_VERMIN:50]
+
[LARGE_PREDATOR][DIFFICULTY:
[HABIT_NUM:TEST_ALL]
+
[LARGE_ROAMING]
[HABIT:GRIND_BONE_MEAL:50]
+
[CAN_LEARN][CAN_SPEAK]
[LAIR:SIMPLE_BURROW:50]
+
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]
[LAIR_CHARACTERISTIC:HAS_DOORS:100]
+
[CLUSTER_NUMBER:1:5]
[DIFFICULTY:1]
+
[POPULATION_NUMBER:5:10]
[LAIR:SIMPLE_MOUND:50]
+
[UNDERGROUND_DEPTH:5:5]
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
+
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
+
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]
+
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]
+
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
+
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
+
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]
+
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]
+
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[BONECARN]
+
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
[CRAZED]
+
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[CAN_SPEAK]
+
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[SENSE_CREATURE_CLASS:GENERAL_POISON:15:4:0:1]
+
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[CAN_LEARN]
+
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[SLOW_LEARNER]
+
[PERSONALITY:BASHFUL:0:0:0]
[ORIENTATION:MALE:0:0:1]
+
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]
[ORIENTATION:FEMALE:1:0:0]
+
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]
[ORIENTATION:FEMALE:0:0:1]
+
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[CONVERTED_SPOUSE]
+
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[SPOUSE_CONVERTER]
+
[PERSONALITY:ASSERTIVENESS:100:100:100]
[ORIENTATION:MALE:1:0:0]
+
[PERSONALITY:FRIENDLINESS:0:0:0]
[BIOME:ANY_WETLAND]
+
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]
[BIOME:TUNDRA]
+
[PERSONALITY:ALTRUISM:0:0:0]
[BIOME:ANY_SAVANNA]
+
[PERSONALITY:TRUST:0:0:0]
 +
[PERSONALITY:GRATITUDE:0:0:0]
 +
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
 +
[PERSONALITY:GREED:100:100:100]
 +
[PERSONALITY:PRIDE:100:100:100]
 +
[PERSONALITY:CRUELTY:100:100:100]
 +
[FANCIFUL]
 +
[EVIL]
 +
[MAGMA_VISION]
 +
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
 +
[BIOME:ANY_SAVANNA]
 +
[BIOME:ANY_SHRUBLAND]
 +
[BIOME:ANY_FOREST]
 +
[SUPERNATURAL]
 +
[SPOUSE_CONVERTER]
 +
[BIOME:TUNDRA]
 +
[BIOME:ANY_WETLAND]
 
[BIOME:ANY_GRASSLAND]
 
[BIOME:ANY_GRASSLAND]
[BUILDINGDESTROYER:2]
+
[ORIENTATION:MALE:0:0:1]
[CREATURE_TILE:
+
[CONVERTED_SPOUSE]
[GRASSTRAMPLE:20]
+
[ORIENTATION:FEMALE:0:0:1]
[TRAPAVOID]
+
[ORIENTATION:MALE:1:0:0]
[BABY:1]
+
[CAN_SPEAK]
[CHILD:12]
+
[SLOW_LEARNER]
[BODY_SIZE:2:0:
+
[CAN_LEARN]
[BODY_SIZE:12:0:
+
[ORIENTATION:FEMALE:1:0:0]
[SELECT_CASTE:FEMALE]
+
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[BODY_SIZE:0:0:
+
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
armless biped
+
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[SELECT_CASTE:MALE]
+
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
primate
+
[REMOVE_TISSUE:HAIR]
decapod
+
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
octopod
+
[REMOVE_MATERIAL:HAIR]
[BENIGN]
+
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
hexapod
+
[REMOVE_MATERIAL:BONE]
[NATURAL_SKILL:WHIP:6]
+
[REMOVE_TISSUE:SKIN]
[NATURAL_SKILL:SPEAR:6]
+
[REMOVE_MATERIAL:SKIN]
[NATURAL_SKILL:MACE:6]
+
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[NATURAL_SKILL:HAMMER:6]
+
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
[NATURAL_SKILL:DAGGER:6]
+
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[NATURAL_SKILL:PIKE:6]
+
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[NATURAL_SKILL:AXE:6]
+
[REMOVE_TISSUE:BONE]
[NATURAL_SKILL:SWORD:6]
+
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[NATURAL_SKILL:SPEAR:10]
+
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[NATURAL_SKILL:RANGED_COMBAT:6]
+
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]
[NATURAL_SKILL:HAMMER:10]
+
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
[NATURAL_SKILL:WHIP:10]
+
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
 +
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
 +
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
 +
[HAS_NERVES]
 +
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
 +
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
 +
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
 +
cinders
 +
embers
 +
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]
 +
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
 +
brown
 +
composed of mud
 +
shade
 +
composed of ash
 +
green
 +
composed of vomit
 +
quagmire
 +
slick
 +
white
 +
composed of salt
 +
brine
 +
disgusting appearance
 +
blizzard
 +
composed of snow
 +
waste
 +
composed of grime and filth
 +
of tears
 +
tear
 +
composed of water
 +
sleet
 +
flame
 +
FLAME
 +
boiling
 +
composed of steam
 +
flare
 +
inferno
 +
red
 +
composed of flame
 +
composed of amber
 +
scorching
 +
flaming
 +
flash
 +
[NOSTUN]
 +
[NOPAIN]
 +
[NO_DIZZINESS]
 +
[NOEXERT]
 +
[NOFEAR]
 +
[ALL_ACTIVE]
 +
[PETVALUE:2000]
 +
[BIOME:SUBTERRANEAN_WATER]
 +
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]
 +
:10:1]
 +
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:
 +
[NO_FEVERS]
 
[NATURAL_SKILL:PIKE:10]
 
[NATURAL_SKILL:PIKE:10]
[NATURAL_SKILL:MACE:10]
+
[NATURAL_SKILL:DAGGER:10]
 
[NATURAL_SKILL:SWORD:10]
 
[NATURAL_SKILL:SWORD:10]
[NATURAL_SKILL:DAGGER:10]
 
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]
 
 
[NATURAL_SKILL:AXE:10]
 
[NATURAL_SKILL:AXE:10]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:
+
[NATURAL_SKILL:SPEAR:10]
:10:1]
+
[NATURAL_SKILL:WHIP:10]
[NOFEAR]
+
[NATURAL_SKILL:HAMMER:10]
[NO_FEVERS]
+
[NATURAL_SKILL:MACE:10]
[PETVALUE:2000]
+
[NATURAL_SKILL:DAGGER:6]
[ALL_ACTIVE]
+
[NATURAL_SKILL:SWORD:6]
[NOSTUN]
+
[NATURAL_SKILL:AXE:6]
[BIOME:SUBTERRANEAN_WATER]
+
[NATURAL_SKILL:RANGED_COMBAT:6]
[NO_DIZZINESS]
+
[NATURAL_SKILL:WHIP:6]
[NOPAIN]
+
[NATURAL_SKILL:HAMMER:6]
[NONAUSEA]
+
[NATURAL_SKILL:MACE:6]
[NOEXERT]
+
[NATURAL_SKILL:PIKE:6]
[AMPHIBIOUS]
+
decapod
[SWIMS_INNATE]
+
hexapod
[NIGHT_CREATURE]
+
[BENIGN]
[BIOME:ANY_LAND]
+
[NATURAL_SKILL:SPEAR:6]
[LOCAL_POPS_PRODUCE_HEROES]
+
wyrm
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
+
worm
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
+
primate
[LOCAL_POPS_CONTROLLABLE]
+
octopod
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
+
[SELECT_CASTE:FEMALE]
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
+
[SELECT_CASTE:MALE]
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
+
armless biped
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
+
snake
composed of water
+
[BABY:1]
blizzard
+
[BODY_SIZE:12:0:
composed of snow
+
[BODY_SIZE:2:0:
composed of grime and filth
+
[BODY_SIZE:0:0:
composed of salt
+
[BUILDINGDESTROYER:2]
disgusting appearance
+
[TRAPAVOID]
quagmire
+
[GRASSTRAMPLE:20]
composed of vomit
+
[CHILD:12]
composed of mud
+
142
cinders
+
132
composed of ash
+
'&'
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]
+
[CREATURE_TILE:
embers
+
RCP_2_FRONT_FINGERS
[HAS_NERVES]
+
RCP_3_FRONT_FINGERS
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
+
RCP_4_FRONT_FINGERS
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
+
RCP_5_FRONT_FINGERS
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
+
[BODYGLOSS
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
+
[BODY
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
+
RCP_TONGUE
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
+
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
 
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
 
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
 
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
 
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
 
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
 
[REMOVE_MATERIAL:BONE]
 
[REMOVE_TISSUE:BONE]
 
[REMOVE_MATERIAL:SKIN]
 
[REMOVE_TISSUE:SKIN]
 
[REMOVE_TISSUE:HAIR]
 
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
 
[REMOVE_MATERIAL:HAIR]
 
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
 
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
 
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
 
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
 
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
 
 
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
 
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
+
[EQUIPS]
 
[CANOPENDOORS]
 
[CANOPENDOORS]
[EQUIPS]
 
[BODYGLOSS
 
 
[FLIER]
 
[FLIER]
RCP_TONGUE
+
[SELECT_MATERIAL:EYE]
RCP_2_FRONT_FINGERS
+
[NO_UNIT_TYPE_COLOR]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
+
[SELECT_MATERIAL:SKIN]
RCP_4_FRONT_FINGERS
+
[SELECT_MATERIAL:CHITIN]
RCP_3_FRONT_FINGERS
+
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
RCP_5_FRONT_FINGERS
+
[GLOWCOLOR:
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]
+
[GLOWTILE:249]
[STATE_COLOR:ALL_SOLID:
+
[GLOWTILE:'"']
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
+
[STATE_COLOR:ALL:
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
+
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[FIXED_TEMP:
+
[TL_MAJOR_ARTERIES]
[HOMEOTHERM:10040]
+
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[NOBREATHE]
+
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[EXTRAVISION]
+
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[ODOR_STRING:soil]
+
[CREATURE_CLASS:GENERAL_POISON]
[COLOR:
+
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[ODOR_STRING:smoke]
+
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[ODOR_STRING:soot]
+
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[ODOR_STRING:vomit]
+
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]
[ODOR_STRING:filth]
+
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]
[FIREIMMUNE_SUPER]
+
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[ODOR_STRING:mud]
+
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[CDI:FLOW:FIREJET]
+
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[CDI:TARGET_RANGE:C:5]
+
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[CDI:WAIT_PERIOD:30]
+
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[CDI:ADV_NAME:Spray jet of fire]
+
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[CDI:MAX_TARGET_NUMBER:C:2]
+
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[CDI:MAX_TARGET_NUMBER:C:3]
+
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[CDI:FLOW:FIREBALL]
+
[SELECT_MATERIAL:ICHOR]
[CDI:TARGET_RANGE:C:15]
+
[SELECT_MATERIAL:BLOOD]
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]
+
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[CDI:ADV_NAME:Hurl fireball]
+
[TISSUE_LAYER:BY_CATEGORY:FINGER:TALON:FRONT]
[NOT_LIVING]
+
[BOILING_POINT:9900]
[NOT_BUTCHERABLE]
+
[MELTING_POINT:9800]
[TISSUE_SHAPE:LAYER]
+
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]
+
[SELECT_MATERIAL:GOO]
[RELATIVE_THICKNESS:1]
+
[SYN_NAME:titan sickness]
[CONNECTS]
+
[SYN_NAME:beast sickness]
[FUNCTIONAL]
+
[BOILING_POINT:10400]
[STRUCTURAL]
+
[MELTING_POINT:10200]
[TISSUE_MAT_STATE:
+
[SYN_IMMUNE_CREATURE:
[MUSCULAR]
+
[SYN_NAME:night sickness]
[TISSUE_NAME:tissue:NP]
+
[SYN_NAME:divine sickness]
[TISSUE_MATERIAL:
+
[SYN_NAME:demon sickness]
 +
[WEBBER:LOCAL_CREATURE_MAT:SILK]
 +
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
 +
[THICKWEB][WEBIMMUNE]
 +
:ALL]
 +
[CDI:MAX_TARGET_NUMBER:C:4]
 +
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_WEB]
 +
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
 +
[CDI:ADV_NAME:Spray web]
 +
[CDI:ADV_NAME:Spray dust]
 +
SKIN
 +
:BY_CATEGORY:ALL:
 +
[SECRETION:LOCAL_CREATURE_MAT:POISON:
 +
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
 +
[CDI:ADV_NAME:Spray vapor]
 +
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_DUST]
 +
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_DUST_FLOW]
 +
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_GAS]
 +
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_GAS_FLOW]
 +
[CDI:ADV_NAME:Spray gas]
 +
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_VAPOR]
 +
composed of crystal glass
 +
composed of clear glass
 +
composed of green glass
 +
composed of coral
 +
composed of solid salt
 +
composed of coke
 +
black
 +
composed of charcoal
 
[MAT_FIXED_TEMP:
 
[MAT_FIXED_TEMP:
[TISSUE:UNIFORM_TIS]
+
[USE_MATERIAL_TEMPLATE:
 
composed of  
 
composed of  
[USE_MATERIAL_TEMPLATE:
 
composed of solid salt
 
 
composed of ice
 
composed of ice
composed of coke
+
[TISSUE_MAT_STATE:
composed of crystal glass
+
[TISSUE_MATERIAL:
composed of charcoal
+
[TISSUE_NAME:tissue:NP]
composed of green glass
+
[TISSUE:UNIFORM_TIS]
composed of clear glass
+
[RELATIVE_THICKNESS:1]
composed of amber
+
[STRUCTURAL]
composed of coral
+
[FUNCTIONAL]
flaming
+
[MUSCULAR]
scorching
+
[NOT_LIVING]
inferno
+
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]
composed of flame
+
[TISSUE_SHAPE:LAYER]
boiling
+
[CONNECTS]
of tears
+
[CDI:FLOW:FIREBALL]
composed of steam
+
[CDI:ADV_NAME:Hurl fireball]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_GAS_FLOW]
+
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit glob]
+
[NOT_BUTCHERABLE]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
+
[CDI:WAIT_PERIOD:30]
[CDI:ADV_NAME:Spray gas]
+
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_DUST_FLOW]
+
[CDI:MAX_TARGET_NUMBER:C:2]
[CDI:ADV_NAME:Spray vapor]
+
[CDI:TARGET_RANGE:C:15]
[CDI:ADV_NAME:Spray dust]
+
[CDI:TARGET_RANGE:C:5]
[SECRETION:LOCAL_CREATURE_MAT:POISON:
+
[CDI:FLOW:FIREJET]
:BY_CATEGORY:ALL:
+
[CDI:ADV_NAME:Spray jet of fire]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_FIRE_JET]
[CDI:MAX_TARGET_NUMBER:C:4]
+
[ODOR_STRING:vomit]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
+
[ODOR_STRING:mud]
[CDI:ADV_NAME:Spray web]
+
[FIREIMMUNE_SUPER]
[THICKWEB][WEBIMMUNE]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_HURL_FIREBALL]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
+
[ODOR_STRING:soil]
[SYN_IMMUNE_CREATURE:
+
[ODOR_STRING:soot]
[SYN_NAME:divine sickness]
+
[ODOR_STRING:smoke]
[SYN_NAME:night sickness]
+
[ODOR_STRING:filth]
[SYN_NAME:titan sickness]
+
[FIXED_TEMP:
[SYN_NAME:demon sickness]
+
[EXTRAVISION]
[BOILING_POINT:10400]
+
[NOBREATHE]
[SYN_NAME:beast sickness]
+
[COLOR:
[BOILING_POINT:9900]
+
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]
[MELTING_POINT:10200]
+
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
+
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[MELTING_POINT:9800]
+
[HOMEOTHERM:10040]
[SELECT_MATERIAL:ICHOR]
+
IVORY
[SELECT_MATERIAL:GOO]
+
ECRU
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
+
ASH_GRAY
[SELECT_MATERIAL:BLOOD]
+
MIDNIGHT_BLUE
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
+
OLIVE
[TISSUE_LAYER:BY_CATEGORY:FINGER:TALON:FRONT]
+
DARK_OLIVE
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
+
PALE_PINK
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
+
TAUPE_PURPLE
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
 
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
 
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
 
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
 
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
 
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
 
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]
 
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
 
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
 
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]
 
[CREATURE_CLASS:GENERAL_POISON]
 
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
 
[STATE_COLOR:ALL:
 
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
 
[TL_MAJOR_ARTERIES]
 
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
 
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
 
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
 
[GLOWTILE:249]
 
[GLOWCOLOR:
 
[SELECT_MATERIAL:EYE]
 
[GLOWTILE:'"']
 
[SELECT_MATERIAL:SKIN]
 
[NO_UNIT_TYPE_COLOR]
 
 
[SELECT_MATERIAL:SCALE]
 
[SELECT_MATERIAL:SCALE]
[SELECT_MATERIAL:CHITIN]
+
[SELECT_MATERIAL:FEATHER]
 
[SELECT_MATERIAL:HAIR]
 
[SELECT_MATERIAL:HAIR]
[SELECT_MATERIAL:FEATHER]
+
[STATE_COLOR:ALL_SOLID:
[APPLY_CREATURE_VARIATION:
+
STANDARD_BIPED_GAITS
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:900:675:450:225:1900:2900]
 
 
STANDARD_QUADRUPED_GAITS
 
STANDARD_QUADRUPED_GAITS
STANDARD_BIPED_GAITS
+
STANDARD_WALKING_GAITS
 
STANDARD_WALK_CRAWL_GAITS
 
STANDARD_WALK_CRAWL_GAITS
STANDARD_WALKING_GAITS
+
BOGEYMAN_POLYMORPH
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2900:2175:1450:725:3900:5900]
+
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:900:675:450:225:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:675:450:225:1900:2900]
+
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:900:675:450:225:1900:2900]
[COLDDAM_POINT:NONE]
+
[APPLY_CREATURE_VARIATION:
[IGNITE_POINT:NONE]
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_TRANSFORM]
[MAT_FIXED_TEMP:
+
[CDI:WAIT_PERIOD:100]
[HEATDAM_POINT:NONE]
+
[CDI:ADV_NAME:Transform]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
+
[CAN_DO_INTERACTION:
[SELECT_MATERIAL:ALL]
+
towering
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
+
gigantic
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:TALON]
+
great
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
+
[DESCRIPTION:A
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]
+
small
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
+
very large
[ATTACK_VERB:scratch:scratches]
+
huge
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
+
n enormous
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
+
scaly
[ATTACK_VERB:bite:bites]
+
feathered
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
+
hairy
[ATTACK_VERB:gore:gores]
+
one-eyed
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
+
eyeless
_BITE]
+
fleshy
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]
+
armored
[SPECIALATTACK_INTERACTION:
+
skinless
DEITY_CURSE_WEREBEAST_
+
noseless
[ATTACK_VERB:stab:stabs]
+
beakless
[SPECIALATTACK_SUCK_BLOOD:50:100]
+
three-eyed
[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]
+
in humanoid form
[ATTACK_SKILL:BITE]
+
twisted into humanoid form
[ATTACK_CONTACT_PERC:5]
+
eight-legged
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
+
six-legged
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
+
thin wings of stretched skin
[ATTACK_VERB:sting:stings]
+
  It has
[ATTACK_VERB:kick:kicks]
+
with lidless eyes
[ATTACK_FLAG_BAD_MULTIATTACK]
+
with external ribs
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
+
  It has two
[ATTACK_SKILL:STANCE_STRIKE]
+
lacy wings
[ATTACK_FLAG_EDGE]
+
feathered wings
[ATTACK_FLAG_CANLATCH]
+
wings
[ATTACK_VERB:snatch:snatches]
+
long, straight
[ATTACK_PENETRATION_PERC:100]
+
long, hanging
[ATTACK_PRIORITY:MAIN]
+
  It has a
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
+
  It has three
[ATTACK_FLAG_WITH]
+
tail
[ATTACK_PRIORITY:SECOND]
+
tails
[ATTACK_CONTACT_PERC:100]
+
stubby
[ATTACK_PREPARE_AND_RECOVER:2:2]
+
long, curly
[ATTACK_SKILL:GRASP_STRIKE]
+
  It has a fat, bulging trunk
[ATTACK_VERB:punch:punches]
+
  It has a short trunk
[FIREIMMUNE]
+
   It has a long, swinging trunk
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
+
   It has a proboscis
[CDI:ADV_NAME:Emit gas]
+
   It has a round shell
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_GAS]
+
   It has a knobby trunk
[CDI:ADV_NAME:Emit vapor]
+
   It has a curling trunk
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_VAPOR]
+
   It has a twisting, jointed trunk
[CDI:ADV_NAME:Emit dust]
 
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_DUST]
 
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]
 
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]
 
   It has a pair of branching antennae
 
   It has a pair of knobby antennae
 
   It has a pair of spindly antennae
 
   It has a pair of squat antennae
 
   It has a pair of long antennae
 
   It has a pair of fan-like antennae
 
 
   It has an enormous shell
 
   It has an enormous shell
   It has a broad shell
+
   It has a knobby shell
 
   It has a square shell
 
   It has a square shell
  It has a knobby shell
 
  It has a round shell
 
 
   It has a spiral shell
 
   It has a spiral shell
  It has a curling trunk
+
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]
  It has a knobby trunk
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPIT_SOLID_GLOB]
  It has a fat, bulging trunk
+
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]
  It has a twisting, jointed trunk
+
[CDI:ADV_NAME:Spit glob]
  It has a long, swinging trunk
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_EMIT_DUST]
  It has a short trunk
+
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_DUST]
  It has a proboscis
+
[CDI:ADV_NAME:Emit dust]
stubby
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPIT_LIQUID_GLOB]
tails
+
[CDI:ADV_NAME:Emit gas]
long, straight
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_EMIT_VAPOR]
long, curly
+
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_VAPOR]
  It has a
+
[CDI:ADV_NAME:Emit vapor]
long, hanging
+
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
  It has two
+
[FIREIMMUNE]
  It has three
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_EMIT_GAS]
feathered wings
+
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_GAS]
lacy wings
+
[ATTACK_PREPARE_AND_RECOVER:2:2]
thin wings of stretched skin
+
[ATTACK_CONTACT_PERC:100]
with lidless eyes
+
[ATTACK_VERB:punch:punches]
  It has
+
[ATTACK_SKILL:GRASP_STRIKE]
in humanoid form
+
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
with external ribs
+
[ATTACK_PRIORITY:MAIN]
eight-legged
+
[ATTACK_PRIORITY:SECOND]
twisted into humanoid form
+
[ATTACK_FLAG_WITH]
skinless
+
[ATTACK_FLAG_CANLATCH]
six-legged
+
[ATTACK_FLAG_EDGE]
beakless
+
[ATTACK_PENETRATION_PERC:100]
noseless
+
[ATTACK_VERB:snatch:snatches]
one-eyed
+
[ATTACK_FLAG_BAD_MULTIATTACK]
three-eyed
+
[ATTACK_VERB:kick:kicks]
fleshy
+
[ATTACK_SKILL:STANCE_STRIKE]
eyeless
+
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
scaly
+
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
armored
+
[ATTACK_CONTACT_PERC:5]
hairy
+
[ATTACK_VERB:sting:stings]
feathered
+
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
small
+
[SPECIALATTACK_SUCK_BLOOD:50:100]
very large
+
[ATTACK_VERB:stab:stabs]
towering
+
[ATTACK_SKILL:BITE]
n enormous
+
[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]
great
+
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]
gigantic
+
_BITE]
[CDI:WAIT_PERIOD:100]
+
DEITY_CURSE_WEREBEAST_
[DESCRIPTION:A
+
[SPECIALATTACK_INTERACTION:
[CAN_DO_INTERACTION:
+
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
[CDI:ADV_NAME:Transform]
+
[ATTACK_VERB:bite:bites]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:900:675:450:225:1900:2900]
+
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
BOGEYMAN_POLYMORPH
+
[ATTACK_VERB:gore:gores]
it moves ponderously
+
[ATTACK_VERB:scratch:scratches]
it has a very stark look about it
+
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
 +
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
 +
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
 +
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:TALON]
 +
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
 +
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]
 +
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
 +
[HEATDAM_POINT:NONE]
 +
[MAT_FIXED_TEMP:
 +
[SELECT_MATERIAL:ALL]
 +
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
 +
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:675:450:225:1900:2900]
 +
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2900:2175:1450:725:3900:5900]
 +
[IGNITE_POINT:NONE]
 +
[COLDDAM_POINT:NONE]
 
it seems eager to pronounce judgment on others
 
it seems eager to pronounce judgment on others
it appears very deliberate in its actions
+
its whole body appears to be faceted in a symmetric fashion
 
it appears to be a very bitter creature
 
it appears to be a very bitter creature
its whole body appears to be faceted in a symmetric fashion
 
it inspects the ground intently as it moves
 
 
flashes of energy pulse across its surface intermittently
 
flashes of energy pulse across its surface intermittently
it is surrounded by a gentle atmosphere
+
it seems unerringly honest if one does not concentrate
it radiates an aura of welcoming
+
it has a very stark look about it
it makes those around it want to give up their possessions
+
it moves ponderously
it seems to smile constantly
+
it appears very deliberate in its actions
it changes between two colors intermittently
+
it stares longingly at those nearby
it giggles at random
+
it always seems to be looking far into the distance
it is very sturdy-looking
+
it crackles with energy
it eagerly moves from place to place
+
it returns surrounding light with a new vibrance and intensity
[ODOR_STRING:freshly-baked goods]
+
it heckles those it meets that are not married
it is impossible to hold a grudge near it
+
it has an unnerving stare
it always moves carefully around water
+
it changes direction suddenly at times
it has the delicious smell of freshly-baked goods
+
it never abandons its companions
a sheen around it always seems to rise upward
+
it has a distinctly depressing moan
it only looks comfortable when it is in the water
+
it has an angular appearance
it appears to be very healthy
+
it appears to have sharp shimmering edges on many parts of its body
it skips and twirls as it moves
+
it always seems like it is on the verge of crying
fanfare follows it wherever it goes
+
there is a foul reek about it
it never appears to be perturbed or surprised by any happening
+
it is very solidly built
it looks very solid and stocky
+
it changes color with the phases of the moon
it appears to be closely related to every other of its kind
+
it is difficult to see clearly
it never looks toward the sun
+
it eerily reflects the light of the stars and moon
it is utterly still when not taking deliberate action
+
it seems most at ease when it is outdoors
[ODOR_LEVEL:100]
+
it sounds clear tones as its body moves in time
the details of its form are easily forgotten without deliberate concentration
+
it cannot abide anything that lives
it moves with great focus
+
it moves very stiffly
it bears malodorous pustules
+
it always raises a part of its body toward the moon
its body is bent and misshapen
+
it cannot look directly at somebody that has broken an oath
it slavers uncontrollably
+
it reminds those that look upon it of their most unpleasant memories
it hums pleasantly when the sun is high in the sky
+
it always seems to point toward the sun when it is in the sky
it has a rattling exhale
+
it rocks back and forth whenever somebody changes their mind in its presence
it is difficult to see clearly even in bright light
+
it has an incredibly calm demeanor
it always turns to welcome the rise of the sun
+
its surface is always enlivened with a refreshing play of color
small objects seem to pop into existence around it
+
it is strikingly colored
it whirls, skips and jumps whenever it moves
+
it leaves water wherever it goes
 +
it appears to be expecting
 +
it recites verses in a strange language on occasion
 +
its outer surface seems to flow about its body
 +
it has a fixed and unblinking gaze when interacting
 +
it moves with a bouncing rhythm
 +
it alternates from instant to instant between sluggishness and extreme vibrancy
 +
it makes nearby water undrinkable
 +
it inspires those around it to acts of great sacrifice
 +
it always nods eagerly when somebody is speaking
 +
it is hard to disobey
 +
it has a slowly shifting pattern on its surface
 +
it makes absolutely no sound
 +
its form is ever-changing
 +
it always seems to be deep in thought
 +
its movement is the sound of wind and rain
 +
it appears to sparkle after night falls
 +
it pays attention carefully to anybody that is speaking
 +
it sings beautiful songs endlessly
 +
it always seems to have its attention on the most valuable object in the area
 +
it is difficult to look at directly
 +
it mutters to itself about death
 +
it looks solidly built
 +
it seems most content when a fair wind is blowing
 +
it appears to be covered with sharp hooks and barbs
 +
it is incredibly noisy
 +
its movements sound like the rattling of chains
 +
  It has a pair of spindly antennae
 +
  It has a pair of fan-like antennae
 +
  It has a pair of long antennae
 +
  It has a broad shell
 +
  It has four
 +
  It has a pair of knobby antennae
 +
  It has a pair of branching antennae
 +
  It has a pair of squat antennae
 +
horn
 +
horns
 +
long, curving
 +
long, spiral
 +
it is decorated with intricate patterns
 +
it growls, buzzes, clicks and generally makes a varied racket
 +
it looks constantly to the sky for rain
 +
  It has large mandibles
 +
nearby vegetation seem to shrink away from it
 +
it is covered with a filmy sac
 +
it is strikingly beautiful
 +
it is perfectly symmetric
 +
it seems very pleasant
 +
it spins wildly, lurching and howling
 +
its moans seem to echo no matter where it resides
 +
the pieces of its body are carefully separated by markings
 
it makes those around it feel brave
 
it makes those around it feel brave
it appears constructed
+
it radiates a sad kindness
 
it appears to be covered with rocky crags
 
it appears to be covered with rocky crags
it radiates a sad kindness
 
it seems very pleasant
 
 
it never misses an opportunity to jump in puddles
 
it never misses an opportunity to jump in puddles
its moans seem to echo no matter where it resides
+
it is difficult to see clearly even in bright light
it spins wildly, lurching and howling
+
it whirls, skips and jumps whenever it moves
nearby vegetation seem to shrink away from it
+
small objects seem to pop into existence around it
the pieces of its body are carefully separated by markings
+
it appears constructed
it is strikingly beautiful
+
its body is bent and misshapen
it is covered with a filmy sac
+
it has a rattling exhale
it is decorated with intricate patterns
+
it hums pleasantly when the sun is high in the sky
it is perfectly symmetric
+
it always turns to welcome the rise of the sun
it looks constantly to the sky for rain
+
[ODOR_LEVEL:100]
it growls, buzzes, clicks and generally makes a varied racket
+
it bears malodorous pustules
  It has large mandibles
+
it moves with great focus
long, curving
+
it slavers uncontrollably
horns
+
it looks very solid and stocky
  It has four
+
it is utterly still when not taking deliberate action
long, spiral
+
it never looks toward the sun
it chitters briefly before sunrise and just after nightfall
+
the details of its form are easily forgotten without deliberate concentration
it always tries to embolden any fighting in its presence with exhortations of bravery, even its foes
+
it appears to be very healthy
it has a tendency to laugh quietly to itself every so often
+
it never appears to be perturbed or surprised by any happening
it tenses up throughout its entire body whenever somebody tells a falsehood in its presence
+
fanfare follows it wherever it goes
it is unsettling to be around
+
it appears to be closely related to every other of its kind
it is top-heavy
+
it always moves carefully around water
it seems most content when a fair wind is blowing
+
it only looks comfortable when it is in the water
it never stops moving completely
+
a sheen around it always seems to rise upward
it is incredibly noisy
+
it skips and twirls as it moves
it appears to be covered with sharp hooks and barbs
+
it is very sturdy-looking
it always seems to have its attention on the most valuable object in the area
+
it is impossible to hold a grudge near it
its movements sound like the rattling of chains
+
[ODOR_STRING:freshly-baked goods]
it mutters to itself about death
+
it has the delicious smell of freshly-baked goods
it is difficult to look at directly
+
it makes those around it want to give up their possessions
its movement is the sound of wind and rain
+
it giggles at random
it looks solidly built
+
it changes between two colors intermittently
it pays attention carefully to anybody that is speaking
+
it eagerly moves from place to place
it appears to sparkle after night falls
+
it inspects the ground intently as it moves
it has a slowly shifting pattern on its surface
+
it radiates an aura of welcoming
it sings beautiful songs endlessly
+
it is surrounded by a gentle atmosphere
its form is ever-changing
+
it seems to smile constantly
it makes absolutely no sound
 
it makes nearby water undrinkable
 
it always seems to be deep in thought
 
it always nods eagerly when somebody is speaking
 
it inspires those around it to acts of great sacrifice
 
its outer surface seems to flow about its body
 
it is hard to disobey
 
it moves with a bouncing rhythm
 
it has a fixed and unblinking gaze when interacting
 
it is strikingly colored
 
it alternates from instant to instant between sluggishness and extreme vibrancy
 
it appears to be expecting
 
it leaves water wherever it goes
 
it always seems to point toward the sun when it is in the sky
 
it recites verses in a strange language on occasion
 
it has an incredibly calm demeanor
 
it rocks back and forth whenever somebody changes their mind in its presence
 
it moves very stiffly
 
its surface is always enlivened with a refreshing play of color
 
it cannot look directly at somebody that has broken an oath
 
it always raises a part of its body toward the moon
 
it eerily reflects the light of the stars and moon
 
it reminds those that look upon it of their most unpleasant memories
 
it sounds clear tones as its body moves in time
 
it seems most at ease when it is outdoors
 
there is a foul reek about it
 
it cannot abide anything that lives
 
it changes color with the phases of the moon
 
it is very solidly built
 
it has a distinctly depressing moan
 
it is difficult to see clearly
 
it appears to have sharp shimmering edges on many parts of its body
 
it has an angular appearance
 
it heckles those it meets that are not married
 
it always seems like it is on the verge of crying
 
it changes direction suddenly at times
 
it has an unnerving stare
 
it stares longingly at those nearby
 
it never abandons its companions
 
it crackles with energy
 
it always seems to be looking far into the distance
 
it seems unerringly honest if one does not concentrate
 
it returns surrounding light with a new vibrance and intensity
 
it spouts gibberish periodically
 
it knows and intones the names of all it encounters
 
 
it chants ceaselessly
 
it chants ceaselessly
it murmurs horrible curses
+
it appears to be emaciated
 
it has a gaunt appearance
 
it has a gaunt appearance
it appears to be emaciated
 
it squirms and fidgets
 
 
bloated appearance
 
bloated appearance
it undulates rhythmically
+
it repeatedly makes threats of torture and death
rhythmic undulations
+
it knows and intones the names of all it encounters
it is slavering
+
it spouts gibberish periodically
it belches and croaks
+
it murmurs horrible curses
it moves its will in accordance with the truth of things
+
it moves about carelessly
it is ravening
+
it moves deliberately
joy marks its every movement
+
it has an austere look about it
joyful nature
+
it has a regal bearing
it emanates an aura of giving and kindness
+
eye glows
kind nature
+
eyes glow
it bears a look of unbelievable peace
+
.  Its
peaceful nature
+
[ODOR_STRING:brimstone]
with singular purpose it seeks to destroy the living
+
short and even
it is crazed for blood and flesh
+
very curly
emaciated
+
long and shaggy
it hurls vicious insults constantly
+
hair is
it strides in silence with purpose
+
feathers are
starved
+
long and wavy
twisted
+
long and straight
it lopes quickly along the ground
+
patchy
its limbs jut out at asymmetric angles
+
long and sparse
crooked
+
long and broad
backward
+
downy
it moves with uneven jerking motions
+
fluffed-out
hulking
+
jagged
its joints are backward
+
blocky
it lumbers along steadily from place to place
+
scales are
lumbering
+
long and narrow
it has a bloated body
+
exoskeleton is
bloated
+
set far apart
it shambles sluggishly
+
overlapping
it stamps the ground and snorts
+
oval-shaped
shrieking
+
sleek and smooth
wailing
+
warty
 +
leathery
 +
waxy
 +
accidentally
 +
  This night creature was first created
 +
skin is
 +
rough and cracked
 +
through the fiend's chaotic power
 +
through the fiend's twisted power
 +
through the fiend's terrifying power
 +
by the
 +
multitudes
 +
unleashed upon
 +
gone wrong
 +
after horrible experiments
 +
  Beware its poisonous sting!
 +
Now you will know why you fear the night.
 +
and is of a part with
 +
  It was created by
 +
  Beware its webs!
 +
  Beware its fire!
 +
  Beware its hunger for warm blood!
 +
  Beware its poisonous bite!
 +
  Beware its deadly spittle!
 +
  Beware its poisonous gas!
 +
  Beware its poisonous vapors!
 +
  Beware its deadly dust!
 +
it has a tendency to laugh quietly to itself every so often
 +
it is top-heavy
 +
it is unsettling to be around
 +
it never stops moving completely
 +
it looks very proud of itself
 +
it always tries to embolden any fighting in its presence with exhortations of bravery, even its foes
 +
it chitters briefly before sunrise and just after nightfall
 +
it tenses up throughout its entire body whenever somebody tells a falsehood in its presence
 +
it always seems to be counting something
 +
it seems to flow as it moves
 +
it bellows and cheers without pause
 +
it seems to glow brightly from within
 +
it is covered with divine writing
 +
it acts with unwavering calm
 +
it is surrounded by an everpresent rush of wind
 +
it changes appearance based on the clouds and precipitation above
 +
muttering
 +
it mutters to itself as it moves aimlessly
 +
it is a divine being
 +
it appears spry and vigorous
 +
groaning
 +
it groans from time to time
 +
brooding
 +
grumbling
 
baying
 
baying
bellowing
+
howling
 
it howls into high winds
 
it howls into high winds
howling
 
groaning
 
 
moaning
 
moaning
brooding
+
it shambles sluggishly
it groans from time to time
+
wailing
muttering
+
shrieking
grumbling
+
bellowing
it is a divine being
+
it lumbers along steadily from place to place
it mutters to itself as it moves aimlessly
+
bloated
it is covered with divine writing
+
it has a bloated body
it appears spry and vigorous
+
it stamps the ground and snorts
it is surrounded by an everpresent rush of wind
+
backward
it acts with unwavering calm
+
its joints are backward
it always seems to be counting something
+
hulking
it changes appearance based on the clouds and precipitation above
+
lumbering
it bellows and cheers without pause
+
twisted
it seems to flow as it moves
+
crooked
it looks very proud of itself
+
its limbs jut out at asymmetric angles
it seems to glow brightly from within
+
it moves with uneven jerking motions
[PCG_LAYERING:WEREBEAST_ARMADILLO]
+
emaciated
[PCG_LAYERING:WEREBEAST_BADGER]
+
starved
[PCG_LAYERING:WEREBEAST_ANTELOPE]
+
it strides in silence with purpose
[PCG_LAYERING:WEREBEAST_APE]
+
it lopes quickly along the ground
  Beware its deadly blood!
+
it bears a look of unbelievable peace
[PCG_LAYERING:WEREBEAST_ANTEATER]
+
it is crazed for blood and flesh
  Beware its deadly spittle!
+
with singular purpose it seeks to destroy the living
  Beware its noxious secretions!
+
it hurls vicious insults constantly
  Beware its poisonous vapors!
+
joy marks its every movement
  Beware its poisonous gas!
+
kind nature
  Beware its webs!
+
it emanates an aura of giving and kindness
  Beware its deadly dust!
+
peaceful nature
  Beware its hunger for warm blood!
+
it is slavering
  Beware its fire!
+
it is ravening
  Beware its poisonous sting!
+
it moves its will in accordance with the truth of things
  Beware its poisonous bite!
+
joyful nature
and is of a part with  
+
it squirms and fidgets
Now you will know why you fear the night.
+
rhythmic undulations
multitudes
+
it undulates rhythmically
  It was created by
+
it belches and croaks
gone wrong
 
unleashed upon
 
through the fiend's chaotic power
 
after horrible experiments
 
through the fiend's terrifying power
 
through the fiend's twisted power
 
accidentally
 
by the
 
skin is
 
  This night creature was first created
 
sleek and smooth
 
rough and cracked
 
leathery
 
exoskeleton is  
 
overlapping
 
set far apart
 
jagged
 
oval-shaped
 
scales are
 
blocky
 
long and sparse
 
long and narrow
 
long and broad
 
feathers are
 
fluffed-out
 
long and straight
 
long and wavy
 
short and even
 
patchy
 
long and shaggy
 
very curly
 
eye glows
 
hair is  
 
.  Its
 
eyes glow
 
it moves about carelessly
 
[ODOR_STRING:brimstone]
 
it has an austere look about it
 
it moves deliberately
 
it repeatedly makes threats of torture and death
 
it has a regal bearing
 
[PCG_LAYERING:WEREBEAST_WARTHOG]
 
[PCG_LAYERING:WEREBEAST_WEASEL]
 
 
[PCG_LAYERING:WEREBEAST_TAPIR]
 
[PCG_LAYERING:WEREBEAST_TAPIR]
[PCG_LAYERING:WEREBEAST_TORTOISE]
+
[PCG_LAYERING:WEREBEAST_SQUIRREL]
 
[PCG_LAYERING:WEREBEAST_SLOTH]
 
[PCG_LAYERING:WEREBEAST_SLOTH]
[PCG_LAYERING:WEREBEAST_SQUIRREL]
 
[PCG_LAYERING:WEREBEAST_SKINK]
 
 
[PCG_LAYERING:WEREBEAST_SKUNK]
 
[PCG_LAYERING:WEREBEAST_SKUNK]
[PCG_LAYERING:WEREBEAST_SHEEP]
+
[PCG_LAYERING:WEREBEAST_WOLF]
[PCG_LAYERING:WEREBEAST_SHREW]
+
[PCG_LAYERING:WEREBEAST_WEASEL]
[PCG_LAYERING:WEREBEAST_RAT]
+
[PCG_LAYERING:WEREBEAST_WARTHOG]
[PCG_LAYERING:WEREBEAST_RHINOCEROS]
+
[PCG_LAYERING:WEREBEAST_TORTOISE]
[PCG_LAYERING:WEREBEAST_RABBIT]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_SHADOW]
[PCG_LAYERING:WEREBEAST_RACCOON]
+
[USE_STANDARD_NEX_BODY_PALETTE:
[PCG_LAYERING:WEREBEAST_PIG]
+
[PCG_LAYERING:WEREBEAST_ZEBRA]
[PCG_LAYERING:WEREBEAST_PORCUPINE]
+
[PCG_LAYERING:WEREBEAST_WOMBAT]
[PCG_LAYERING:WEREBEAST_PANGOLIN]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_SKINLESS]
[PCG_LAYERING:WEREBEAST_PANTHER]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_WINGS_BAT]
[PCG_LAYERING:WEREBEAST_OPOSSUM]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_WINGS_FEATHERED]
[PCG_LAYERING:WEREBEAST_PANDA]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_WINGS_LACY]
[PCG_LAYERING:WEREBEAST_MONKEY]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_FUR]
[PCG_LAYERING:WEREBEAST_MOUSE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_FEATHERS]
[PCG_LAYERING:WEREBEAST_MONITOR_LIZARD]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_SCALES]
[PCG_LAYERING:WEREBEAST_MOOSE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_SKIN]
[PCG_LAYERING:WEREBEAST_MOLE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_FOOT_LEFT]
[PCG_LAYERING:WEREBEAST_MONGOOSE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_LEG_RIGHT]
[PCG_LAYERING:WEREBEAST_MAMMOTH]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_LEG_LEFT]
[PCG_LAYERING:WEREBEAST_MARMOT]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_EXTERNAL_RIBS]
[PCG_LAYERING:WEREBEAST_LLAMA]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_HAND_LEFT]
[PCG_LAYERING:WEREBEAST_LORIS]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_ARM_RIGHT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_ARM_LEFT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_FOOT_RIGHT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_FEATHERS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_SCALES]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_SKIN]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HAND_RIGHT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_EYE_THREE]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_EYE_TWO]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_EYE_ONE]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_FUR]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_ANTENNAE]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_TRUNK]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_MOUTH]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_MANDIBLES]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_4]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_2]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_4]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_2]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_4]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_2]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_4]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_2]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_4]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_2]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_5]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_1]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_4]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_2]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_5]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_1]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_5]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_1]
 +
[PCG_LAYERING:WEREBEAST_ANTELOPE]
 +
[PCG_LAYERING:WEREBEAST_ANTEATER]
 +
  Beware its deadly blood!
 +
  Beware its noxious secretions!
 +
[PCG_LAYERING:WEREBEAST_BEAR]
 +
[PCG_LAYERING:WEREBEAST_BADGER]
 +
[PCG_LAYERING:WEREBEAST_ARMADILLO]
 +
[PCG_LAYERING:WEREBEAST_APE]
 +
[PCG_LAYERING:WEREBEAST_BULL]
 +
[PCG_LAYERING:WEREBEAST_BUFFALO]
 +
[PCG_LAYERING:WEREBEAST_BISON]
 +
[PCG_LAYERING:WEREBEAST_BEAVER]
 +
[PCG_LAYERING:WEREBEAST_CAVY]
 +
[PCG_LAYERING:WEREBEAST_CAT]
 +
[PCG_LAYERING:WEREBEAST_CAMEL]
 +
[PCG_LAYERING:WEREBEAST_CAPYBARA]
 +
[PCG_LAYERING:WEREBEAST_COATI]
 +
[PCG_LAYERING:WEREBEAST_CIVET]
 +
[PCG_LAYERING:WEREBEAST_CHINCHILLA]
 +
[PCG_LAYERING:WEREBEAST_CHAMELEON]
 +
[PCG_LAYERING:WEREBEAST_ELEPHANT]
 +
[PCG_LAYERING:WEREBEAST_DONKEY]
 +
[PCG_LAYERING:WEREBEAST_DEER]
 +
[PCG_LAYERING:WEREBEAST_COYOTE]
 +
[PCG_LAYERING:WEREBEAST_GILA_MONSTER]
 +
[PCG_LAYERING:WEREBEAST_GECKO]
 +
[PCG_LAYERING:WEREBEAST_FOX]
 +
[PCG_LAYERING:WEREBEAST_ELK]
 +
[PCG_LAYERING:WEREBEAST_HARE]
 +
[PCG_LAYERING:WEREBEAST_GOPHER]
 +
[PCG_LAYERING:WEREBEAST_GOAT]
 +
[PCG_LAYERING:WEREBEAST_GIRAFFE]
 +
[PCG_LAYERING:WEREBEAST_IGUANA]
 +
[PCG_LAYERING:WEREBEAST_HYENA]
 +
[PCG_LAYERING:WEREBEAST_HORSE]
 +
[PCG_LAYERING:WEREBEAST_HEDGEHOG]
 
[PCG_LAYERING:WEREBEAST_LEMUR]
 
[PCG_LAYERING:WEREBEAST_LEMUR]
[PCG_LAYERING:WEREBEAST_LIZARD]
+
[PCG_LAYERING:WEREBEAST_KOALA]
 
[PCG_LAYERING:WEREBEAST_KANGAROO]
 
[PCG_LAYERING:WEREBEAST_KANGAROO]
[PCG_LAYERING:WEREBEAST_KOALA]
 
[PCG_LAYERING:WEREBEAST_IGUANA]
 
 
[PCG_LAYERING:WEREBEAST_JACKAL]
 
[PCG_LAYERING:WEREBEAST_JACKAL]
[PCG_LAYERING:WEREBEAST_HORSE]
+
[PCG_LAYERING:WEREBEAST_MAMMOTH]
[PCG_LAYERING:WEREBEAST_HYENA]
+
[PCG_LAYERING:WEREBEAST_LORIS]
[PCG_LAYERING:WEREBEAST_HARE]
+
[PCG_LAYERING:WEREBEAST_LLAMA]
[PCG_LAYERING:WEREBEAST_HEDGEHOG]
+
[PCG_LAYERING:WEREBEAST_LIZARD]
[PCG_LAYERING:WEREBEAST_GOAT]
+
[PCG_LAYERING:WEREBEAST_MONITOR_LIZARD]
[PCG_LAYERING:WEREBEAST_GOPHER]
+
[PCG_LAYERING:WEREBEAST_MONGOOSE]
[PCG_LAYERING:WEREBEAST_GILA_MONSTER]
+
[PCG_LAYERING:WEREBEAST_MOLE]
[PCG_LAYERING:WEREBEAST_GIRAFFE]
+
[PCG_LAYERING:WEREBEAST_MARMOT]
[PCG_LAYERING:WEREBEAST_FOX]
+
[PCG_LAYERING:WEREBEAST_OPOSSUM]
[PCG_LAYERING:WEREBEAST_GECKO]
+
[PCG_LAYERING:WEREBEAST_MOUSE]
[PCG_LAYERING:WEREBEAST_ELEPHANT]
+
[PCG_LAYERING:WEREBEAST_MONKEY]
[PCG_LAYERING:WEREBEAST_ELK]
+
[PCG_LAYERING:WEREBEAST_MOOSE]
[PCG_LAYERING:WEREBEAST_DEER]
+
[PCG_LAYERING:WEREBEAST_PIG]
[PCG_LAYERING:WEREBEAST_DONKEY]
+
[PCG_LAYERING:WEREBEAST_PANTHER]
[PCG_LAYERING:WEREBEAST_COATI]
+
[PCG_LAYERING:WEREBEAST_PANGOLIN]
[PCG_LAYERING:WEREBEAST_COYOTE]
+
[PCG_LAYERING:WEREBEAST_PANDA]
[PCG_LAYERING:WEREBEAST_CHINCHILLA]
+
[PCG_LAYERING:WEREBEAST_RAT]
[PCG_LAYERING:WEREBEAST_CIVET]
+
[PCG_LAYERING:WEREBEAST_RACCOON]
[PCG_LAYERING:WEREBEAST_CAVY]
+
[PCG_LAYERING:WEREBEAST_RABBIT]
[PCG_LAYERING:WEREBEAST_CHAMELEON]
+
[PCG_LAYERING:WEREBEAST_PORCUPINE]
[PCG_LAYERING:WEREBEAST_CAMEL]
+
[PCG_LAYERING:WEREBEAST_SKINK]
[PCG_LAYERING:WEREBEAST_CAT]
+
[PCG_LAYERING:WEREBEAST_SHREW]
[PCG_LAYERING:WEREBEAST_BULL]
+
[PCG_LAYERING:WEREBEAST_SHEEP]
[PCG_LAYERING:WEREBEAST_CAPYBARA]
+
[PCG_LAYERING:WEREBEAST_RHINOCEROS]
[PCG_LAYERING:WEREBEAST_BISON]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_3]
[PCG_LAYERING:WEREBEAST_BUFFALO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_3]
[PCG_LAYERING:WEREBEAST_BEAR]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_3]
[PCG_LAYERING:WEREBEAST_BEAVER]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_3]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_THREE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_4]
[PCG_LAYERING:BEAST_SMALL_AMORPHOUS]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_2]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_ONE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_4]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_TWO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_2]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_4]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_2]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_4]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_2]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_4]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_2]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_TWO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_4]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_THREE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_2]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_THREE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_5]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_ONE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_1]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_ONE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_5]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_TWO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_1]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_5]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_1]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_THREE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_5]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_1]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_ONE]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_5]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_TWO]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_1]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_SHELL_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_5]
[PCG_LAYERING:BEAST_SMALL_WALRUS_SHELL_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_1]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_SHELL_BACK]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_SHELL_BACK]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_INSECT_SHELL_BACK]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK]
 
[PCG_LAYERING:BEAST_SMALL_SNAKE_SHELL_BACK]
 
[PCG_LAYERING:BEAST_SMALL_SNAKE_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_SHELL_BACK]
+
[PCG_LAYERING:BEAST_SMALL_AMORPHOUS_SHELL_BACK]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_BAT_BACK]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_AMORPHOUS_SHELL_BACK]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_LACY_BACK]
 
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK]
+
[PCG_LAYERING:BEAST_SMALL_INSECT_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_5]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_1]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_5]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_1]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_LACY]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_BAT_BACK]
+
[PROCEDURAL_CREATURE_GRAPHICS:PORTRAIT]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_5]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_1]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_BAT]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_FEATHERED]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_FEATHERED]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_BAT_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_LACY]
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKIN]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKIN]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKIN]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_BAT]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKINLESS]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKINLESS]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKINLESS]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKIN]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SCALES]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_BAT_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SCALES]
[PCG_LAYERING:WEREBEAST_ZEBRA]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SCALES]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_LACY_BACK]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKINLESS]
[PCG_LAYERING:WEREBEAST_WOLF]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FEATHERS]
[PCG_LAYERING:WEREBEAST_WOMBAT]
+
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FEATHERS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FEATHERS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SCALES]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FUR]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FUR]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FUR]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FEATHERS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE_SKINLESS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_EXTERNAL_RIBS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FUR]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE_SKINLESS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO_SKINLESS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH_SKINLESS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES_SKINLESS]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_TWISTING]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_FAT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_SHORT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_LONG]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_FAN]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_LONG]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_KNOBBY]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_CURLING]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_KNOBBING]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_BRANCHING]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SQUAT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SPINDLY]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SQUAT]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SPINDLY]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_FAN]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_LONG]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_3]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_KNOBBING]
 +
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_BRANCHING]
 +
[PCG_LAYERING:BEAST_SMALL_HUMANOID_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_SCORPION_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_SPIDER_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_WALRUS_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_INSECT_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_SNAKE_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_HUMANOID_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_SCORPION_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_SPIDER_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_SNAKE_MANDIBLES]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_HORNS]
 +
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_HORNS]
 
[PCG_LAYERING:BEAST_SMALL_SPIDER_MANDIBLES]
 
[PCG_LAYERING:BEAST_SMALL_SPIDER_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_SCORPION_MANDIBLES]
+
[PCG_LAYERING:BEAST_SMALL_INSECT_MANDIBLES]
 
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_MANDIBLES]
 
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_INSECT_MANDIBLES]
 
[PCG_LAYERING:BEAST_SMALL_SNAKE_MANDIBLES]
 
 
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_MANDIBLES]
 
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_SCORPION_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_INSECT_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_SPIDER_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_HORNS]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_INSECT_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_SPIDER_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_ANTENNAE]
+
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_INSECT_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_SPIDER_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_INSECT_PROBOSCIS]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SPIDER_SHELL_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SCORPION_SHELL_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_OCT]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_HEX]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_HEX]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_OCT]
 
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_OCT]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY]
 
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP]
 
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_HEX]
 
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR]
 
[PCG_LAYERING:BEAST_SMALL_HUMANOID]
 
[PCG_LAYERING:BEAST_SMALL_SPIDER]
 
[PCG_LAYERING:BEAST_SMALL_SCORPION]
 
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT]
 
[PCG_LAYERING:BEAST_SMALL_INSECT]
 
[PCG_LAYERING:BEAST_SMALL_SNAKE]
 
[PCG_LAYERING:BEAST_SMALL_WORM_LONG]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_TWO]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_THREE]
 
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO]
 
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_THREE]
+
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG]
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_ONE]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_TWO]
+
[PCG_LAYERING:BEAST_SMALL_AMORPHOUS]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR]
[PCG_LAYERING:BEAST_SMALL_WALRUS_MANDIBLES]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_MANDIBLES]
+
[PCG_LAYERING:BEAST_SMALL_SPIDER]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES]
+
[PCG_LAYERING:BEAST_SMALL_INSECT]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_OCT]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_MANDIBLES]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_HEX]
 +
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP]
 +
[PCG_LAYERING:BEAST_SMALL_HUMANOID]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_OCT]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_HEX]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY]
 +
[PCG_LAYERING:BEAST_SMALL_SPIDER_SHELL_FRONT]
 +
[PCG_LAYERING:BEAST_SMALL_WALRUS]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_OCT]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_HEX]
 +
[PCG_LAYERING:BEAST_SMALL_SNAKE_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT]
 +
[PCG_LAYERING:BEAST_SMALL_SCORPION_SHELL_FRONT]
 +
[PCG_LAYERING:BEAST_SMALL_INSECT_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_INSECT_PROBOSCIS]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_SCORPION_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_SPIDER_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_WALRUS_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TRUNK]
 +
[PCG_LAYERING:BEAST_SMALL_INSECT_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SMALL_SNAKE_ANTENNAE]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_HUMANOID_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_INSECT_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_SCORPION_TAIL_THREE]
 +
[PCG_LAYERING:BEAST_SCORPION_TAIL_TWO]
 +
[PCG_LAYERING:BEAST_SCORPION_TAIL_ONE]
 +
[PCG_LAYERING:BEAST_WALRUS_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_HUMANOID_TAIL_ONE]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_THREE]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_TWO]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_ONE]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_TWO]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_ONE]
 +
[PCG_LAYERING:BEAST_HUMANOID_TAIL_THREE]
 +
[PCG_LAYERING:BEAST_HUMANOID_TAIL_TWO]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_THREE]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_TWO]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_ONE]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_THREE]
 
[PCG_LAYERING:BEAST_WALRUS_TAIL_ONE]
 
[PCG_LAYERING:BEAST_WALRUS_TAIL_ONE]
[PCG_LAYERING:BEAST_WALRUS_TAIL_TWO]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_THREE]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_TWO]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_TWO]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_THREE]
 
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_THREE]
 
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_ONE]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_ONE]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_ONE]
+
[PCG_LAYERING:BEAST_SNAKE]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_TWO]
+
[PCG_LAYERING:BEAST_AMORPHOUS]
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_TWO]
+
[PCG_LAYERING:BEAST_WALRUS_TAIL_THREE]
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_THREE]
+
[PCG_LAYERING:BEAST_WALRUS_TAIL_TWO]
[PCG_LAYERING:BEAST_HUMANOID_TAIL_THREE]
+
[PCG_LAYERING:BEAST_SPIDER]
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_ONE]
+
[PCG_LAYERING:BEAST_INSECT]
[PCG_LAYERING:BEAST_HUMANOID_TAIL_ONE]
+
[PCG_LAYERING:BEAST_WORM_SHORT]
[PCG_LAYERING:BEAST_HUMANOID_TAIL_TWO]
+
[PCG_LAYERING:BEAST_WORM_LONG]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_TWO]
+
[PCG_LAYERING:BEAST_FRONT_GRASP]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_THREE]
+
[PCG_LAYERING:BEAST_HUMANOID]
[PCG_LAYERING:BEAST_SCORPION_TAIL_THREE]
+
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_ONE]
+
[PCG_LAYERING:BEAST_SCORPION]
[PCG_LAYERING:BEAST_SCORPION_TAIL_ONE]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_HEX]
[PCG_LAYERING:BEAST_SCORPION_TAIL_TWO]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY]
[PCG_LAYERING:BEAST_FRONT_GRASP_SHELL_BACK]
+
[PCG_LAYERING:BEAST_FRONT_GRASP_OCT]
[PCG_LAYERING:BEAST_WALRUS_SHELL_BACK]
+
[PCG_LAYERING:BEAST_FRONT_GRASP_HEX]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_SHELL_BACK]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_OCT]
[PCG_LAYERING:BEAST_HUMANOID_SHELL_BACK]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_HEX]
[PCG_LAYERING:BEAST_WORM_SHORT_SHELL_BACK]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY]
[PCG_LAYERING:BEAST_INSECT_SHELL_BACK]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_OCT]
[PCG_LAYERING:BEAST_SNAKE_SHELL_BACK]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_SHELL_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_SHELL_BACK]
+
[PCG_LAYERING:BEAST_SCORPION_SHELL_FRONT]
[PCG_LAYERING:BEAST_WALRUS_WINGS_BAT_BACK]
+
[PCG_LAYERING:BEAST_SPIDER_SHELL_FRONT]
[PCG_LAYERING:BEAST_AMORPHOUS_SHELL_BACK]
+
[PCG_LAYERING:BEAST_WALRUS]
[PCG_LAYERING:BEAST_WALRUS_WINGS_LACY_BACK]
+
[PCG_LAYERING:BEAST_WORM_SHORT_TRUNK]
[PCG_LAYERING:BEAST_WALRUS_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:BEAST_WORM_LONG_TRUNK]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:BEAST_SNAKE_TRUNK]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_SHELL_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:BEAST_SCORPION_TRUNK]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK]
+
[PCG_LAYERING:BEAST_SPIDER_TRUNK]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_BAT_BACK]
+
[PCG_LAYERING:BEAST_INSECT_TRUNK]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK]
+
[PCG_LAYERING:BEAST_INSECT_PROBOSCIS]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_LACY_BACK]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TRUNK]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:BEAST_FRONT_GRASP_TRUNK]
[PCG_LAYERING:BEAST_HUMANOID_WINGS_FEATHERED_BACK]
+
[PCG_LAYERING:BEAST_HUMANOID_TRUNK]
[PCG_LAYERING:BEAST_HUMANOID_WINGS_BAT_BACK]
+
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TRUNK]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK]
 
[PCG_LAYERING:BEAST_HUMANOID_WINGS_LACY_BACK]
 
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK]
 
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK]
 
[PCG_LAYERING:BEAST_SCORPION_WINGS_FEATHERED_BACK]
 
[PCG_LAYERING:BEAST_SCORPION_WINGS_BAT_BACK]
 
[PCG_LAYERING:BEAST_INSECT_WINGS_LACY_BACK]
 
[PCG_LAYERING:BEAST_SCORPION_WINGS_LACY_BACK]
 
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_FEATHERED_BACK]
 
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_BAT_BACK]
 
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_BAT_BACK]
 
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_LACY_BACK]
 
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_LACY_BACK]
 
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_FEATHERED_BACK]
 
[PCG_LAYERING:BEAST_SNAKE_WINGS_FEATHERED_BACK]
 
[PCG_LAYERING:BEAST_SNAKE_WINGS_BAT_BACK]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_SNAKE_WINGS_LACY_BACK]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_WORM_SHORT_MANDIBLES]
 
[PCG_LAYERING:BEAST_INSECT_MANDIBLES]
 
[PCG_LAYERING:BEAST_SNAKE_MANDIBLES]
 
[PCG_LAYERING:BEAST_WORM_LONG_MANDIBLES]
 
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_HORNS]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_HORNS]
 
[PCG_LAYERING:BEAST_HUMANOID_HORNS]
 
[PCG_LAYERING:BEAST_FRONT_GRASP_HORNS]
 
[PCG_LAYERING:BEAST_SCORPION_HORNS]
 
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_HORNS]
 
[PCG_LAYERING:BEAST_INSECT_HORNS]
 
[PCG_LAYERING:BEAST_SPIDER_HORNS]
 
[PCG_LAYERING:BEAST_WORM_LONG_HORNS]
 
[PCG_LAYERING:BEAST_WORM_SHORT_HORNS]
 
[PCG_LAYERING:BEAST_WALRUS_ANTENNAE]
 
[PCG_LAYERING:BEAST_SNAKE_HORNS]
 
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_ANTENNAE]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_ANTENNAE]
 
[PCG_LAYERING:BEAST_HUMANOID_ANTENNAE]
 
[PCG_LAYERING:BEAST_FRONT_GRASP_ANTENNAE]
 
[PCG_LAYERING:BEAST_SCORPION_ANTENNAE]
 
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_ANTENNAE]
 
[PCG_LAYERING:BEAST_INSECT_ANTENNAE]
 
[PCG_LAYERING:BEAST_SPIDER_ANTENNAE]
 
 
[PCG_LAYERING:BEAST_WORM_LONG_ANTENNAE]
 
[PCG_LAYERING:BEAST_WORM_LONG_ANTENNAE]
[PCG_LAYERING:BEAST_WORM_SHORT_ANTENNAE]
+
[PCG_LAYERING:BEAST_SNAKE_ANTENNAE]
 
[PCG_LAYERING:BEAST_WALRUS_TRUNK]
 
[PCG_LAYERING:BEAST_WALRUS_TRUNK]
[PCG_LAYERING:BEAST_SNAKE_ANTENNAE]
 
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TRUNK]
 
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TRUNK]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TRUNK]
[PCG_LAYERING:BEAST_HUMANOID_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_FRONT_GRASP_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_THREE]
[PCG_LAYERING:BEAST_SCORPION_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_TWO]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_ONE]
[PCG_LAYERING:BEAST_INSECT_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SPIDER_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WORM_SHORT_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_INSECT_PROBOSCIS]
+
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SNAKE_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_TRUNK]
+
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_SHELL_FRONT]
+
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_SHELL_FRONT]
+
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SPIDER_SHELL_FRONT]
+
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SCORPION_SHELL_FRONT]
+
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_OCT]
+
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WALRUS]
+
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY]
+
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_HEX]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_HEX]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_OCT]
+
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_FRONT_GRASP_OCT]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_FRONT_GRASP]
+
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_FRONT_GRASP_HEX]
+
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_HUMANOID]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SPIDER]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SCORPION]
+
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_WORM_SHORT]
+
[PCG_LAYERING:BEAST_SNAKE_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_INSECT]
+
[PCG_LAYERING:BEAST_SNAKE_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SNAKE]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG]
+
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WALRUS_TAIL_THREE]
+
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_AMORPHOUS]
+
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_LACY_FRONT]
+
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT]
+
[PCG_LAYERING:BEAST_SNAKE_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT]
+
[PCG_LAYERING:BEAST_INSECT_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_HUMANOID_WINGS_LACY_FRONT]
+
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SCORPION_WINGS_FEATHERED_FRONT]
+
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SCORPION_WINGS_BAT_FRONT]
+
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SPIDER_WINGS_BAT_FRONT]
+
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SCORPION_WINGS_LACY_FRONT]
+
[PCG_LAYERING:BEAST_SCORPION_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_SCORPION_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_SCORPION_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_HUMANOID_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_HUMANOID_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_HUMANOID_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_WALRUS_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_WALRUS_WINGS_FEATHERED_BACK]
 +
[PCG_LAYERING:BEAST_WALRUS_WINGS_LACY_BACK]
 +
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK]
 +
[PCG_LAYERING:BEAST_WORM_SHORT_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_WORM_LONG_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_SNAKE_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_AMORPHOUS_SHELL_BACK]
 +
[PCG_LAYERING:BEAST_WALRUS_EYE_TWO]
 +
[PCG_LAYERING:BEAST_WALRUS_EYE_ONE]
 +
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_THREE]
 +
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_TWO]
 +
[PCG_LAYERING:BEAST_SNAKE_WINGS_BAT_FRONT]
 +
[PCG_LAYERING:BEAST_SNAKE_WINGS_FEATHERED_FRONT]
 +
[PCG_LAYERING:BEAST_SNAKE_WINGS_LACY_FRONT]
 +
[PCG_LAYERING:BEAST_WALRUS_EYE_THREE]
 +
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_LACY_FRONT]
 +
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_BAT_FRONT]
 +
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_FEATHERED_FRONT]
 +
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SPIDER_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_SPIDER_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SPIDER_WINGS_FEATHERED_FRONT]
+
[PCG_LAYERING:BEAST_INSECT_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_INSECT_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_INSECT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_INSECT_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_LACY_FRONT]
 
 
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_FEATHERED_FRONT]
+
[PCG_LAYERING:BEAST_SCORPION_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_BAT_FRONT]
+
[PCG_LAYERING:BEAST_SCORPION_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SNAKE_WINGS_BAT_FRONT]
+
[PCG_LAYERING:BEAST_SPIDER_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_LACY_FRONT]
+
[PCG_LAYERING:BEAST_SPIDER_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SNAKE_WINGS_LACY_FRONT]
+
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SNAKE_WINGS_FEATHERED_FRONT]
+
[PCG_LAYERING:BEAST_HUMANOID_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WALRUS_EYE_TWO]
+
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WALRUS_EYE_THREE]
+
[PCG_LAYERING:BEAST_SCORPION_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_THREE]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WALRUS_EYE_ONE]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_ONE]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_TWO]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_TWO]
+
[PCG_LAYERING:BEAST_WALRUS_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_THREE]
+
[PCG_LAYERING:BEAST_WALRUS_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_THREE]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_ONE]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_ONE]
+
macabre ways
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_TWO]
+
unsettling origin
[PCG_LAYERING:BEAST_HUMANOID_EYE_TWO]
+
[PREFSTRING:
[PCG_LAYERING:BEAST_HUMANOID_EYE_THREE]
+
horrifying features
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_THREE]
+
jungle
[PCG_LAYERING:BEAST_HUMANOID_EYE_ONE]
+
sand
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_ONE]
+
unfathomably horrifying nature
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_TWO]
+
terror-inspiring antics
[PCG_LAYERING:BEAST_SCORPION_EYE_TWO]
+
hill
[PCG_LAYERING:BEAST_SCORPION_EYE_THREE]
+
plains
[PCG_LAYERING:BEAST_SPIDER_EYE_THREE]
+
brush
[PCG_LAYERING:BEAST_SCORPION_EYE_ONE]
+
mountain
[PCG_LAYERING:BEAST_SPIDER_EYE_ONE]
+
[GO_TO_START]
[PCG_LAYERING:BEAST_SPIDER_EYE_TWO]
+
-titan]
[PCG_LAYERING:BEAST_INSECT_EYE_TWO]
+
titans:
[PCG_LAYERING:BEAST_INSECT_EYE_THREE]
+
titan:
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_THREE]
+
skinless
[PCG_LAYERING:BEAST_INSECT_EYE_ONE]
+
horned
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_ONE]
+
winged
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_TWO]
+
[CASTE_NAME:
[PCG_LAYERING:BEAST_WORM_LONG_EYE_TWO]
+
blind
[PCG_LAYERING:BEAST_WORM_LONG_EYE_THREE]
+
eyeless
[PCG_LAYERING:BEAST_SNAKE_EYE_THREE]
+
one-eyed
[PCG_LAYERING:BEAST_WORM_LONG_EYE_ONE]
+
three-eyed
[PCG_LAYERING:BEAST_SNAKE_EYE_ONE]
+
devil
[PCG_LAYERING:BEAST_SNAKE_EYE_TWO]
+
demonic
 +
demons
 +
demon
 +
Black
 +
fiends
 +
fiend
 +
devils
 +
[PCG_LAYERING:BEAST_SCORPION_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SPIDER_ANTENNAE]
 +
[PCG_LAYERING:BEAST_INSECT_ANTENNAE]
 +
[PCG_LAYERING:BEAST_WORM_SHORT_ANTENNAE]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_ANTENNAE]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_ANTENNAE]
 +
[PCG_LAYERING:BEAST_HUMANOID_ANTENNAE]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_ANTENNAE]
 +
[PCG_LAYERING:BEAST_WORM_LONG_HORNS]
 +
[PCG_LAYERING:BEAST_SNAKE_HORNS]
 +
[PCG_LAYERING:BEAST_WALRUS_ANTENNAE]
 +
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_ANTENNAE]
 +
[PCG_LAYERING:BEAST_SCORPION_HORNS]
 +
[PCG_LAYERING:BEAST_SPIDER_HORNS]
 +
[PCG_LAYERING:BEAST_INSECT_HORNS]
 +
[PCG_LAYERING:BEAST_WORM_SHORT_HORNS]
 +
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_HORNS]
 +
[PCG_LAYERING:BEAST_FRONT_GRASP_HORNS]
 +
[PCG_LAYERING:BEAST_HUMANOID_HORNS]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_HORNS]
 +
[PCG_LAYERING:BEAST_WORM_SHORT_MANDIBLES]
 +
[PCG_LAYERING:BEAST_WORM_LONG_MANDIBLES]
 +
[PCG_LAYERING:BEAST_SNAKE_MANDIBLES]
 +
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_HORNS]
 +
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_MANDIBLES]
 +
[PCG_LAYERING:BEAST_SCORPION_MANDIBLES]
 +
[PCG_LAYERING:BEAST_SPIDER_MANDIBLES]
 +
[PCG_LAYERING:BEAST_INSECT_MANDIBLES]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_MANDIBLES]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_MANDIBLES]
[PCG_LAYERING:BEAST_WALRUS_MANDIBLES]
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_MANDIBLES]
 
[PCG_LAYERING:BEAST_FRONT_GRASP_MANDIBLES]
 
[PCG_LAYERING:BEAST_FRONT_GRASP_MANDIBLES]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_MANDIBLES]
 
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_MANDIBLES]
 
 
[PCG_LAYERING:BEAST_HUMANOID_MANDIBLES]
 
[PCG_LAYERING:BEAST_HUMANOID_MANDIBLES]
[PCG_LAYERING:BEAST_SPIDER_MANDIBLES]
+
[PCG_LAYERING:BEAST_SNAKE_EYE_THREE]
[PCG_LAYERING:BEAST_SCORPION_MANDIBLES]
+
[PCG_LAYERING:BEAST_SNAKE_EYE_TWO]
specters
+
[PCG_LAYERING:BEAST_SNAKE_EYE_ONE]
wraith
+
[PCG_LAYERING:BEAST_WALRUS_MANDIBLES]
phantoms
+
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_ONE]
specter
+
[PCG_LAYERING:BEAST_WORM_LONG_EYE_THREE]
haunts
+
[PCG_LAYERING:BEAST_WORM_LONG_EYE_TWO]
phantom
+
[PCG_LAYERING:BEAST_WORM_LONG_EYE_ONE]
banshees
+
[PCG_LAYERING:BEAST_INSECT_EYE_TWO]
ghosts
+
[PCG_LAYERING:BEAST_INSECT_EYE_ONE]
banshee
+
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_THREE]
spirit
+
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_TWO]
spirits
+
[PCG_LAYERING:BEAST_SPIDER_EYE_THREE]
brutes
+
[PCG_LAYERING:BEAST_SPIDER_EYE_TWO]
monsters
+
[PCG_LAYERING:BEAST_SPIDER_EYE_ONE]
fiends
+
[PCG_LAYERING:BEAST_INSECT_EYE_THREE]
devils
+
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_ONE]
demons
+
[PCG_LAYERING:BEAST_SCORPION_EYE_THREE]
demonic
+
[PCG_LAYERING:BEAST_SCORPION_EYE_TWO]
one-eyed
+
[PCG_LAYERING:BEAST_SCORPION_EYE_ONE]
eyeless
+
[PCG_LAYERING:BEAST_HUMANOID_EYE_TWO]
skinless
+
[PCG_LAYERING:BEAST_HUMANOID_EYE_ONE]
three-eyed
+
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_THREE]
winged
+
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_TWO]
horned
+
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_THREE]
[GO_TO_START]
+
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_TWO]
[CASTE_NAME:
+
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_ONE]
titans:
+
[PCG_LAYERING:BEAST_HUMANOID_EYE_THREE]
-titan]
+
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_ONE]
titan:
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_THREE]
savanna
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_TWO]
plains
+
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_ONE]
tundra
+
enforcer
glacier
+
Enforcers
mountain
+
Enforcer
jungle
+
Slayers
forest
+
Behemoths
desert
+
Behemoth
unfathomably horrifying nature
+
Beasts
macabre ways
+
Beast
terror-inspiring antics
 
[PREFSTRING:
 
unsettling origin
 
[PCG_LAYERING:BEAST_WALRUS_WINGS_FEATHERED_FRONT]
 
horrifying features
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT]
 
[PCG_LAYERING:BEAST_WALRUS_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT]
 
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT]
 
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT]
 
Destroyer
 
Destroyers
 
 
harbinger
 
harbinger
Monsters
+
Harbingers
 
Harbinger
 
Harbinger
Harbingers
 
Behemoths
 
 
behemoth
 
behemoth
Beasts
+
destroyer
Behemoth
+
Destroyers
enforcer
+
Destroyer
Enforcer
+
Monsters
Enforcers
+
Bane
messenger
+
doom
Slayers
+
Dooms
Messenger
+
Doom
Messengers
+
Catastrophes
Spirit
+
Catastrophe
Spirits
+
bane
Guardians
+
Banes
guardian
+
Judgment
fighter
+
ruination
Guardian
+
Ruinations
champion
+
Ruination
Fighters
+
Servants
 +
Servant
 +
judgment
 +
Judgments
 +
assistant
 +
Assistants
 +
Assistant
 +
servant
 +
Minion
 +
attendant
 +
Attendants
 +
Attendant
 +
Helpers
 +
Helper
 +
minion
 +
Minions
 +
Beings
 +
Being
 +
Hand
 +
helper
 +
puppet
 +
Puppets
 +
Puppet
 +
being
 +
Retainer
 +
pawn
 +
Pawns
 +
Pawn
 +
nightmare:nightmares:nightmare]
 +
bogeyman:bogeymen:bogeyman]
 +
retainer
 +
Retainers
 +
of evil
 +
of the night
 +
bleak
 +
midnight
 +
spirit
 +
monsters
 +
brutes
 +
brute
 +
banshees
 +
banshee
 +
ghosts
 +
spirits
 +
phantoms
 +
phantom
 +
haunts
 +
haunt
 +
wraiths
 +
wraith
 +
specters
 +
specter
 +
warrior
 +
hands
 +
hand
 +
misfortune
 +
eye
 +
fists
 +
fist
 +
warriors
 +
hulk
 +
giants
 +
giant
 +
eyes
 +
dogs
 +
dog
 +
towers
 +
hulks
 +
mistake
 +
wolves
 +
hounds
 +
hound
 +
experiment
 +
follies
 +
folly
 +
mistakes
 +
disaster
 +
catastrophes
 +
catastrophe
 +
experiments
 +
angelic
 +
Angels
 +
Angel
 +
disasters
 
Champion
 
Champion
Champions
+
Warriors
 
Warrior
 
Warrior
Warriors
 
angelic
 
 
Soldiers
 
Soldiers
Angels
+
fighter
disaster
+
Fighters
disasters
+
champion
catastrophe
+
Champions
catastrophes
+
Spirit
experiment
+
guardian
experiments
+
Guardians
follies
+
Guardian
mistake
+
messenger
mistakes
+
Messengers
hounds
+
Messenger
wolves
+
Spirits
towers
+
slayers
giants
+
hunters
warrior
+
butchers
warriors
+
butcher
wraiths
+
[IS_SPHERE:DEATH]
misfortune
+
[IS_NAME:the secrets of life and death]
ogresses
+
[I_SOURCE:SECRET]
ogress
+
shades
crones
 
trolls
 
of shadow
 
of evil
 
of twilight
 
of the night
 
nightmare:nightmares:nightmare]
 
midnight
 
retainer
 
bogeyman:bogeymen:bogeyman]
 
Retainer
 
Retainers
 
puppet
 
Puppet
 
Puppets
 
Beings
 
Helpers
 
helper
 
minion
 
Helper
 
Minion
 
Minions
 
Attendants
 
attendant
 
assistant
 
Attendant
 
Assistant
 
Assistants
 
Servants
 
servant
 
judgment
 
Servant
 
Judgment
 
Judgments
 
Ruinations
 
ruination
 
Catastrophes
 
Ruination
 
Catastrophe
 
destroyer
 
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:BOOK_INSTRUCTION:SECRET_DEATH]
 
[IT_REQUIRES:MORTAL]
 
 
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
 
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
+
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
 
[IS_SECRET_GOAL:IMMORTALITY]
 
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
 
[IS_SPHERE:DEATH]
 
 
[IS_SPHERE:NIGHTMARES]
 
[IS_SPHERE:NIGHTMARES]
[I_SOURCE:SECRET]
+
[IT_REQUIRES:CAN_LEARN]
[IS_NAME:the secrets of life and death]
+
[IT_REQUIRES:MORTAL]
slayers
+
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:BOOK_INSTRUCTION:SECRET_DEATH]
shades
+
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
butchers
+
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]
hunters
+
[SYN_CLASS:NECROMANCER]
stalkers
+
[IE_ARENA_NAME:Necromancer]
butcher
+
[IT_REQUIRES:CAN_SPEAK]
ghouls
+
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]
stalker
+
:NIGHT_CREATURE_EXPERIMENTER
corpses
+
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST
wasting
+
[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]
sallow
+
[CDI:WAIT_PERIOD:10]
forlorn
+
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
dismal
+
[CDI:TARGET_RANGE:A:10]
corrupted
+
[CDI:ADV_NAME:Animate corpse]
ruined
+
[CDI:ADV_NAME:Summon bogeymen]
fallen
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_RAISE_INTELLIGENT_UNDEAD]
damned
+
[CDI:ADV_NAME:Raise
doomed
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_ANIMATE_CORPSE]
hollow
+
[CDI:WAIT_PERIOD:12000]
returned
+
[CDI:ADV_NAME:Summon nightmare]
sunless
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUMMON_BOGEYMAN]
SECRET_SUMMON_N_
+
[CDI:VERB:call upon the night:calls upon the night:NA]
SECRET_GHOUL_
+
[I_TARGET:A:CORPSE]
SECRET_UNDEAD_GST_
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CREATE_GHOUL]
SECRET_SUMMON_B_
+
[CDI:ADV_NAME:Create ghoul]
SECRET_ANIMATE_
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUMMON_NIGHTMARE]
SECRET_UNDEAD_RES_
+
[IT_FORBIDDEN:NOT_LIVING]
SECRET_RES_POWER_
+
[IT_REQUIRES:FIT_FOR_ANIMATION]
SECRET_GST_POWER_
+
[IT_AFFECTED_CLASS:GENERAL_POISON]
*** Error(s) found in Random Interaction Generation
+
[IT_LOCATION:CONTEXT_ITEM]
SECRET_
+
[SYN_CLASS:ZOMBIE]
grooms
+
[IE_ARENA_NAME:Animated corpse]
bridegroom
+
[I_EFFECT:ANIMATE]
bridegrooms
+
[IT_MANUAL_INPUT:corpses]
consorts
+
[IT_REQUIRES:FIT_FOR_RESURRECTION]
husbands
+
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
brides
+
[CE_SPEED_CHANGE:SPEED_PERC:20:START:0:ABRUPT]
consort
+
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]
 +
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
 +
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
 +
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
 +
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
 +
[IE_ARENA_NAME:Raised
 +
[I_EFFECT:RESURRECT]
 +
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
 +
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
 +
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
 +
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
 +
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
 +
[SYN_CLASS:RAISED_UNDEAD]
 +
trolls
 +
troll
 +
of shadow
 +
of twilight
 +
hags
 +
hag
 +
women
 +
men
 +
ogres
 +
ogre
 +
crones
 +
crone
 +
freaks
 +
freak
 +
ogresses
 +
ogress
 +
mates
 +
mate
 
spouses
 
spouses
freaks
 
 
horrors
 
horrors
 +
consorts
 +
consort
 +
brides
 +
bride
 +
groom
 +
bridegrooms
 +
bridegroom
 +
husbands
 +
SECRET_RES_POWER_
 +
SECRET_
 +
*** Error(s) found in Random Interaction Generation
 +
grooms
 +
SECRET_UNDEAD_GST_
 +
SECRET_UNDEAD_RES_
 +
SECRET_ANIMATE_
 +
SECRET_GST_POWER_
 +
risen
 +
SECRET_GHOUL_
 +
SECRET_SUMMON_N_
 +
SECRET_SUMMON_B_
 +
hollow
 +
returned
 +
pale
 +
sunless
 +
fallen
 +
void
 +
doomed
 +
gaunt
 +
dismal
 +
ruined
 +
lost
 +
damned
 +
sallow
 +
faint
 +
faded
 +
corrupted
 +
corpses
 +
ones
 +
wasting
 +
forlorn
 +
stalkers
 +
stalker
 +
ghouls
 +
ghoul
 +
of the eclipse
 +
lunar
 +
of the moon
 +
hidden
 +
of the peak
 +
peak
 +
of the mountain
 +
crescent
 +
of the mud
 +
ridge
 +
of the heights
 +
summit
 +
of dread
 +
dread
 +
of the marsh
 +
of the swamp
 +
of the ocean
 +
of terror
 +
of fear
 +
of nightmares
 +
of seas
 +
of the sea
 +
sea
 +
of oceans
 +
of brine
 +
of tides
 +
of the tide
 +
tidal
 +
verdant
 +
of leaves
 +
of foam
 +
foam
 +
blue
 +
of the sky
 +
of salt
 +
of grasses
 +
star
 +
of clouds
 +
of the clouds
 +
cloud
 +
tornado
 +
of the storm
 +
of stars
 +
of the stars
 +
of gales
 +
of the gale
 +
gale
 +
hurricane
 +
of the dawn
 +
of the sun
 +
of rains
 +
of the rain
 +
of noon
 +
of the noon
 +
noon
 +
of dawn
 +
of the forest
 +
of trees
 +
of the trees
 +
morning
 +
of branches
 +
of bark
 +
bark
 +
of forests
 +
[IE_TIME_RANGE:200:300]
 +
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]
 +
[I_EFFECT:SUMMON_UNIT]
 +
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
 +
[IS_HIST_STRING_1: infected ]
 +
[I_SOURCE:EXPERIMENT]
 +
[EXPERIMENT_ONLY]
 +
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]
 +
[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]
 +
[IS_TRIGGER_STRING_THIRD:has]
 +
[IS_TRIGGER_STRING_SECOND:have]
 +
[IS_HIST_STRING_2: with a contagious ghoulish condition]
 +
[IE_ARENA_NAME:Infected ghoul]
 +
[IS_HIST_STRING_2:, passing on the ghoulish condition]
 +
[IS_HIST_STRING_1: bit ]
 +
[I_SOURCE:ATTACK]
 +
poisoned
 
infected
 
infected
poisoned
+
[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]
 
[SYN_CLASS:GHOUL]
 
[SYN_CLASS:GHOUL]
[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]
+
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:
[IS_HIST_STRING_2:, passing on the ghoulish condition]
+
[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[IE_ARENA_NAME:Infected ghoul]
+
plague
[I_SOURCE:ATTACK]
+
tainted
[IS_HIST_STRING_1: bit ]
+
below
[IS_TRIGGER_STRING_THIRD:has]
+
deep
[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]
+
MYTHICAL_
[IS_HIST_STRING_2: with a contagious ghoulish condition]
+
:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]
[IS_TRIGGER_STRING_SECOND:have]
+
of shadow
[I_SOURCE:EXPERIMENT]
+
maelstrom
[IS_HIST_STRING_1: infected ]
+
of change
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]
+
of chaos
[EXPERIMENT_ONLY]
+
grave
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]
+
of bones
[IE_TIME_RANGE:200:300]
+
of death
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
+
of darkness
[I_EFFECT:SUMMON_UNIT]
+
of earth
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
+
of sleep
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
+
of dreams
[SYN_CLASS:RAISED_UNDEAD]
+
of the grave
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
+
of gems
[I_EFFECT:RESURRECT]
+
of flames
[IE_ARENA_NAME:Raised
+
of fire
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
+
of stone
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
+
of light
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
+
of crystals
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
+
of jewels
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
+
jewel
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
+
steel
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
+
of lightning
[IT_REQUIRES:FIT_FOR_RESURRECTION]
+
of storms
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]
+
storm
[CE_SPEED_CHANGE:SPEED_PERC:20:START:0:ABRUPT]
+
bronze
[IE_ARENA_NAME:Animated corpse]
+
of iron
[SYN_CLASS:ZOMBIE]
+
iron
[IT_MANUAL_INPUT:corpses]
+
of steel
[I_EFFECT:ANIMATE]
+
silver
[IT_REQUIRES:FIT_FOR_ANIMATION]
+
of gold
[IT_FORBIDDEN:NOT_LIVING]
+
golden
[IT_LOCATION:CONTEXT_ITEM]
+
of bronze
[IT_AFFECTED_CLASS:GENERAL_POISON]
+
of fog
[CDI:ADV_NAME:Create ghoul]
+
of mist
[I_TARGET:A:CORPSE]
+
shrouded
[CDI:ADV_NAME:Summon nightmare]
+
of silver
[CDI:WAIT_PERIOD:12000]
+
[CDI:VERBAL]
[CDI:ADV_NAME:Summon bogeymen]
+
[CDI:USAGE_HINT:MAJOR_CURSE]
[CDI:VERB:call upon the night:calls upon the night:NA]
+
[CDI:TARGET:A:LINE_OF_SIGHT:DISTURBER_ONLY]
[CDI:WAIT_PERIOD:10]
+
[CDI:ADV_NAME:Curse]
[CDI:ADV_NAME:Raise
+
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_LUCK_CURSE]
[CDI:TARGET_RANGE:A:10]
+
[CDI:WAIT_PERIOD:20]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
+
[CDI:TARGET_VERB:feel horrible:looks horrible]
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]
+
[CDI:VERBAL_SPEECH:curse.txt]
[CDI:ADV_NAME:Animate corpse]
+
MEDIUM_BLESSING_
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST
+
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:ABRUPT]
:NIGHT_CREATURE_EXPERIMENTER
+
[IE_ARENA_NAME:Cursed]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]
+
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]
+
[IS_TRIGGER_STRING:been blessed with holy bodywear!]
[IE_ARENA_NAME:Necromancer]
 
[SYN_CLASS:NECROMANCER]
 
[IT_REQUIRES:CAN_LEARN]
 
[IT_REQUIRES:CAN_SPEAK]
 
[IS_TRIGGER_STRING:been blessed with holy legwear!]
 
[IS_TRIGGER_STRING:been blessed with holy headwear!]
 
 
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
 
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
[IS_TRIGGER_STRING:been blessed with holy bodywear!]
+
[IS_USAGE_HINT:MEDIUM_BLESSING]
 
[I_SOURCE:DEITY]
 
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
+
[IS_TRIGGER_STRING:been blessed with holy footwear!]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:ABRUPT]
+
[IS_TRIGGER_STRING:been blessed with holy handwear!]
MEDIUM_BLESSING_
+
[IS_TRIGGER_STRING:been blessed with holy headwear!]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
+
[IS_TRIGGER_STRING:been blessed with holy legwear!]
[IE_ARENA_NAME:Cursed]
+
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
[CDI:TARGET_VERB:feel horrible:looks horrible]
+
[I_EFFECT:CREATE_ITEM]
[CDI:WAIT_PERIOD:20]
+
[IT_MANUAL_INPUT:recipient]
[CDI:VERBAL]
+
[IS_TRIGGER_STRING:been blessed with a holy shield!]
[CDI:VERBAL_SPEECH:curse.txt]
+
[IE_ITEM:100:1:GLOVES:NONE:NONE:NONE]
[CDI:TARGET:A:LINE_OF_SIGHT:DISTURBER_ONLY]
+
[IE_ITEM:100:1:HELM:NONE:NONE:NONE]
[CDI:USAGE_HINT:MAJOR_CURSE]
+
[IE_ITEM:100:1:PANTS:NONE:NONE:NONE]
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:FACET:VENGEFUL:100:START:0:ABRUPT]
+
[IE_ITEM:100:1:ARMOR:NONE:NONE:NONE]
[CDI:ADV_NAME:Curse]
+
[IS_TRIGGER_STRING:been blessed with improved equipment!]
[CE_DISPLAY_NAME:NAME:mummy:mummies:mummified:START:0:ABRUPT]
+
[IE_ITEM_QUALITY:ARTIFACT]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0:ABRUPT]
+
[IE_ITEM:100:1:SHIELD:NONE:NONE:NONE]
[SYN_CLASS:DISTURBANCE_CURSE]
+
[IE_ITEM:100:1:SHOES:NONE:NONE:NONE]
[CE_DISPLAY_TILE:TILE:165:6:0:1:START:0:ABRUPT]
+
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_ARENA_NAME:Disturbed dead]
+
[IS_TRIGGER_STRING:been blessed with a pet!]
[SYN_CLASS:DISTURBED_DEAD]
+
[IE_CHANGE_QUALITY:2]
interred
+
[I_EFFECT:CHANGE_ITEM_QUALITY]
[I_SOURCE:DISTURBANCE]
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
sepulcher
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
sanctified
+
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
mausoleum
+
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
buried
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
once-resting
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
entombed
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
DISTURBANCE_UNDEAD_RES_
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
DISTURBANCE_UNDEAD_GST_
+
[IE_MAKE_PET_IF_POSSIBLE]
DISTURBANCE_CURSE_
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
DISTURBANCE_ANIMATE_
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
DISTURBANCE_RES_POWER_
+
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
DISTURBANCE_GST_POWER_
+
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[IT_MATERIAL:MATERIAL:CREATURE_MAT:
+
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
DISTURBANCE_
+
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
:WEATHER_FALLING_MATERIAL]
+
[IS_TRIGGER_STRING:been granted healing!]
:WEATHER_CREEPING_DUST]
+
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[I_TARGET:B:MATERIAL]
+
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
[IS_TRIGGER_STRING:been blessed with a week's good fortune!]
 +
[IS_USAGE_HINT:MINOR_BLESSING]
 +
MINOR_BLESSING_
 +
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 +
of magma
 +
of volcanoes
 +
of root
 +
root
 +
of water
 +
of the waters
 +
of eruptions
 +
of lava
 +
ancient
 +
of wind
 +
of the wind
 +
of ice
 +
follower
 +
shaman
 +
cleric
 +
adept
 +
[CE_DISPLAY_TILE:TILE:152:5:0:1:START:0:ABRUPT]
 +
[IS_POWER_LEVEL:
 +
[I_SOURCE:MYTHICAL]
 +
cultist
 +
[INTERACTION:UNDERGROUND_SPECIAL]
 +
[CE_CHANGE_PERSONALITY:FACET:CRUELTY:200:FACET:LOVE_PROPENSITY:-200:FACET:HATE_PROPENSITY:200:FACET:CHEER_PROPENSITY:-200:FACET:VIOLENT:200:FACET:ALTRUISM:-200:START:0:ABRUPT]
 +
[CE_ADD_TAG:STERILE:EXTRAVISION:NOEXERT:NO_FEVERS:NOFEAR:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]
 +
[CE_DISPLAY_NAME:ADJ:
 +
[I_SOURCE:REGION]
 +
REGIONAL_
 +
[IT_LOCATION:CONTEXT_REGION]
 +
[I_SOURCE:UNDERGROUND_SPECIAL]
 +
[IS_FREQUENCY:100]
 +
[IS_REGION:ANY_TERRAIN]
 +
[IS_REGION:SAVAGE_ALLOWED]
 +
[IS_REGION:EVIL_ONLY]
 +
:WEATHER_CREEPING_VAPOR]
 
:WEATHER_CREEPING_GAS]
 
:WEATHER_CREEPING_GAS]
:WEATHER_CREEPING_VAPOR]
+
[IT_MATERIAL:MATERIAL:INORGANIC:
 
[IE_INTERMITTENT:WEEKLY]
 
[IE_INTERMITTENT:WEEKLY]
[IT_MATERIAL:MATERIAL:INORGANIC:
+
INDEX
[IS_REGION:ANY_TERRAIN]
+
:WEATHER_FALLING_MATERIAL]
[IS_FREQUENCY:100]
+
[I_TARGET:B:MATERIAL]
[IS_REGION:EVIL_ONLY]
+
:WEATHER_CREEPING_DUST]
[IS_REGION:SAVAGE_ALLOWED]
+
DISTURBANCE_GST_POWER_
REGIONAL_
+
DISTURBANCE_RES_POWER_
[I_SOURCE:REGION]
+
DISTURBANCE_
[I_SOURCE:UNDERGROUND_SPECIAL]
+
[IT_MATERIAL:MATERIAL:CREATURE_MAT:
[IT_LOCATION:CONTEXT_REGION]
+
DISTURBANCE_UNDEAD_GST_
:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]
+
DISTURBANCE_UNDEAD_RES_
[INTERACTION:UNDERGROUND_SPECIAL]
+
DISTURBANCE_ANIMATE_
[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
+
DISTURBANCE_CURSE_
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:
+
once-resting
tainted
+
buried
plague
+
entombed
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
+
crypt
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
+
interred
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
+
sepulcher
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
+
mausoleum
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
+
sanctified
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
+
[SYN_CLASS:DISTURBANCE_CURSE]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
+
[SYN_CLASS:DISTURBED_DEAD]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
+
[IE_ARENA_NAME:Disturbed dead]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
+
[I_SOURCE:DISTURBANCE]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
+
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:FACET:VENGEFUL:100:START:0:ABRUPT]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
+
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0:ABRUPT]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
+
[CE_DISPLAY_NAME:NAME:mummy:mummies:mummified:START:0:ABRUPT]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
+
[CE_DISPLAY_TILE:TILE:165:6:0:1:START:0:ABRUPT]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
+
APN
[IS_USAGE_HINT:MEDIUM_CURSE]
+
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
+
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
[CE_SKILL_ROLL_ADJUST:PERC:150:PERC_ON:50:START:0:PEAK:0:END:8400:ABRUPT]
+
rounded
MEDIUM_CURSE_
+
[ADJECTIVE:
[IS_USAGE_HINT:MINOR_BLESSING]
+
greaves:greaves
[IS_TRIGGER_STRING:been blessed with a week's good fortune!]
+
[ITEM_PANTS:
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
+
[LAYER:ARMOR]
MINOR_BLESSING_
+
[SHAPED]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
+
[LBSTEP:MAX]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
+
[ARMORLEVEL:3]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
+
[MATERIAL_SIZE:6]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[IS_TRIGGER_STRING:been granted healing!]
 
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
 
[IE_MAKE_PET_IF_POSSIBLE]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
 
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
 
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
 
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
 
[IS_TRIGGER_STRING:been blessed with a pet!]
 
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
 
[I_EFFECT:CHANGE_ITEM_QUALITY]
 
[IE_CHANGE_QUALITY:2]
 
[IE_ITEM_QUALITY:ARTIFACT]
 
[IS_TRIGGER_STRING:been blessed with improved equipment!]
 
[IE_ITEM:100:1:SHOES:NONE:NONE:NONE]
 
[IE_ITEM:100:1:SHIELD:NONE:NONE:NONE]
 
[IE_ITEM:100:1:HELM:NONE:NONE:NONE]
 
[IE_ITEM:100:1:GLOVES:NONE:NONE:NONE]
 
[IE_ITEM:100:1:ARMOR:NONE:NONE:NONE]
 
[IE_ITEM:100:1:PANTS:NONE:NONE:NONE]
 
[I_EFFECT:CREATE_ITEM]
 
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
 
[IS_TRIGGER_STRING:been blessed with a holy shield!]
 
[IT_MANUAL_INPUT:recipient]
 
[IS_TRIGGER_STRING:been blessed with holy handwear!]
 
[IS_TRIGGER_STRING:been blessed with holy footwear!]
 
[METAL]
 
[BARRED]
 
 
[LAYER_PERMIT:30]
 
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
+
[LAYER_SIZE:15]
 
[COVERAGE:100]
 
[COVERAGE:100]
[LAYER_SIZE:15]
+
CPN
[SHAPED]
+
[HARD]
[LAYER:ARMOR]
+
[BARRED]
[ARMORLEVEL:3]
+
[METAL]
[LBSTEP:MAX]
+
frilly
[ADJECTIVE:
+
split
rounded
+
skirt
[ITEM_PANTS:
+
[LAYER:OVER]
greaves:greaves
+
[LBSTEP:1]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
+
bell-shaped
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]
+
sheer
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]
+
[SOFT]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]
+
[MATERIAL_SIZE:2]
[CE:SYNDROME_TAG:SYN_INJECTED]
+
[LAYER_PERMIT:100]
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]
+
[LAYER_SIZE:10]
[CE:INTERACTION:
+
[ITEM_ARMOR:
[CE:SYNDROME_TAG:SYN_INGESTED]
+
AAR
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]
+
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]
+
[LEATHER]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]
+
[LBSTEP:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]
+
[UBSTEP:0]
[IE_ARENA_NAME:Vampire]
+
segmented
[SYN_CLASS:VAMPCURSE]
+
breastplate:breastplates
[IS_HIST_STRING_1: consumed the tainted blood of ]
+
CAR
[IS_HIST_STRING_2: and was cursed]
+
[MATERIAL_SIZE:9]
[IS_TRIGGER_STRING:been cursed to prowl the night in search of blood!]
+
[LAYER_PERMIT:50]
[I_SOURCE:INGESTION]
+
[LAYER_SIZE:20]
DEITY_CURSE_VAMPIRE_
+
[NAME:shirt:shirts]
[IS_HIST_STRING_2: to prowl the night in search of blood]
+
[MATERIAL_SIZE:5]
monster curse]
+
[UBSTEP:MAX]
[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]
+
[NAME:coat:coats]
[CE_ADD_TAG:NO_AGING:START:0:ABRUPT]
+
[LAYER:COVER]
[IS_HIST_STRING_2:, passing on the
+
[NAME:cloak:cloaks]
:DEFAULT]
+
[MATERIAL_SIZE:3]
[CE:PERIODIC:MOON_PHASE:27:0]
+
[LAYER:UNDER]
[CE_BODY_TRANSFORMATION:START:0:ABRUPT]
+
[UBSTEP:1]
[CE:CREATURE:
+
[NAME:toga:togas]
[IE_ARENA_NAME:Werebeast]
+
[NAME:tunic:tunics]
[SYN_CLASS:WERECURSE]
+
[LAYER_PERMIT:150]
[IT_REQUIRES:HAS_BLOOD]
+
[LAYER_PERMIT:300]
[IT_FORBIDDEN:SUPERNATURAL]
+
[COVERAGE:50]
[IS_TRIGGER_STRING:been cursed to assume the form of a
+
[NAME:cape:capes]
-like monster every full moon!]
+
[LAYER_SIZE:30]
 +
sleek
 +
[NAME:robe:robes]
 +
[NAME:dress:dresses]
 +
[NAME:vest:vests]
 +
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
 +
[IS_USAGE_HINT:MEDIUM_CURSE]
 +
MEDIUM_CURSE_
 +
[CE_SKILL_ROLL_ADJUST:PERC:150:PERC_ON:50:START:0:PEAK:0:END:8400:ABRUPT]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
 +
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
 +
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
 +
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
 +
MINOR_CURSE_
 +
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]
 +
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
 +
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
 +
[INTERACTION:RCP_MATERIAL_EMISSION]
 +
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:PEAK:0:END:8400:ABRUPT]
 +
[IS_TRIGGER_STRING:been cursed with a week's bad luck!]
 +
[IS_USAGE_HINT:MINOR_CURSE]
 +
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
 +
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
 +
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
 +
[I_SOURCE:CREATURE_ACTION]
 +
-like monster every full moon]
 
[IS_HIST_STRING_2: to assume the form of a  
 
[IS_HIST_STRING_2: to assume the form of a  
-like monster every full moon]
+
[IS_HIST_STRING_1: cursed ]
 
[IS_USAGE_HINT:MAJOR_CURSE]
 
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
+
[IT_FORBIDDEN:SUPERNATURAL]
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
+
[IT_REQUIRES:HAS_BLOOD]
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
+
-like monster every full moon!]
[I_SOURCE:CREATURE_ACTION]
+
[IS_TRIGGER_STRING:been cursed to assume the form of a
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
+
[CE:CREATURE:
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:PEAK:0:END:8400:ABRUPT]
+
[CE_BODY_TRANSFORMATION:START:0:ABRUPT]
[INTERACTION:RCP_MATERIAL_EMISSION]
+
[SYN_CLASS:WERECURSE]
[IS_USAGE_HINT:MINOR_CURSE]
+
[IE_ARENA_NAME:Werebeast]
[IS_TRIGGER_STRING:been cursed with a week's bad luck!]
+
[IS_HIST_STRING_2:, passing on the
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]
+
[CE_ADD_TAG:NO_AGING:START:0:ABRUPT]
MINOR_CURSE_
+
[CE:PERIODIC:MOON_PHASE:27:0]
[NAME:mask:masks]
+
:DEFAULT]
[LAYER_PERMIT:10]
+
[IS_HIST_STRING_2: to prowl the night in search of blood]
[NAME:hood:hoods]
+
DEITY_CURSE_VAMPIRE_
[NAME:turban:turbans]
+
[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]
[MATERIAL_SIZE:1]
+
monster curse]
[NAME:cap:caps]
+
[IS_HIST_STRING_2: and was cursed]
[LAYER_PERMIT:15]
+
[IS_HIST_STRING_1: consumed the tainted blood of ]
[LAYER_PERMIT:20]
+
[I_SOURCE:INGESTION]
[SCALED]
+
[IS_TRIGGER_STRING:been cursed to prowl the night in search of blood!]
[ARMORLEVEL:1]
+
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]
[METAL_ARMOR_LEVELS]
+
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]
[ITEM_HELM:
+
[SYN_CLASS:VAMPCURSE]
[NAME:helm:helms]
+
[IE_ARENA_NAME:Vampire]
asymmetrical
+
[CE:SYNDROME_TAG:SYN_INGESTED]
[NAME:dress:dresses]
+
[CE:INTERACTION:
[NAME:robe:robes]
+
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]
[LAYER_PERMIT:300]
+
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]
[NAME:vest:vests]
+
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]
[NAME:cape:capes]
+
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]
[COVERAGE:50]
+
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]
[UBSTEP:1]
+
[CE:SYNDROME_TAG:SYN_INJECTED]
[LAYER_SIZE:30]
+
[ATTACK:BLUNT:1:10:lash:lashes:NO_SUB:5000]
[NAME:tunic:tunics]
+
[ATTACK_FLAG_BAD_MULTIATTACK]
[NAME:toga:togas]
+
[ATTACK:EDGE:10:50:lash:lashes:NO_SUB:2000]
[LAYER:COVER]
+
[MINIMUM_SIZE:22500]
[LAYER_PERMIT:150]
+
[SHOOT_FORCE:1000]
[MATERIAL_SIZE:3]
+
[RANGED:BOW:ARROW]
[NAME:cloak:cloaks]
+
pointed
[NAME:shirt:shirts]
+
[ATTACK_PREPARE_AND_RECOVER:4:4]
[LAYER:UNDER]
 
[UBSTEP:MAX]
 
[MATERIAL_SIZE:5]
 
[NAME:coat:coats]
 
[LAYER_PERMIT:50]
 
[MATERIAL_SIZE:9]
 
[LBSTEP:0]
 
[LAYER_SIZE:20]
 
segmented
 
[UBSTEP:0]
 
breastplate:breastplates
 
square
 
[ITEM_ARMOR:
 
[LEATHER]
 
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
 
[MATERIAL_SIZE:2]
 
[SOFT]
 
[LAYER_SIZE:10]
 
[LAYER_PERMIT:100]
 
[LBSTEP:1]
 
[LAYER:OVER]
 
bell-shaped
 
frilly
 
[HARD]
 
wide-headed
 
cone-headed
 
[ITEM_AMMO:
 
[NAME:arrow:arrows]
 
 
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
 
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
 +
[MINIMUM_SIZE:15000]
 
[TWO_HANDED:0]
 
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
 
[SHOOT_FORCE:1000]
 
 
[SHOOT_MAXVEL:200]
 
[SHOOT_MAXVEL:200]
pointed
+
wide-headed
[RANGED:BOW:ARROW]
+
[NAME:arrow:arrows]
[ATTACK:BLUNT:1:10:lash:lashes:NO_SUB:5000]
+
[ITEM_AMMO:
[ATTACK_PREPARE_AND_RECOVER:4:4]
+
WP_A
[ATTACK:EDGE:10:50:lash:lashes:NO_SUB:2000]
+
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_FLAG_BAD_MULTIATTACK]
+
[SIZE:150]
[TWO_HANDED:27500]
+
[CLASS:ARROW]
[MINIMUM_SIZE:22500]
+
cone-headed
branching
+
[MINIMUM_SIZE:5000]
[SKILL:WHIP]
+
[SHOOT_MAXVEL:1000]
lash:lashes
+
[SHOOT_FORCE:100]
scourge:scourges
+
[RANGED:BLOWGUN:BLOWDART]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
+
[CLASS:BLOWDART]
whip:whips
+
double-tipped
[MATERIAL_SIZE:4]
+
tapered
[ATTACK:EDGE:20:12000:stab:stabs:NO_SUB:1000]
+
[NAME:blowdart:blowdarts]
[TWO_HANDED:77500]
+
[SKILL:AXE]
[MINIMUM_SIZE:62500]
+
[NAME:battle axe:battle axes]
[SIZE:800]
+
[ATTACK:EDGE:1:50:stick:sticks:NO_SUB:1000]
[SKILL:PIKE]
+
[SIZE:20]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
+
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
+
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
+
[MINIMUM_SIZE:42500]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
+
[TWO_HANDED:47500]
[MINIMUM_SIZE:32500]
+
[ATTACK:BLUNT:20000:6000:bash:bashes:shaft:1250]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
+
[ATTACK:EDGE:20000:8000:slash:slashes:NO_SUB:1250]
[SKILL:SWORD]
+
[SIZE:1200]
[TWO_HANDED:37500]
+
[NAME:halberd:halberds]
[ITEM_WEAPON:
+
[ATTACK:BLUNT:60000:8000:slap:slaps:flat:1250]
[SIZE:300]
+
[ATTACK:EDGE:60000:8000:hack:hacks:NO_SUB:1250]
[NAME:sock:socks]
+
[SIZE:1300]
[NAME:chausse:chausses]
+
[NAME:great axe:great axes]
[UPSTEP:MAX]
+
spike:spikes
[NAME:shoe:shoes]
+
nail:nails
[NAME:sandal:sandals]
+
knife:knives
[NAME:low boot:low boots]
+
dagger:daggers
[NAME:high boot:high boots]
+
[ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1250]
[LAYER_SIZE:25]
+
[SKILL:DAGGER]
[COVERAGE:150]
+
[SIZE:200]
[ITEM_SHOES:
+
prong:prongs
[NAME:glove:gloves]
+
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[NAME:mitten:mittens]
+
[SKILL:MACE]
intricate
+
bent
[ARMORLEVEL:2]
+
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[UPSTEP:1]
+
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ITEM_GLOVES:
+
[SKILL:HAMMER]
[NAME:gauntlet:gauntlets]
+
[SIZE:400]
 +
[NAME:war hammer:war hammers]
 +
[SKILL:SPEAR]
 +
large-headed
 +
[ATTACK:BLUNT:100:6000:bash:bashes:NO_SUB:2000]
 +
[NAME:maul:mauls]
 +
[ITEM_HELM:
 +
AHM
 +
asymmetrical
 +
bulky
 +
[LAYER_PERMIT:20]
 +
[METAL_ARMOR_LEVELS]
 +
[ARMORLEVEL:1]
 +
[NAME:helm:helms]
 +
[MATERIAL_SIZE:1]
 +
[LAYER_PERMIT:15]
 +
[NAME:cap:caps]
 +
[SCALED]
 +
[NAME:mask:masks]
 +
[NAME:turban:turbans]
 +
[NAME:hood:hoods]
 +
CHM
 
[NAME:headscarf:headscarves]
 
[NAME:headscarf:headscarves]
 +
[NAME:face veil:face veils]
 
[NAME:head veil:head veils]
 
[NAME:head veil:head veils]
[NAME:face veil:face veils]
+
[LAYER_PERMIT:10]
 +
[ARMORLEVEL:2]
 +
[NAME:gauntlet:gauntlets]
 +
[ITEM_GLOVES:
 +
AGL
 +
[NAME:glove:gloves]
 +
CGL
 +
intricate
 +
[UPSTEP:1]
 +
[NAME:high boot:high boots]
 +
[ITEM_SHOES:
 +
[COVERAGE:150]
 +
[NAME:mitten:mittens]
 +
[NAME:shoe:shoes]
 +
CSH
 +
[NAME:low boot:low boots]
 +
[LAYER_SIZE:25]
 +
[NAME:sock:socks]
 +
[UPSTEP:MAX]
 +
[NAME:chausse:chausses]
 +
[NAME:sandal:sandals]
 +
[SKILL:SWORD]
 +
[SIZE:300]
 +
[ITEM_WEAPON:
 +
[ATTACK_PREPARE_AND_RECOVER:3:3]
 +
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
 +
[MINIMUM_SIZE:32500]
 +
[TWO_HANDED:37500]
 +
[SIZE:800]
 +
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
 +
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
 +
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
 +
[MATERIAL_SIZE:4]
 +
[MINIMUM_SIZE:62500]
 +
[TWO_HANDED:77500]
 +
[SKILL:PIKE]
 +
lash:lashes
 +
whip:whips
 +
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
 +
[ATTACK:EDGE:20:12000:stab:stabs:NO_SUB:1000]
 +
[TWO_HANDED:27500]
 +
[SKILL:WHIP]
 +
branching
 +
scourge:scourges
 +
[CLASS:BOLT]
 +
[NAME:bolt:bolts]
 +
[RANGED:CROSSBOW:BOLT]
 +
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
 +
[BLOCKCHANCE:20]
 +
rectangular
 +
[ITEM_SHIELD:
 +
[WEAPON:
 +
[SITE_GUARDIAN]
 +
GUARDIAN_ENTITY_
 +
[UPSTEP:2]
 +
:COMMON]
 
[HELM:
 
[HELM:
:COMMON]
+
[SHIELD:
 
[AMMO:
 
[AMMO:
[SHIELD:
+
[SHOES:
[SITE_GUARDIAN]
+
[GLOVES:
[WEAPON:
+
[PANTS:
[UPSTEP:2]
+
[ARMOR:
GUARDIAN_ENTITY_
+
[DIVINE_MAT_CLOTHING]
rectangular
+
[DIVINE_MAT_CRAFTS]
[BLOCKCHANCE:20]
+
[DIVINE_MAT_ARMOR]
[ITEM_SHIELD:
+
[DIVINE_MAT_WEAPONS]
[NAME:bolt:bolts]
+
[T_WORD:
[CLASS:BOLT]
+
[MYTHICAL]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
+
[TRANSLATION:GEN_DIVINE]
[RANGED:CROSSBOW:BOLT]
 
large-headed
 
[SKILL:SPEAR]
 
[NAME:maul:mauls]
 
[ATTACK:BLUNT:100:6000:bash:bashes:NO_SUB:2000]
 
[SKILL:HAMMER]
 
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
 
[NAME:war hammer:war hammers]
 
[SIZE:400]
 
[SKILL:MACE]
 
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
 
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
 
[SKILL:DAGGER]
 
[ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1250]
 
prong:prongs
 
[SIZE:200]
 
nail:nails
 
spike:spikes
 
dagger:daggers
 
knife:knives
 
[ATTACK:BLUNT:60000:8000:slap:slaps:flat:1250]
 
crescent
 
[SIZE:1300]
 
[ATTACK:EDGE:60000:8000:hack:hacks:NO_SUB:1250]
 
[ATTACK:BLUNT:20000:6000:bash:bashes:shaft:1250]
 
[NAME:great axe:great axes]
 
[SIZE:1200]
 
[ATTACK:EDGE:20000:8000:slash:slashes:NO_SUB:1250]
 
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
 
[NAME:halberd:halberds]
 
[MINIMUM_SIZE:42500]
 
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]
 
[SKILL:AXE]
 
[TWO_HANDED:47500]
 
[ATTACK:EDGE:1:50:stick:sticks:NO_SUB:1000]
 
[NAME:battle axe:battle axes]
 
[CLASS:BLOWDART]
 
[SIZE:20]
 
tapered
 
double-tipped
 
[MINIMUM_SIZE:5000]
 
[NAME:blowdart:blowdarts]
 
[SHOOT_FORCE:100]
 
[SHOOT_MAXVEL:1000]
 
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
 
[RANGED:BLOWGUN:BLOWDART]
 
[CLASS:ARROW]
 
[SIZE:150]
 
[T_WORD:
 
 
[CLOTHING]
 
[CLOTHING]
[TRANSLATION:GEN_DIVINE]
+
GLASS
[DIVINE_MAT_CRAFTS]
+
KITCHEN
[DIVINE_MAT_CLOTHING]
+
STILL
[DIVINE_MAT_WEAPONS]
 
[DIVINE_MAT_ARMOR]
 
[GLOVES:
 
[SHOES:
 
[ARMOR:
 
[PANTS:
 
 
ASHERY
 
ASHERY
 +
Unrecognized Reaction Token:
 +
*** Error(s) finalizing the reaction
 +
KILN
 +
SMELTER
 +
cover to
 +
rings to
 +
bands to
 +
spikes to
 
CLOTHES
 
CLOTHES
KITCHEN
+
: Unrecognized Building Token:  
SMELTER
+
hanging
*** Error(s) finalizing the reaction
+
art to
TRANSFER_ARTIFACT_STATUS
+
pages to
Unrecognized Reaction Token:  
+
illustration to
PRODUCT_PASTE
+
attached
PRODUCT_PRESSED
+
writing on
DOES_NOT_DETERMINE_PRODUCT_AMOUNT
+
specific improvement to
FORCE_EDGE
+
thread to
PRODUCT_TO_CONTAINER
+
cloth to
PRESERVE_REAGENT
+
sewn image to
PRODUCT_TOKEN
+
, Pressed
PRODUCT_DIMENSION
+
image set to
GET_ITEM_DATA_FROM_REAGENT
+
, Crafts
IMPROVEMENT
+
, Edge
ANY_CRAFT
+
, Paste
PRODUCT
+
--- Logging Reaction
REAGENT
+
CUT_REACTION
ANY_RAW_MATERIAL
+
CONTAINS
USE_INSTRUMENT
+
NOT_IMPROVED
MAX_MULTIPLIER
+
HAS_WRITING_IMPROVEMENT
CATEGORY_KEY
+
DOES_NOT_ABSORB
USE_TOOL
+
SELECT_REACTION
CATEGORY_DESCRIPTION
+
FUEL
CATEGORY_PARENT
+
AUTOMATIC
ATTRIBUTE_IP
+
ADVENTURE_MODE_ENABLED
CATEGORY_NAME
+
METAL_ITEM_MATERIAL
SKILL_ROLL_RANGE
 
SKILL_IP
 
 
IS_SAND_MATERIAL
 
IS_SAND_MATERIAL
 
IS_DIVINE_MATERIAL
 
IS_DIVINE_MATERIAL
NOT_PRESSED
+
SKILL_ROLL_RANGE
METAL_ITEM_MATERIAL
+
FOOD_STORAGE_CONTAINER
 
HARD_ITEM_MATERIAL
 
HARD_ITEM_MATERIAL
 
WOVEN_ITEM
 
WOVEN_ITEM
DOES_NOT_ABSORB
+
NOT_PRESSED
FOOD_STORAGE_CONTAINER
+
CATEGORY_PARENT
NOT_IMPROVED
+
CATEGORY_KEY
HAS_WRITING_IMPROVEMENT
+
USE_TOOL
ADVENTURE_MODE_ENABLED
+
USE_INSTRUMENT
CONTAINS
+
SKILL_IP
AUTOMATIC
+
ATTRIBUTE_IP
CUT_REACTION
+
CATEGORY_NAME
SELECT_REACTION
+
CATEGORY_DESCRIPTION
#NAAM?
+
PRODUCT
, Paste
+
GET_ITEM_DATA_FROM_REAGENT
, Pressed
+
IMPROVEMENT
, Crafts
+
PRODUCT_TOKEN
, Edge
+
MAX_MULTIPLIER
writing on
+
REAGENT
image set to
+
ANY_RAW_MATERIAL
illustration to
+
ANY_CRAFT
attached
+
FORCE_EDGE
sewn image to
+
PRODUCT_PASTE
pages to
+
PRODUCT_PRESSED
thread to
+
TRANSFER_ARTIFACT_STATUS
cloth to
+
PRODUCT_DIMENSION
spikes to
+
PRODUCT_TO_CONTAINER
specific improvement to
+
PRESERVE_REAGENT
rings to
+
DOES_NOT_DETERMINE_PRODUCT_AMOUNT
bands to
+
 
art to
+
 
cover to
+
as a poetic form
: Unrecognized Building Token:
+
as a musical form
hanging
 
 
discourse on medical ethics
 
discourse on medical ethics
 
discourse on the meaning of individual happiness
 
discourse on the meaning of individual happiness
 +
discourse on ethics as it regards the benefit of the state
 +
discourse on the nature of truth
 +
as a dance form
 +
language
 
the worthlessness
 
the worthlessness
 
the value
 
the value
as a dance form
+
discourse on the nature of time
language
+
discourse on the nature of mind and body
as a poetic form
+
discourse on the relationship between objects and their properties
as a musical form
+
discourse on the relationship between wholes and parts
social welfare, its forms and recommendations
+
discourse on the nature of perception
inductive reasoning
+
discourse on the nature of justification
government, its forms and recommendations
+
discourse on the nature of belief
economic policy, its forms and recommendations
+
discourse on the nature of existence
etymology
+
discourse on ethics as applied to interpersonal conduct
diplomacy, its forms and recommendations
+
discourse on law
education, its forms and recommendations
+
discourse on education
grammar
+
discourse on grammar
ethics as applied to interpersonal conduct
+
discourse on the nature of events
law, its forms and recommendations
+
discourse on the nature of processes
the nature of causation
+
discourse on the nature of causation
ethics as applied to war
+
discourse on ethics as applied to war
the nature of events
+
an algorithm for computing the greatest common divisor of two numbers
the nature of processes
+
the computation of the volume of different pyramids
the relationship between objects and their properties
+
the computation of the volume of a cone
the relationship between wholes and parts
+
the computation of the volume of a sphere
the nature of time
+
examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle
the nature of mind and body
+
the existence of incommensurable ratios
the nature of belief
+
axiomatic reasoning
the nature of existence
+
the unique decomposition of a number into products of its prime divisors
the nature of perception
+
the relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter
the nature of justification
+
an approximation of the ratio of the circumference of a circle to its diameter, using the area of polygons and the method of exhaustion
ethics as it regards the benefit of the state
+
the categorization and properties of conic sections
the nature of truth
+
an algorithm for computing a number which has given remainders when divided by several given primes
medical ethics
+
an approximate value of the ratio of the circumference of a circle to its diameter, using the circumference of polygons and the method of exhaustion
the meaning of individual happiness
+
an algorithm for dividing one number into another, possibly yielding a remainder
dialectic reasoning
+
a table of chord lengths indexed by angle
analogical inference
+
the computation of the area of a triangle from its three side lengths alone
hypothetical syllogisms
+
a proof that the length of the diagonal of a square is incommensurable with its edge
propositional logic
+
the computation of the surface area of a sphere
deductive reasoning
+
simple formulas for certain arbitrarily large sums
syllogistic logic
+
methods for solving systems of equations
the notion of conflict between members of a community
+
the area enclosed by a parabola and a line
formal reasoning
+
an algorithm for calculating prime numbers
the notion of historical, governmental and social cycles
+
an approximation for the length of the diagonal of a square
the notion of bonds between members of a community
+
a proof that there are infinitely many prime numbers
the idea of source reliability
+
the relationship between the half chords of a triangle's angles, the opposite side lengths, and the diameter of the triangle's circumscribed circle
discourse on the causes of historical events
+
trigonometric identities relating to the sums and differences of angles
 +
a triangular configuration of numbers relating to the successive powers of any sum
 +
methods for solving certain equations involving powers higher than the quadratic
 +
the techniques of balancing and completion for solving equations
 +
the solving of quadratic equations by completion of the square
 +
a formula which solves quadratic equations
 +
notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion
 +
the role of systemic bias in sources
 +
the role of state bias and propaganda in sources
 +
using personal interviews as sources
 +
the causes of historical events
 +
experiments with symbolic notation for addition
 +
the divergence of the harmonic series
 +
the properties of chords
 +
the reliability of sources
 +
the method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history
 +
the compilation of brief biographies into one large collection
 +
the method of writing a biography of oneself, particularly as it concerns a military campaign or adventure
 +
the compilation of family lineages and methods of displaying them artfully
 +
historical, governmental and social cycles
 +
bonds between members of a community
 +
conflict between members of a community
 +
the method of writing the history of a single individual
 +
the exploration of how history would be different if some key past events had transpired differently
 +
the method of collecting and evaluating artifacts to learn about history and culture
 +
the method of examining artifacts to determine how techniques have changed over time
 +
the phases of the moon
 +
the compilation of many summaries into a single text
 +
the method of accurately and comprehensively describing cultures and civilizations
 +
the method of comparing and contrasting different cultures
 +
the role of cultural differences in source reliability and interpretation
 +
the rise of the sun according to the season
 +
the relationship between the lunar and solar year
 +
the variation of daylight with the season
 +
the theory that the sun moves around the world
 +
the rise of the moon according to the season
 +
the path of the moon
 +
the relationship between the moon and the tides
 +
the height of the tides, the moon and the sun
 +
discourse on social welfare
 +
discourse on the nature of beauty
 
discourse on the value of art
 
discourse on the value of art
 
the idea of using symbolic notation for addition
 
the idea of using symbolic notation for addition
discourse on social welfare
 
discourse on the nature of beauty
 
discourse on government
 
discourse on economic policy
 
 
the notion of etymology
 
the notion of etymology
 
discourse on diplomacy
 
discourse on diplomacy
discourse on education
+
discourse on government
discourse on grammar
+
discourse on economic policy
discourse on ethics as applied to interpersonal conduct
+
the notion of conflict between members of a community
discourse on law
+
formal reasoning
discourse on the nature of causation
+
deductive reasoning
discourse on ethics as applied to war
+
syllogistic logic
discourse on the nature of events
+
the idea of source reliability
discourse on the nature of processes
+
discourse on the causes of historical events
discourse on the relationship between objects and their properties
+
the notion of historical, governmental and social cycles
discourse on the relationship between wholes and parts
+
the notion of bonds between members of a community
discourse on the nature of time
+
medical ethics
discourse on the nature of mind and body
+
the meaning of individual happiness
discourse on the nature of belief
+
ethics as it regards the benefit of the state
discourse on the nature of existence
+
the nature of truth
discourse on the nature of perception
+
hypothetical syllogisms
discourse on the nature of justification
+
propositional logic
discourse on ethics as it regards the benefit of the state
+
dialectic reasoning
discourse on the nature of truth
+
analogical inference
the method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history
+
the nature of time
the compilation of brief biographies into one large collection
+
the nature of mind and body
conflict between members of a community
+
the relationship between objects and their properties
the method of writing the history of a single individual
+
the relationship between wholes and parts
historical, governmental and social cycles
+
the nature of perception
bonds between members of a community
+
the nature of justification
using personal interviews as sources
+
the nature of belief
the causes of historical events
+
the nature of existence
the role of systemic bias in sources
+
ethics as applied to interpersonal conduct
the role of state bias and propaganda in sources
+
law, its forms and recommendations
the properties of chords
+
education, its forms and recommendations
the reliability of sources
+
grammar
experiments with symbolic notation for addition
+
the nature of events
the divergence of the harmonic series
+
the nature of processes
a triangular configuration of numbers relating to the successive powers of any sum
+
the nature of causation
methods for solving certain equations involving powers higher than the quadratic
+
ethics as applied to war
the relationship between the half chords of a triangle's angles, the opposite side lengths, and the diameter of the triangle's circumscribed circle
+
social welfare, its forms and recommendations
trigonometric identities relating to the sums and differences of angles
+
inductive reasoning
a formula which solves quadratic equations
+
direct inference
notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion
+
the nature of beauty
the techniques of balancing and completion for solving equations
+
etymology
the solving of quadratic equations by completion of the square
+
diplomacy, its forms and recommendations
simple formulas for certain arbitrarily large sums
+
government, its forms and recommendations
methods for solving systems of equations
+
economic policy, its forms and recommendations
a proof that the length of the diagonal of a square is incommensurable with its edge
+
notation for negative quantities
the computation of the surface area of a sphere
+
notation for very large numbers
an approximation for the length of the diagonal of a square
+
positional notation
a proof that there are infinitely many prime numbers
+
geometric objects:  points, lines, circles, triangles, and so on
the area enclosed by a parabola and a line
+
the value of art
an algorithm for calculating prime numbers
+
dictionaries
the categorization and properties of conic sections
+
the method of proof by contradiction
an algorithm for computing a number which has given remainders when divided by several given primes
+
a symbol for nothingness
the relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter
+
the angles of triangles inscribed in a circle with one edge on the diameter
an approximation of the ratio of the circumference of a circle to its diameter, using the area of polygons and the method of exhaustion
+
the relationship between the lengths of the hypotenuse of a right triangle and the other two sides
a table of chord lengths indexed by angle
 
the computation of the area of a triangle from its three side lengths alone
 
an approximate value of the ratio of the circumference of a circle to its diameter, using the circumference of polygons and the method of exhaustion
 
an algorithm for dividing one number into another, possibly yielding a remainder
 
the computation of the volume of a cone
 
the computation of the volume of a sphere
 
an algorithm for computing the greatest common divisor of two numbers
 
the computation of the volume of different pyramids
 
axiomatic reasoning
 
the unique decomposition of a number into products of its prime divisors
 
examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle
 
the existence of incommensurable ratios
 
 
examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle
 
examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle
 
examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle
 
examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle
the angles of triangles inscribed in a circle with one edge on the diameter
+
the method of exhaustion
the relationship between the lengths of the hypotenuse of a right triangle and the other two sides
+
the properties of similar and congruent triangles
 
the relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse
 
the relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse
 
the equality of the base angle of isosceles triangles
 
the equality of the base angle of isosceles triangles
the method of exhaustion
+
the creation of accurate maps
the properties of similar and congruent triangles
+
methods of adjusting maps to account for the shape of the world
positional notation
+
the connection between disease and fouled water
geometric objects:  points, lines, circles, triangles, and so on
+
the method of physical examination in diagnosing illness
notation for negative quantities
+
the forces that govern wind patterns
notation for very large numbers
+
the origin of rainfall through evaporation and condensation
the method of proof by contradiction
+
a world-wide cycle involving precipitation, oceans, rivers and other forms of water
a symbol for nothingness
+
the division of the world into climate zones
the value of art
+
mineral remedies
dictionaries
+
the method of bandaging wounds
direct inference
+
the classification of disease
the nature of beauty
+
the classification of toxic substances
the preparation of aqua regia
+
the method of autopsy
the construction and use of the ampoule
+
determining the likely outcome given a patient's current status
the preparation of spirit of niter
+
herbal remedies
the preparation of oil of vitriol
+
remedies prepared from animals
the construction and use of the funnel
+
the notion of paroxysm
the construction and use of the crucible
+
the notion of relapse
the construction and use of the beaker
+
the theory of convalescence
the construction and use of the vial
+
the treatment of traumatic injuries
methods for performing experiments systematically in the laboratory
+
the distinction between acute and chronic conditions
the construction and use of the flask
+
the theory of endemic disease
the theory and methods involved in evaporation
+
the theory of epidemic disease
the classification of alkali and acids
+
the notion of the exacerbation of a patient's condition
the theory and methods involved in the extraction of a constituent liquid from one solution to another
+
the creation and use of the orthopedic cast
the theory and methods involved in distillation
+
the surgical method of excision
the construction and use of the blast furnace
+
the surgical method of incision
the construction and use of the alembic
+
hernia surgery
the classification of materials based on which elemental materials might form them
+
the treatment of fractures
the preparation and use of adhesive materials
+
the classification of fractures
the mixture of metals to produce alloys
+
the construction and use of the traction bench
a method of classify the hardness of materials by scratching them against each other
+
the method of fracture immobilization
the classification of combustible materials
+
the surgical method of probing
the classification of ores
+
the surgical method of suturing
the embriological development of creatures
+
the surgical method of ligature
the struggle for survival among creatures
+
the use of practice models in surgery
the diseases of creatures
+
the tracheotomy surgery
the ways that creatures are suited to the climates in which they live
+
the lithotomy surgery
the links between the diets of different creatures
+
the surgical method of scraping
the social behavior of creatures
+
the surgical method of draining
the reproductive behavior of creatures
+
the construction and use of forceps
the foraging behavior and diet of creatures
+
the construction and use of the scalpel
the classification of creatures by their physical features
+
the construction and use of surgical scissors
the migratory patterns of creatures
+
the construction and use of surgical needles
the anatomical study of creatures
+
the use of mud bags as surgical models
the comparison of the anatomy of creatures
+
the use of plants as surgical models
the method of forming precise models for the paths of astronomical objects
+
the use of animals as surgical models
the dissection of creatures
+
the use of specialized surgical instruments
the precession of the equinoxes over great periods of time
+
anatomical studies for medical edification
methods of empirical observation in astronomy
+
the classification of bodily fluids
 +
the anatomy of the eye
 +
the distinction between motor and sensory nerves
 +
cataract surgery
 +
cauterization
 +
anesthesia
 +
pulmonary medicine
 +
comparative anatomical studies for use in medicine
 +
the source of the voice
 +
the classification of muscles
 +
the classification of mental illnesses
 +
the function of the nervous system
 +
the study of reaction time
 +
the distinction between veins and arteries
 +
pulmonary circulation
 +
the precise compilation of information about stars
 +
the classification of stars according to color
 
the classification of stars according to brightness
 
the classification of stars according to brightness
 
the shape of the world
 
the shape of the world
the precise compilation of information about stars
+
the theory that the world moves around the sun
the classification of stars according to color
+
the dates of lunar and solar eclipses
 
the creation of star charts
 
the creation of star charts
 
the compilation of information about stars
 
the compilation of information about stars
the theory that the world moves around the sun
+
the anatomical study of creatures
the dates of lunar and solar eclipses
+
the comparison of the anatomy of creatures
the variation of daylight with the season
+
the classification of creatures by their physical features
the theory that the sun moves around the world
+
the migratory patterns of creatures
the rise of the sun according to the season
+
the precession of the equinoxes over great periods of time
the relationship between the lunar and solar year
+
methods of empirical observation in astronomy
the relationship between the moon and the tides
+
the method of forming precise models for the paths of astronomical objects
the height of the tides, the moon and the sun
+
the dissection of creatures
the rise of the moon according to the season
+
the diseases of creatures
the path of the moon
+
the ways that creatures are suited to the climates in which they live
the method of examining artifacts to determine how techniques have changed over time
+
the embriological development of creatures
the phases of the moon
+
the struggle for survival among creatures
the exploration of how history would be different if some key past events had transpired differently
+
the reproductive behavior of creatures
the method of collecting and evaluating artifacts to learn about history and culture
+
the foraging behavior and diet of creatures
the method of comparing and contrasting different cultures
+
the links between the diets of different creatures
the role of cultural differences in source reliability and interpretation
+
the social behavior of creatures
the compilation of many summaries into a single text
+
the classification of materials based on which elemental materials might form them
the method of accurately and comprehensively describing cultures and civilizations
+
the preparation and use of adhesive materials
the method of writing a biography of oneself, particularly as it concerns a military campaign or adventure
+
the construction and use of the blast furnace
the compilation of family lineages and methods of displaying them artfully
+
the construction and use of the alembic
the construction and use of forceps
+
the classification of combustible materials
the construction and use of the scalpel
+
the classification of ores
the use of animals as surgical models
+
the mixture of metals to produce alloys
the use of specialized surgical instruments
+
a method of classify the hardness of materials by scratching them against each other
the use of mud bags as surgical models
+
methods for performing experiments systematically in the laboratory
the use of plants as surgical models
+
the construction and use of the flask
the surgical method of ligature
+
the construction and use of the beaker
the use of practice models in surgery
+
the construction and use of the vial
the surgical method of probing
+
the theory and methods involved in the extraction of a constituent liquid from one solution to another
the surgical method of suturing
+
the theory and methods involved in distillation
the surgical method of scraping
+
the theory and methods involved in evaporation
the surgical method of draining
+
the classification of alkali and acids
the tracheotomy surgery
+
the preparation of aqua regia
the lithotomy surgery
+
the construction and use of the ampoule
the surgical method of incision
+
the construction and use of the retort
hernia surgery
+
the construction and use of laboratory ovens
the creation and use of the orthopedic cast
+
the construction and use of the funnel
the surgical method of excision
+
the construction and use of the crucible
the construction and use of the traction bench
+
the preparation of spirit of niter
the method of fracture immobilization
+
the preparation of oil of vitriol
the treatment of fractures
+
surveying by triangulation for the purpose of creating maps
the classification of fractures
+
surveying by triangulation for the purpose of allocating land
the theory of convalescence
+
surveying by triangulation for military purposes
the treatment of traumatic injuries
+
surveying by triangulation for engineering projects
the notion of paroxysm
+
the process of surveying land
the notion of relapse
+
the construction and use of the surveying staff
the theory of epidemic disease
+
the process involved in creating maps
the notion of the exacerbation of a patient's condition
+
surveying by triangulation
the distinction between acute and chronic conditions
+
the process of economic data collection
the theory of endemic disease
+
the placement of economic information on maps
the classification of disease
 
the classification of toxic substances
 
mineral remedies
 
the method of bandaging wounds
 
herbal remedies
 
remedies prepared from animals
 
the method of autopsy
 
determining the likely outcome given a patient's current status
 
the connection between disease and fouled water
 
the method of physical examination in diagnosing illness
 
the creation of accurate maps
 
methods of adjusting maps to account for the shape of the world
 
a world-wide cycle involving precipitation, oceans, rivers and other forms of water
 
the division of the world into climate zones
 
the forces that govern wind patterns
 
the origin of rainfall through evaporation and condensation
 
 
the collection of maps and other information into a single text
 
the collection of maps and other information into a single text
 
the process of the formation of deltas at the mouths of rivers
 
the process of the formation of deltas at the mouths of rivers
the process of economic data collection
+
the placement of geological information on maps
the placement of economic information on maps
+
the use of a grid system in the creation of maps
 
the use of a distance scale in the creation of maps
 
the use of a distance scale in the creation of maps
 
the measurement of the heights of land features
 
the measurement of the heights of land features
the placement of geological information on maps
+
the construction and use of the trip hammer
the use of a grid system in the creation of maps
+
[NAME]
surveying by triangulation for military purposes
+
[NO_ART_NAME]
surveying by triangulation for engineering projects
+
[ANY_PRONOUN]
surveying by triangulation for the purpose of creating maps
+
the construction and use of the crank
surveying by triangulation for the purpose of allocating land
+
the construction and use of the bellows
the process involved in creating maps
+
the construction and use of the water-powered piston bellows
surveying by triangulation
+
the construction and use of the water wheel
the process of surveying land
+
[ANY_AGE]
the construction and use of the surveying staff
+
the Age
the construction and use of the retort
+
[ADJ]
the construction and use of laboratory ovens
+
She
the construction and use of the camera obscura
+
Slowly
the construction and use of the parabolic mirror
+
Time
the construction and use of water-filled sphere as a lens
+
The Day
the construction and use of the glass lens
+
The Night
the construction and use of the force pump
+
Only
the construction and use of the crystal lens
+
Suddenly
the action of the siphon
+
Surely
the construction and use of valves
+
Then
the construction and use of the verge escapement
+
The Dirt
the construction and use of the balance wheel
+
The Fool
the construction and use of the differential gear
+
Nobody
the construction and use of combination locks
+
The Future
the construction and use of chain drives
+
The Wind
the construction and use of the mechanical compass
+
The Sea
the construction and use of the water-powered sawmill
+
The Sands
the construction and use of the chariot odometer
+
The Wise
the construction and use of the camshaft
+
Know
the construction and use of the crankshaft
+
Mourn
the construction and use of the tumbler lock
+
Weep
the construction and use of the padlock
+
Laugh
the reasons why gears are effective
+
The Past
the construction and use of the warded lock
+
Will Tell
 +
Foretell
 +
Can Say
 +
the Verse
 +
the Poetry
 +
the Music
 +
In The End
 +
Afterward
 +
In The Beginning
 +
the Words
 +
the Steps
 +
the Moves
 +
Language
 +
the Notes
 +
the Rhythm
 +
the Voice
 +
the Dance
 +
Fidelity
 +
Kin
 +
Friends
 +
Might
 +
Rules
 +
Customs
 +
Lawlessness
 +
Betrayal
 +
the use of a laboratory for preparation of remedies in a hospital
 +
schools of medicine
 +
the creation of asylums for the mentally ill
 +
the use of shadows to tell direction and time
 +
the treatment of mental illnesses
 +
the preparation and use of dedicated hospitals
 +
the use of professional hospital staff
 +
the use of specialized wards in hospitals
 +
the construction and use of the hourglass
 +
the construction and use of mechanical clocks
 +
the reasons why pulleys are effective
 +
the construction and use of the pulley
 +
the use of water-based devices to tell time
 +
the use of conical shapes in water-based clocks to improve their accuracy
 +
the use of reservoirs in water-based clocks to improve their accuracy
 +
the construction and use of the astrarium
 +
the reasons why the wedge is effective
 +
the reasons why the lever is effective
 
the construction and use of the lever
 
the construction and use of the lever
 
the construction and use of the straight-beam balance
 
the construction and use of the straight-beam balance
the reasons why the wedge is effective
+
the reasons why screws are effective
the reasons why the lever is effective
+
the construction and use of the screw
 
the reasons why the wheel-and-axle construction is effective
 
the reasons why the wheel-and-axle construction is effective
 
the construction and use of the windlass
 
the construction and use of the windlass
the reasons why screws are effective
+
the construction and use of the camshaft
the construction and use of the screw
+
the construction and use of the crankshaft
the reasons why pulleys are effective
+
the construction and use of the water-powered sawmill
the construction and use of the pulley
+
the construction and use of the chariot odometer
the construction and use of the hourglass
+
the reasons why gears are effective
the construction and use of mechanical clocks
+
the construction and use of the warded lock
the use of reservoirs in water-based clocks to improve their accuracy
+
the construction and use of the tumbler lock
the construction and use of the astrarium
+
the construction and use of the padlock
the use of water-based devices to tell time
+
the construction and use of the verge escapement
the use of conical shapes in water-based clocks to improve their accuracy
+
the construction and use of the balance wheel
the creation of asylums for the mentally ill
+
the action of the siphon
the use of shadows to tell direction and time
+
the construction and use of valves
the use of a laboratory for preparation of remedies in a hospital
+
the construction and use of chain drives
schools of medicine
+
the construction and use of the mechanical compass
the use of professional hospital staff
+
the construction and use of the differential gear
the use of specialized wards in hospitals
+
the construction and use of combination locks
the treatment of mental illnesses
+
the construction and use of the camera obscura
the preparation and use of dedicated hospitals
+
the construction and use of the parabolic mirror
the classification of muscles
+
the theory of light and color
the classification of mental illnesses
+
the appearance of rainbows based on optical theories
comparative anatomical studies for use in medicine
+
the construction and use of the force pump
the source of the voice
+
the construction and use of the crystal lens
the distinction between veins and arteries
+
the construction and use of water-filled sphere as a lens
pulmonary circulation
+
the construction and use of the glass lens
the function of the nervous system
+
the construction and use of the astrolabe
the study of reaction time
+
the construction and use of the armillary sphere
the anatomy of the eye
+
the construction and use of the spherical astrolabe
the distinction between motor and sensory nerves
+
the construction and use of mural instruments
anatomical studies for medical edification
+
the relation between refraction and the half chord
the classification of bodily fluids
+
the use of models and templates in engineering
anesthesia
+
the use of lamination
pulmonary medicine
+
the construction and use of the dioptra
cataract surgery
+
atmospheric refraction
cauterization
+
a precise explanation of the cause of twilight involving atmospheric refraction
the construction and use of surgical scissors
 
the construction and use of surgical needles
 
the Verse
 
In The Beginning
 
the Words
 
In The End
 
Afterward
 
Foretell
 
Can Say
 
The Past
 
Will Tell
 
Nobody
 
The Future
 
The Dirt
 
The Fool
 
The Sands
 
The Wise
 
The Wind
 
The Sea
 
The Day
 
The Night
 
Slowly
 
Surely
 
Suddenly
 
[ANY_AGE]
 
the Age
 
[NO_ART_NAME]
 
[ANY_PRONOUN]
 
the construction and use of the trip hammer
 
[NAME]
 
the construction and use of the water-powered piston bellows
 
the construction and use of the water wheel
 
the construction and use of the crank
 
the construction and use of the bellows
 
 
the calculation of the height of the atmosphere based on atmospheric refraction
 
the calculation of the height of the atmosphere based on atmospheric refraction
 
the construction and use of the piston
 
the construction and use of the piston
atmospheric refraction
+
the construction and use of the orrery
a precise explanation of the cause of twilight involving atmospheric refraction
+
the construction and use of the water-powered trip hammer
 
the construction and use of double-acting piston bellows
 
the construction and use of double-acting piston bellows
 
a precise description of buoyancy and water displacement
 
a precise description of buoyancy and water displacement
the construction and use of the orrery
+
Processes
the construction and use of the water-powered trip hammer
+
the Cause
the construction and use of the spherical astrolabe
+
the Effect
the construction and use of mural instruments
+
Causes
the construction and use of the astrolabe
+
the Event
the construction and use of the armillary sphere
+
Happenings
the use of lamination
+
Occurrences
the construction and use of the dioptra
+
the Process
the relation between refraction and the half chord
+
the Soldier
the use of models and templates in engineering
+
the Warrior
the theory of light and color
+
the War
the appearance of rainbows based on optical theories
+
Relationships
Inference
+
Effects
Medical Ethics
+
Cause and Effect
Dialogue
+
Effect from Cause
Analogy
+
the Military
Method
+
the Law
Reason
+
the Rule
Reasoning
+
Laws
Ignorance
+
the Teacher
Caravans
+
the Relationship
the Economy
+
Interpersonal Conduct
Stubborness
+
Transactions
Leisure
+
Dealings
Altruism
+
Etymology
the Competitor
+
Diplomacy
Battle
+
Government
Practice
+
Economics
the Festival
+
the Student
Quality
+
Education
Gaiety
+
Grammar
Willpower
+
the Meaning
Complaints
+
Generalization
Self-Examination
+
Beauty
the Individual
+
the Contradiction
Emotions
+
the Proof
Creativity
+
Economic Policy
Ritual
+
Social Welfare
Creation
+
the Poor
Manners
+
Those in Need
Politeness
+
Negativity
the Word
+
the Numbers
 +
Opposites
 +
Large Numbers
 +
the Negation
 +
the Assumption
 +
Nothingness
 +
Absence
 +
the Line
 +
the Shape
 +
the Point
 +
Shapes
 +
Vast Amounts
 +
Grains of Sand
 +
Position
 +
Place Holders
 +
Similar Triangles
 +
Congruence
 +
the Triangles
 +
the Altitude
 +
Exhaustion
 +
Approximation
 +
the Method
 +
Similarity
 +
Lies
 +
the Lie
 
Strategems
 
Strategems
 
Schemes
 
Schemes
the Lie
+
Tyranny
 +
Mastery
 
the Truth
 
the Truth
 
Honesty
 
Honesty
Tyranny
+
Manners
Mastery
+
Politeness
Friends
+
Ritual
Fidelity
+
Creation
Lawlessness
+
Plans
Betrayal
+
Words
Customs
+
the Word
Language
+
Self-Examination
the Steps
+
Quiet
the Moves
+
Joy
the Voice
+
the Festival
the Dance
+
Union
the Notes
+
the Individual
the Rhythm
+
Emotions
the Poetry
+
Complaints
the Music
+
the Competitor
the Proof
+
Stubborness
the Negation
+
Leisure
Beauty
+
Caravans
the Contradiction
+
Quality
Those in Need
+
Battle
Generalization
+
Practice
Social Welfare
+
Altruism
the Poor
+
Reasoning
Economics
+
Proof
Economic Policy
+
Method
Diplomacy
+
Dialogue
Government
+
the Economy
the Meaning
+
Ignorance
Etymology
+
Reason
Education
+
Healing
Grammar
+
Happiness
the Teacher
+
the State
the Student
+
Prosperity
the Rule
+
Analogy
Dealings
+
Inference
the Law
+
Medical Ethics
Interpersonal Conduct
+
Harm
Transactions
+
the Believer
Relationships
+
Belief
the Relationship
+
Existence
the Warrior
+
Everything
the War
+
Stability
the Military
+
the Facts
the Soldier
+
Perception
Cause and Effect
+
Justification
Effect from Cause
 
Causes
 
Effects
 
the Cause
 
the Effect
 
the Process
 
Processes
 
Happenings
 
Occurrences
 
the Event
 
Events
 
the Whole
 
 
the Object
 
the Object
 
Properties
 
Properties
 +
the Whole
 +
Parts
 +
the Mind
 +
the Body
 
the Soul
 
the Soul
 
Thought
 
Thought
the Mind
+
Sources
the Body
+
Reliability
Existence
+
Bias
Everything
+
Systemic Bias
Belief
+
the Powers
Beliefs
+
the Sum
Justification
+
the Chord
the Believer
+
Circle and Angle
the Facts
+
Repetition
Perception
+
Historical Cycles
Prosperity
+
Bonds
Stability
+
the Bond
Happiness
+
Propaganda
the State
+
Interviews
Healing
+
Causation
the Infinite
+
Cycles
the Incommensurable
+
Comparison
the Parabola
+
Summaries
the Diagonal
+
Your Own Story
Conic Sections
+
Lineage
Remainders
+
Disputes
the Circle
+
Conflict
Area and Circumference
+
Personal History
Area and Sides
+
Biographies
the Area of Circles
+
Another History
the Area
+
Outcomes
the Triangle
+
Histories
the Table
+
Ruins
Chords
+
the Collection
Circles
+
Cultures
Division
+
Cultural Differences
the Circumference
+
Alternatives
the Ratio
+
the Phases
 +
the Moon
 +
Lunar Phases
 +
Waxing and Waning
 +
Relics
 +
Techniques
 +
Methods
 +
Technology
 +
the Tides
 +
the Moon and Tides
 +
Tides and the Moon
 +
the Height of Tides
 +
the Rising of the Moon
 +
Seasons and the Moon
 +
the Moon's Path
 +
the Path of the Moon
 +
the Year
 +
the Light of Day
 +
Daylight and the Seasons
 +
the Center
 +
Tides and the Sun
 +
the Rising of the Sun
 +
Seasons and the Sun
 +
the Sun and Moon
 +
Eclipses
 +
Star Charts
 +
the Stars
 +
Star Catalogues
 +
the Moving Sun
 +
the Moving World
 +
the Stationary Sun
 +
the Eclipse
 +
the Inscribed Triangle
 +
Triangles and Circles
 +
the Hypotenuse
 +
the Right Triangle
 +
Right Triangles
 +
Perpendicularity
 +
the Angles
 +
Isoceles Triangles
 +
Assumptions
 +
the Postulates
 +
the Primes
 +
the Prime Divisors
 +
Sides and Hypotenuse
 +
the Sum of Squares
 +
Incommensurable Ratios
 +
the Axioms
 +
the Volume
 
the Cone
 
the Cone
 
the Sphere
 
the Sphere
the Pyramid
+
the Circumference
the Volume
+
Uniqueness
 
the Algorithm
 
the Algorithm
 
the Greatest Common Divisor
 
the Greatest Common Divisor
the Prime Divisors
+
the Pyramid
Uniqueness
+
Chords
the Postulates
+
the Area
the Primes
+
the Triangle
the Axioms
+
Area and Sides
Assumptions
+
the Ratio
the Sum of Squares
+
Circles
Incommensurable Ratios
+
Division
the Right Triangle
+
the Table
Sides and Hypotenuse
+
Remainders
Triangles and Circles
+
the Parabola
the Hypotenuse
+
the Diagonal
Isoceles Triangles
+
the Infinite
the Inscribed Triangle
+
the Area of Circles
Perpendicularity
+
the Circle
the Angles
+
Area and Circumference
the Altitude
+
Conic Sections
Right Triangles
+
the Solution
Congruence
+
Simultaneous Solutions
the Triangles
+
Linear Equations
Similarity
+
Balancing
Similar Triangles
+
the Incommensurable
Approximation
+
Surface Area
the Method
+
the Formula
Shapes
+
the Sums
Exhaustion
+
Completing the Square
the Shape
+
the Quadratic Equation
the Point
+
the Quadratic Formula
Place Holders
+
Notation
the Line
+
Completion
Grains of Sand
+
the Equation
Position
+
Balancing and Completion
Large Numbers
+
Quadratics
Vast Amounts
+
Sums and Differences
the Numbers
 
Opposites
 
Absence
 
Negativity
 
the Assumption
 
Nothingness
 
the Moon
 
Lunar Phases
 
Technology
 
the Phases
 
Techniques
 
Methods
 
Relics
 
Outcomes
 
Histories
 
Alternatives
 
Another History
 
Cultures
 
Cultural Differences
 
Lineage
 
the Collection
 
Adventure
 
Your Own Story
 
Comparison
 
Summaries
 
Personal History
 
Biographies
 
Disputes
 
Conflict
 
the Bond
 
Repetition
 
Historical Cycles
 
Causation
 
Cycles
 
Interviews
 
Conversations
 
Systemic Bias
 
Propaganda
 
Reliability
 
Circle and Angle
 
Sources
 
the Sum
 
the Chord
 
Coefficients
 
the Powers
 
 
the Chords
 
the Chords
 
Powers of Sums
 
Powers of Sums
Angle Sums
+
Coefficients
Sums and Differences
+
Chords and Sides
 
Chord and Diameter
 
Chord and Diameter
 
Ratios
 
Ratios
Notation
+
Angle Sums
Chords and Sides
+
Crucibles
the Quadratic Equation
+
Spirit of Niter
the Quadratic Formula
+
Oil of Vitriol
Quadratics
+
Aqua Regia
Completing the Square
+
Vials
the Equation
+
the Funnel
Balancing and Completion
+
Funnels
Balancing
+
the Crucible
Completion
+
the Laboratory Oven
Simultaneous Solutions
+
Laboratory Ovens
Linear Equations
+
Surveying
the Sums
+
the Surveying Staff
the Solution
+
the Ampoule
Surface Area
+
Ampoules
the Formula
+
the Retort
Minerals
+
Retorts
Burning
+
Mapmaking
Combustion
+
Triangulation
the Struggle of Animals
+
Allocation
the Survival of Animals
+
Surveying and War
Animal Development
+
the Staff
Animal Survival
+
the Map
Animals and the Climate
+
Maps
Animal Embryos
+
Making Maps
Animal Diseases
+
the Distance Scale
the Diseases of Animals
+
Maps and Distances
Social Animals
+
Height Measurement
Animal Societies
+
Mountains and Valleys
the Food Chain
+
the Straight Road
Predator and Prey
+
Minerals and Maps
Foraging Behavior
+
the Grid
Animal Diets
+
Map Grids
Reproduction
+
the Delta
Animal Courtship
+
the Wind
the Movement of Animals
+
Wind Patterns
Mating
+
Wind Direction
Classification
+
Maps and the Economy
Migration
+
Trade Maps
the Creatures
+
the Atlas
the Animals
+
the River Mouth
Anatomy
+
Climate
Anatomies
+
Climate Zones
Dissection
+
Maps and the World
Precession
+
Adjusting Maps
the Path
+
the Origin of Rainfall
 +
Evaporation and Condensation
 +
the Water Cycle
 +
Rainfall and Rivers
 +
Autopsy
 +
Examination of the Dead
 +
Prognosis
 +
the Course of Disease
 +
Fouled Water
 +
Disease and Water
 +
Examination of the Patient
 +
the Examination
 +
Bandages
 +
Wound Wrapping
 +
Diseases
 +
Types of Diseases
 +
Herbal Remedies
 +
the Healing Plants
 +
Animal Remedies
 +
Mineral Remedies
 +
the World's Shape
 
the Shape of the World
 
the Shape of the World
 
the Equinoxes
 
the Equinoxes
Star Brightness
+
Precession
the World's Shape
+
the Color of Stars
 
Star Color
 
Star Color
 
the Brightness of Stars
 
the Brightness of Stars
Star Catalogues
+
Star Brightness
the Color of Stars
+
Anatomies
Star Charts
+
the Creatures
the Stars
+
the Animals
the Eclipse
+
Classification
Eclipses
+
the Path
the Moving World
+
Paths
the Stationary Sun
+
Dissection
the Center
+
Anatomy
the Moving Sun
+
Animal Courtship
the Light of Day
+
Foraging Behavior
Daylight and the Seasons
+
Animal Diets
the Sun and Moon
+
the Food Chain
the Year
+
Migration
the Rising of the Sun
+
the Movement of Animals
Seasons and the Sun
+
Mating
the Height of Tides
+
Reproduction
Tides and the Sun
+
the Diseases of Animals
the Moon and Tides
+
Animals and the Climate
Tides and the Moon
+
Animal Embryos
the Path of the Moon
+
Animal Development
the Tides
+
Predator and Prey
Seasons and the Moon
+
Social Animals
the Moon's Path
+
Animal Societies
Waxing and Waning
+
Animal Diseases
the Rising of the Moon
+
Combustion
the Wind
+
Ores
Wind Patterns
+
Minerals
the River Mouth
+
Metals
the Delta
+
Animal Survival
Trade Maps
+
the Struggle of Animals
the Atlas
+
the Survival of Animals
Mountains and Valleys
+
Burning
Maps and the Economy
+
Composition
Maps and Distances
+
Adhesives
Height Measurement
+
Glue
Map Grids
+
the Furnace
the Distance Scale
+
Alloys
Minerals and Maps
+
Hardness
the Grid
+
the Scratch Test
Surveying and War
+
the Elements
the Straight Road
+
Solutions
Triangulation
+
Distillation
Allocation
+
Evaporation
Making Maps
+
Alkalis and Acids
Mapmaking
+
the Blast Furnace
the Map
+
the Alembic
the Surveying Staff
+
Alembics
the Staff
+
the Liquids
Laboratory Ovens
+
Flasks
Surveying
 
Retorts
 
the Laboratory Oven
 
Ampoules
 
the Retort
 
Aqua Regia
 
the Ampoule
 
Spirit of Niter
 
Oil of Vitriol
 
the Crucible
 
Crucibles
 
the Funnel
 
Funnels
 
the Vial
 
 
the Beaker
 
the Beaker
 
Beakers
 
Beakers
the Flask
+
the Vial
Flasks
+
Acids and Alkalis
 
Experiments
 
Experiments
 
the Laboratory
 
the Laboratory
Alkalis and Acids
+
the Flask
Acids and Alkalis
+
Medical School
Distillation
+
the School of Medicine
Evaporation
+
Asylum
the Liquids
+
the Sundial
Solutions
+
Types of Muscles
the Alembic
+
Mental Illness
Alembics
+
Hospitals
the Furnace
+
the Hospital
the Blast Furnace
+
Water Clocks
Adhesives
+
the Astrarium
the Elements
+
Astrariums
Composition
+
the Hourglass
Hardness
+
the Shadow Clock
the Scratch Test
+
Sundials
Metals
+
Shadow Clocks
Alloys
+
the Water Clock
Practicing Surgery
+
Pulleys
Surgery Models
+
the Screw
Sutures
+
Screws
Ligature
+
the Wheel-and-Axles
Draining
+
Hourglasses
Probing
+
the Mechanical Clock
Removing Stones
+
Mechanical Clocks
Scraping
+
the Pulley
Hernia
+
Levers
Tracheotomy
+
the Straight-Beam Balance
Excision
+
Straight-Beam Balances
Incision
+
the Gear
Immobilization
+
the Windlass
the Cast
+
the Wedge
Traction
+
Wedges
the Traction Bench
+
the Lever
the Fractures
+
Camshafts
Different Fractures
+
the Crankshaft
Breaks
+
Crankshafts
Fracture Treatment
+
the Sawmill
Treating Injuries
+
Gears
Fractures
+
the Lock
Injuries
+
Locks
the Injury
+
the Camshaft
 +
Chain Drives
 +
the Mechanical Compass
 +
Mechanical Compasses
 +
the Verge Escapement
 +
Sawmills
 +
the Odometer
 +
Odometers
 +
the Chain Drive
 +
Siphons
 +
the Valve
 +
Valves
 +
the Force Pump
 +
Verge Escapements
 +
the Balance Wheel
 +
Balance Wheels
 +
the Siphon
 +
the Parabolic Mirror
 +
Parabolic Mirror
 +
the Burning Glass
 +
the Burning Mirror
 +
Force Pumps
 +
the Lens
 +
Lenses
 +
the Camera Obscura
 +
Endemic Diseases
 +
Epidemic Diseases
 +
the Plague
 +
Plagues
 +
Disease Classification
 +
Toxic Substances
 +
Poisons
 +
Acute and Chronic Diseases
 +
Relapse
 
Convalescence
 
Convalescence
 
Trauma
 
Trauma
Sudden Attacks
+
Injuries
Relapse
+
Contagion
 
Exacerbation
 
Exacerbation
 
Paroxysm
 
Paroxysm
Plagues
+
Sudden Attacks
Contagion
+
Fracture Treatment
Epidemic Diseases
+
the Fractures
the Plague
+
Different Fractures
Acute and Chronic Diseases
+
Traction
Endemic Diseases
+
the Injury
Toxic Substances
+
Treating Injuries
Poisons
+
Fractures
Types of Diseases
+
Breaks
Disease Classification
+
Incision
Wound Wrapping
+
Hernia
Diseases
+
Tracheotomy
Mineral Remedies
+
Removing Stones
Bandages
+
the Traction Bench
the Healing Plants
+
Immobilization
Animal Remedies
+
the Cast
the Course of Disease
+
Excision
Herbal Remedies
+
Ligature
Examination of the Dead
+
Practicing Surgery
Prognosis
+
Surgery Models
the Examination
+
Surgical Tools
Autopsy
+
Scraping
Disease and Water
+
Draining
Examination of the Patient
+
Probing
Adjusting Maps
+
Sutures
Fouled Water
+
Surgical Scissors
Climate Zones
+
the Surgical Needle
Maps and the World
+
Surgical Needles
Rainfall and Rivers
+
Cataracts
Climate
+
Surgical Instruments
Evaporation and Condensation
+
Forceps
the Water Cycle
+
the Scalpel
Wind Direction
+
Scalpels
the Origin of Rainfall
+
the Fluids
the Crankshaft
+
the Eye
Crankshafts
+
the Anatomy of the Eye
the Camshaft
+
the Nerves
Camshafts
+
Cataract Surgery
the Lock
+
Cauterization
the Gear
+
Anesthesia
the Straight-Beam Balance
+
Breathing
Straight-Beam Balances
+
Circulation
the Lever
 
Levers
 
the Wedge
 
Wedges
 
the Wheel-and-Axles
 
the Windlass
 
the Screw
 
Screws
 
the Pulley
 
Pulleys
 
the Mechanical Clock
 
Mechanical Clocks
 
the Hourglass
 
Hourglasses
 
the Astrarium
 
Astrariums
 
the Water Clock
 
Water Clocks
 
Sundials
 
Shadow Clocks
 
the Sundial
 
the Shadow Clock
 
the School of Medicine
 
Asylum
 
the Hospital
 
Medical School
 
Mental Illness
 
Hospitals
 
the Muscles
 
Types of Muscles
 
 
Blood and Breath
 
Blood and Breath
 
Comparative Anatomy
 
Comparative Anatomy
Blood Vessels
+
the Muscles
Circulation
+
Types of Nerves
 
Reaction Time
 
Reaction Time
 
Veins and Arteries
 
Veins and Arteries
the Nerves
+
Blood Vessels
Types of Nerves
+
the Rampage
the Eye
+
the Razing
the Anatomy of the Eye
+
the Founders
Breathing
+
Loss
the Fluids
+
the Raid
Cauterization
+
the Infiltration
Anesthesia
+
the Attack
Cataracts
+
the Invasion
Cataract Surgery
+
the Coup
the Surgical Needle
+
the Betrayal
Surgical Needles
+
First Contact
Scalpels
+
the Dispute
Surgical Scissors
+
Suspicion
Forceps
+
Meeting
the Scalpel
+
Initiation
Surgical Tools
+
Expulsion
Surgical Instruments
+
the Diplomat
Cranks
+
Tragedy
the Water Wheel
+
Gambling
Pistons
+
the Gamble
the Crank
+
Squabbling
the Height of the Sky
+
Neighbors
the Piston
+
the Agreement
Twilight
+
the Secret
the Cause of Twilight
+
the Offering
Flotation
+
the Gift
the Sky and Refraction
+
the Claim
Buoyancy
+
Chance
Water Displacement
+
the Caravan
the Bellows
+
the Merchants
Floating Bodies
+
Concealment
the Trip Hammer
+
the Performance
Trip Hammers
+
the Competition
the Orrery
+
the Procession
Orreries
+
the Ceremony
the Mural Instrument
+
Genius
Mural Instruments
+
Perfection
the Spherical Astrolabe
+
Duplicate
Spherical Astrolabes
+
the Discovery
the Armillary Sphere
+
the Uprising
Armillary Spheres
+
the Overthrow
the Astrolabe
+
the Punishment
Astrolabes
+
the Reclamation
the Dioptra
+
the Insurrection
Dioptras
+
the Revolution
the Template
+
the Revolt
Lamination
+
the Rebellion
Models and Templates
+
Inspiration
the Model
+
Secrets
 +
Possession
 +
the Brooding
 +
the Resettlement
 +
the Enlightenment
 +
the Joining
 +
Masterpiece
 +
the Clash
 +
Pillage
 +
Plunder
 +
the Tribute
 +
Melancholy
 +
Insanity
 +
Rage
 +
the Battle
 +
the Law of Refraction
 
Models
 
Models
 
Templates
 
Templates
Refraction
+
Models and Templates
the Law of Refraction
+
Light and Color
 
Rainbows
 
Rainbows
 
the Origin of Rainbows
 
the Origin of Rainbows
the Burning Mirror
+
Refraction
Light and Color
+
Dioptras
Parabolic Mirror
+
the Astrolabe
the Burning Glass
+
Astrolabes
the Camera Obscura
+
the Armillary Sphere
the Parabolic Mirror
+
the Model
the Lens
+
the Template
Lenses
+
Lamination
the Force Pump
+
the Dioptra
Force Pumps
+
Mural Instruments
the Valve
+
the Orrery
Valves
+
Orreries
the Siphon
+
the Trip Hammer
Siphons
+
Armillary Spheres
the Balance Wheel
+
the Spherical Astrolabe
Balance Wheels
+
Spherical Astrolabes
the Verge Escapement
+
the Mural Instrument
Verge Escapements
+
Water Displacement
the Mechanical Compass
+
Flotation
Mechanical Compasses
+
the Sky and Refraction
the Chain Drive
+
Twilight
Chain Drives
+
Trip Hammers
the Odometer
+
the Bellows
Odometers
+
Floating Bodies
the Sawmill
+
Buoyancy
Sawmills
+
the Crank
the Performance
+
Cranks
the Competition
+
the Water Wheel
Duplicate
+
Water Wheels
the Discovery
+
the Cause of Twilight
Perfection
+
the Height of the Sky
Transformation
+
the Piston
the Claim
+
Pistons
Genius
+
the Counting House
the Offering
+
the Guildhall
the Gift
+
the Mead Hall
Concealment
+
the Keep
the Secret
+
the Treasure
the Caravan
+
Treasure
the Merchants
+
the Artifact
the Gamble
+
spire
Chance
+
the Spire
Tragedy
 
Gambling
 
the Diplomat
 
Neighbors
 
the Agreement
 
the Dispute
 
Squabbling
 
the Betrayal
 
First Contact
 
Expulsion
 
the Coup
 
Meeting
 
Initiation
 
Suspicion
 
the Razing
 
the Founders
 
the Invasion
 
the Rampage
 
the Infiltration
 
the Attack
 
the Seekers
 
the Raid
 
the Flight
 
the Search
 
Freedom
 
the Rescue
 
the Catacombs
 
the Dungeon
 
the Sewers
 
 
the Market
 
the Market
 
the Tomb
 
the Tomb
the Tower
+
the Dungeon
the Spire
+
the Temple
 
the Library
 
the Library
 
the Tavern
 
the Tavern
the Keep
+
the Tower
the Temple
+
the Rescue
the Guildhall
+
the Flight
the Mead Hall
+
the Search
the Counting House
+
the Seekers
Treasure
+
the Sewers
the Artifact
+
the Catacombs
Water Wheels
+
Freedom
the Treasure
+
the Mountain Halls
the Obsession
+
the Mountainhome
Storage
+
the Fortress
the Confrontation
+
the Dark Fortress
the Knowledge
+
the Spirit
the Mystery
+
the Ghost
the Denial
+
the Corpse
the Resurrection
+
the Pit
Rebirth
+
the Dark
Trickery
+
the Darkness
Deceit
+
the Hole
the Companion
+
the Trenches
the Impersonation
+
the Gutter
the Journey
+
the Cave
the Pet
+
the Forest Retreat
Horror
+
the Town
the Traveler
+
the Cavern
 +
the Trees
 +
the Forest
 +
the Tunnels
 +
the Shrine
 +
the Burrow
 +
the Village
 +
the Hamlet
 +
the Labyrinth
 +
the Maze
 +
the Burial
 +
the Mausoleum
 +
the Primordial
 +
the Monument
 +
the Monastery
 +
the Fort
 +
the Castle
 +
the Vault
 +
the Joy
 +
the World
 +
the Region
 +
the Place
 +
Evil
 +
the Horror
 +
the Bog
 +
the Mire
 +
the Murk
 +
the Desert
 +
the Universe
 +
the Wetland
 +
the Marsh
 +
the Swamp
 +
the Mountains
 +
the Peaks
 +
the Mountain
 +
the Ocean
 +
the Sand
 +
the Rocks
 +
the Canopy
 +
the Undergrowth
 +
the Kidnapping
 +
the Theft
 +
the Thief
 +
the Devouring
 +
the Holy City
 +
the Surrender
 +
the Desecration
 +
the Abduction
 +
the Duel
 +
the Struggle
 +
the Construction
 +
the Reunion
 +
Hunger
 +
the Wound
 +
the Wounding
 +
the Maiming
 
Debauchery
 
Debauchery
 
the Purchase
 
the Purchase
 +
Horror
 +
the Traveler
 +
the Summit
 +
the Explorer
 
Tactics
 
Tactics
 
the Party
 
the Party
the Summit
+
Trickery
the Explorer
+
Deceit
the Construction
+
the Resurrection
the Reunion
+
Rebirth
the Duel
+
the Journey
the Struggle
+
the Pet
the Wounding
+
the Companion
the Maiming
+
the Impersonation
Hunger
+
the Obsession
the Wound
+
Storage
the Thief
+
the Composition
the Devouring
+
the Author
the Kidnapping
+
the Mystery
the Theft
+
the Denial
the Desecration
+
the Confrontation
the Abduction
+
the Knowledge
the Holy City
+
the Fall
the Surrender
+
Ruin
Plunder
+
the Failure
the Tribute
+
the Equipment
the Clash
+
the Honor
Pillage
+
the Prestige
the Battle
+
the Rank
Melancholy
+
the Dissolution
Insanity
+
the Breach
Possession
+
the Depths
the Brooding
+
the Alliance
Inspiration
+
the Treaty
Secrets
+
the Building
the Joining
+
the Improvements
Masterpiece
+
the Sermon
the Resettlement
+
Persecution
the Enlightenment
+
the Conviction
the Punishment
 
the Reclamation
 
the Uprising
 
the Overthrow
 
the Revolt
 
the Rebellion
 
the Insurrection
 
the Revolution
 
the Procession
 
the Ceremony
 
the Vault
 
the Burial
 
the Fort
 
the Castle
 
the Burrow
 
the Monastery
 
the Shrine
 
the Maze
 
the Tunnels
 
the Hamlet
 
the Labyrinth
 
the Village
 
the Town
 
the Forest
 
the Forest Retreat
 
the Trees
 
the Hole
 
the Cavern
 
the Dark
 
the Darkness
 
the Cave
 
the Pit
 
the Trenches
 
the Gutter
 
the Dark Fortress
 
the Mountainhome
 
the Fortress
 
the Corpse
 
the Mountain Halls
 
the Ghost
 
the Interrogation
 
the Spirit
 
 
the Crime
 
the Crime
 
the Questioning
 
the Questioning
Bondage
+
the Interrogation
the Conviction
+
the Ransom
 
the Price
 
the Price
 
the Enslavement
 
the Enslavement
the Treaty
+
Bondage
the Ransom
+
philosophy:ethics:applied military
the Depths
+
philosophy:ethics:applied interpersonal conduct
the Alliance
+
philosophy:specialized:law
Persecution
+
philosophy:specialized:education
the Breach
+
philosophy:metaphysics:wholes and parts
the Sermon
+
philosophy:metaphysics:events
Preaching
+
philosophy:metaphysics:processes
the Building
+
philosophy:metaphysics:causation
the Improvements
+
philosophy:specialized:politics economic policy
the Failure
+
philosophy:specialized:politics social welfare
the Equipment
+
philosophy:logic:inductive reasoning
the Fall
+
philosophy:logic:direct inference
the Rank
+
philosophy:specialized:language grammar
the Dissolution
+
philosophy:specialized:language etymology
the Honor
+
philosophy:specialized:politics diplomacy
the Prestige
+
philosophy:specialized:politics government forms
the Composition
+
mathematics:notation:zero
the Author
+
mathematics:notation:negative numbers
the Vessel
+
mathematics:notation:large numbers
the Migration
+
mathematics:notation:positional
the Guild
+
philosophy:aesthetics:nature of beauty
the Artisans
+
philosophy:aesthetics:value of art
the Company
+
philosophy:specialized:language dictionary
the Traders
+
mathematics:method:proof by contradiction
the Group
+
mathematics:geometry:isosceles base angles equal
the Settlement
+
mathematics:geometry:inscribed triangle on diameter is right
an unnamed group
+
mathematics:geometry:pythagorean theorem
the People
+
mathematics:geometry:pythagorean triples small
the Coins
+
mathematics:geometry:basic objects
the Art
+
mathematics:method:exhaustion
corpse
+
mathematics:geometry:similar and congruent triangles
the Creature
+
mathematics:geometry:geometric mean theorem
a population of  
+
mathematics:numbers:unique prime factorization
corpses
+
mathematics:numbers:algorithm for computing gcd
the Fiery Depths
+
mathematics:geometry:volume of pyramid
the Flames
+
mathematics:geometry:volume of cone
the Magma
+
mathematics:geometry:pythagorean triples 3 digit
the Caverns
+
mathematics:geometry:pythagorean triples 4 digit
the fiery bowels of the earth
+
mathematics:geometry:existence of incommensurable ratios
the Underground
+
mathematics:method:axiomatic reasoning
the Shrubland
+
mathematics:geometry:area of triangle from side lengths
the Hills
+
mathematics:geometry:area of circle
the Plains
+
mathematics:geometry:pi to 6 digits
the Savanna
+
mathematics:geometry:definitions and basic properties of conic sections
the Frozen Wastes
+
mathematics:geometry:volume of sphere
the Grassland
+
mathematics:geometry:pi to 4 digits
 +
mathematics:numbers:division algorithm
 +
mathematics:geometry:table of chord values
 +
mathematics:numbers:infinite primes
 +
mathematics:numbers:root 2 irrational
 +
mathematics:geometry:surface area of sphere
 +
mathematics:algebra:finite summation formulas
 +
mathematics:numbers:chinese remainder algorithm
 +
mathematics:geometry:area enclosed by line and parabola
 +
mathematics:numbers:sieve algorithm for primes
 +
mathematics:numbers:root 2 to 5 digits
 +
mathematics:notation:syncopated algebra
 +
mathematics:geometry:law of sines
 +
mathematics:geometry:angle sum difference trig identities
 +
mathematics:algebra:pascal's triangle
 +
mathematics:algebra:solving linear systems
 +
mathematics:algebra:balancing and completion
 +
mathematics:algebra:quadratic by completing square
 +
mathematics:algebra:quadratic formula
 +
the Waters
 +
the Glacier
 
the Ice
 
the Ice
 
the Tundra
 
the Tundra
the Waters
 
the Glacier
 
the Sea
 
 
the Waves
 
the Waves
 
the Deep
 
the Deep
the Mountain
+
the Sea
the Ocean
+
the Shrubland
the Mountains
+
the Hills
the Peaks
+
the fiery bowels of the earth
the Canopy
+
the Underground
the Undergrowth
+
the Frozen Wastes
the Sand
+
the Grassland
the Rocks
+
the Plains
the Murk
+
the Savanna
the Desert
+
the Fiery Depths
the Bog
+
a population of
the Mire
+
corpses
the Marsh
+
the Caverns
the Swamp
+
the Flames
the Universe
+
the Magma
the Wetland
+
an unnamed group
the World
+
the People
the Region
+
the Group
the Joy
+
the Settlement
the Horror
+
corpse
the Place
+
the Creature
the Mausoleum
+
the Coins
the Monument
+
the Art
mathematics:numbers:unique prime factorization
+
the Vessel
mathematics:numbers:algorithm for computing gcd
+
the Migration
mathematics:geometry:existence of incommensurable ratios
+
the Show
mathematics:method:axiomatic reasoning
+
Entertainment
mathematics:geometry:pythagorean triples 3 digit
+
the Company
mathematics:geometry:pythagorean triples 4 digit
+
the Traders
mathematics:geometry:pythagorean theorem
+
the Guild
mathematics:geometry:pythagorean triples small
+
the Artisans
mathematics:geometry:isosceles base angles equal
+
the Outcasts
mathematics:geometry:inscribed triangle on diameter is right
+
the Criminals
mathematics:geometry:similar and congruent triangles
+
philosophy:logic:formal reasoning
mathematics:geometry:geometric mean theorem
+
philosophy:logic:deductive reasoning
mathematics:geometry:basic objects
+
the Troupe
mathematics:method:exhaustion
+
the Religion
mathematics:notation:large numbers
+
the Faith
mathematics:notation:positional
+
the Fighters
mathematics:notation:zero
+
philosophy:logic:analogical inference
mathematics:notation:negative numbers
+
philosophy:ethics:applied medical
philosophy:specialized:language dictionary
+
philosophy:ethics:individual value
mathematics:method:proof by contradiction
+
philosophy:ethics:state consequentialism
philosophy:aesthetics:nature of beauty
+
philosophy:logic:syllogistic logic
philosophy:aesthetics:value of art
+
philosophy:logic:hypothetical syllogisms
philosophy:logic:inductive reasoning
+
philosophy:logic:propositional logic
philosophy:logic:direct inference
+
philosophy:logic:dialectic reasoning
philosophy:specialized:politics economic policy
+
philosophy:metaphysics:existence
philosophy:specialized:politics social welfare
+
philosophy:metaphysics:time
philosophy:specialized:politics diplomacy
 
philosophy:specialized:politics government forms
 
philosophy:specialized:language grammar
 
philosophy:specialized:language etymology
 
philosophy:specialized:law
 
philosophy:specialized:education
 
philosophy:ethics:applied military
 
philosophy:ethics:applied interpersonal conduct
 
philosophy:metaphysics:processes
 
philosophy:metaphysics:causation
 
philosophy:metaphysics:wholes and parts
 
philosophy:metaphysics:events
 
 
philosophy:metaphysics:mind body
 
philosophy:metaphysics:mind body
 
philosophy:metaphysics:objects and properties
 
philosophy:metaphysics:objects and properties
philosophy:metaphysics:existence
+
philosophy:epistemology:truth
philosophy:metaphysics:time
+
philosophy:epistemology:perception
 
philosophy:epistemology:justification
 
philosophy:epistemology:justification
 
philosophy:epistemology:belief
 
philosophy:epistemology:belief
philosophy:epistemology:truth
+
chemistry:classification:alkali and acids
philosophy:epistemology:perception
+
chemistry:laboratory:systematic experiments
philosophy:ethics:individual value
+
chemistry:laboratory:glass flask
philosophy:ethics:state consequentialism
+
chemistry:laboratory:glass beaker
philosophy:logic:analogical inference
+
chemistry:laboratory:alembic
philosophy:ethics:applied medical
+
chemistry:laboratory:theory of liquid-liquid extraction
philosophy:logic:propositional logic
+
chemistry:laboratory:theory of distillation
philosophy:logic:dialectic reasoning
+
chemistry:laboratory:theory of evaporation
philosophy:logic:syllogistic logic
+
chemistry:chemicals:sulfuric acid
philosophy:logic:hypothetical syllogisms
+
chemistry:chemicals:aqua regia
philosophy:logic:formal reasoning
+
chemistry:laboratory:glass ampoule
philosophy:logic:deductive reasoning
+
chemistry:laboratory:glass retort
the Outcasts
+
chemistry:laboratory:glass vial
the Criminals
+
chemistry:laboratory:glass funnel
the Faith
+
chemistry:laboratory:crucible
the Fighters
+
chemistry:chemicals:nitric acid
the Troupe
+
geography:surveying:triangulation
the Religion
+
geography:surveying:cartographical
the Show
+
geography:surveying:land
Entertainment
+
geography:surveying:military
astronomy:star catalogues 100
+
chemistry:laboratory:lab ovens
astronomy:star catalogues 1000
+
geography:surveying:basic
astronomy:dates of lunar and solar eclipses
+
geography:surveying:staff
astronomy:star charts
+
geography:cartography:basic
astronomy:geocentric model
+
geography:cartography:height measurements
astronomy:heliocentric model
+
geography:method:economic data collection
astronomy:relationship between lunar solar year
+
geography:cartography:economic
astronomy:daylight variation with solar year
+
geography:form:atlas
astronomy:height of tides vs moon and sun
+
geography:surveying:engineering
astronomy:summer winter sun
+
geography:cartography:geological
astronomy:path of the moon
+
geography:cartography:grid system
astronomy:tides and the moon
+
geography:cartography:distance scale
astronomy:phases of the moon
+
geography:theory:latitude climate zones
astronomy:summer winter moon
+
geography:cartography:accurate maps
history:sourcing:basic archaeology
+
geography:cartography:map projections
history:form:treatise on tech evolution
+
medicine:theory:disease and fouled water
history:sourcing:role of cultural differences
+
geography:theory:delta formation
history:form:alternate history
+
geography:theory:wind patterns
history:form:cultural history
+
geography:theory:origin of rainfall from evap condense
history:form:cultural comparison
+
geography:theory:water cycle
history:form:genealogy
+
medicine:tool:animal remedies
history:form:encyclopedia
+
medicine:tool:mineral remedies
history:form:biographical dictionaries
+
medicine:tool:bandages
history:form:autobiographical adventure
+
medicine:theory:disease classification
history:form:biography
+
medicine:method:physical examination
history:form:comparative biography
+
medicine:method:autopsy
history:theory:social cohesion
+
medicine:theory:prognosis
history:theory:social conflict
+
medicine:tool:herbal remedies
history:theory:historical causation
+
medicine:theory:exacerbation
history:theory:historical cycles
+
medicine:theory:paroxysm
 +
medicine:theory:relapse
 +
medicine:theory:convalescence
 +
medicine:theory:toxicology
 +
medicine:theory:acute and chronic conditions
 +
medicine:theory:endemic disease
 +
medicine:theory:epidemic disease
 +
medicine:method:fracture immobilization
 +
medicine:tool:orthopedic cast
 +
medicine:method:surgery excision
 +
medicine:method:surgery incision
 +
medicine:method:treatment of traumatic injuries
 +
medicine:method:fracture treatment
 +
medicine:theory:fracture classification
 +
medicine:tool:traction bench
 +
history:sourcing:basic reliability
 +
history:sourcing:role of systemic bias
 
history:sourcing:role of state bias and propaganda
 
history:sourcing:role of state bias and propaganda
 
history:sourcing:personal interviews
 
history:sourcing:personal interviews
history:sourcing:basic reliability
+
mathematics:algebra:solving higher order polynomials
history:sourcing:role of systemic bias
+
mathematics:notation:early symbols for operations
 
mathematics:algebra:divergence of harmonic series
 
mathematics:algebra:divergence of harmonic series
 
mathematics:geometry:properties of chords
 
mathematics:geometry:properties of chords
mathematics:algebra:solving higher order polynomials
+
history:form:biography
mathematics:notation:early symbols for operations
+
history:form:comparative biography
mathematics:geometry:angle sum difference trig identities
+
history:form:biographical dictionaries
mathematics:algebra:pascal's triangle
+
history:form:autobiographical adventure
mathematics:notation:syncopated algebra
+
history:theory:historical causation
mathematics:geometry:law of sines
+
history:theory:historical cycles
mathematics:algebra:quadratic by completing square
+
history:theory:social cohesion
mathematics:algebra:quadratic formula
+
history:theory:social conflict
mathematics:algebra:solving linear systems
+
history:sourcing:role of cultural differences
mathematics:algebra:balancing and completion
+
history:form:alternate history
mathematics:geometry:surface area of sphere
+
history:sourcing:basic archaeology
mathematics:algebra:finite summation formulas
+
history:form:treatise on tech evolution
mathematics:numbers:infinite primes
+
history:form:genealogy
mathematics:numbers:root 2 irrational
+
history:form:encyclopedia
mathematics:numbers:sieve algorithm for primes
+
history:form:cultural history
mathematics:numbers:root 2 to 5 digits
+
history:form:cultural comparison
mathematics:numbers:chinese remainder algorithm
+
astronomy:height of tides vs moon and sun
mathematics:geometry:area enclosed by line and parabola
+
astronomy:summer winter sun
mathematics:geometry:pi to 6 digits
+
astronomy:relationship between lunar solar year
mathematics:geometry:definitions and basic properties of conic sections
+
astronomy:daylight variation with solar year
mathematics:geometry:area of triangle from side lengths
+
astronomy:phases of the moon
mathematics:geometry:area of circle
+
astronomy:summer winter moon
mathematics:numbers:division algorithm
+
astronomy:path of the moon
mathematics:geometry:table of chord values
+
astronomy:tides and the moon
mathematics:geometry:volume of sphere
+
astronomy:star catalogues 100
mathematics:geometry:pi to 4 digits
+
astronomy:star catalogues 1000
mathematics:geometry:volume of pyramid
+
astronomy:star color classification
mathematics:geometry:volume of cone
+
astronomy:star magnitude classification
geography:theory:latitude climate zones
+
astronomy:geocentric model
geography:cartography:accurate maps
+
astronomy:heliocentric model
geography:theory:origin of rainfall from evap condense
+
astronomy:dates of lunar and solar eclipses
geography:theory:water cycle
+
astronomy:star charts
geography:theory:delta formation
+
naturalist:method:dissection
geography:theory:wind patterns
+
naturalist:observation:anatomy
geography:cartography:economic
+
naturalist:theory:comparative anatomy
geography:form:atlas
+
naturalist:theory:classification by physical features
geography:cartography:height measurements
+
astronomy:shape of the world
geography:method:economic data collection
+
astronomy:precession of equinoxes
geography:cartography:grid system
+
astronomy:method empirical observation
geography:cartography:distance scale
+
astronomy:method path models
geography:surveying:engineering
+
naturalist:observation:social behavior
geography:cartography:geological
+
naturalist:observation:diseases
geography:surveying:land
+
naturalist:theory:climatic adaptation
geography:surveying:military
+
naturalist:observation:embriological development
geography:surveying:triangulation
+
naturalist:observation:migration patterns
geography:surveying:cartographical
+
naturalist:observation:reproductive behavior
geography:surveying:staff
+
naturalist:observation:foraging behavior and diet
geography:cartography:basic
+
naturalist:theory:food chain
chemistry:laboratory:lab ovens
+
chemistry:classification:scratch test
geography:surveying:basic
+
chemistry:classification:elemental theory
chemistry:laboratory:glass ampoule
 
chemistry:laboratory:glass retort
 
chemistry:chemicals:sulfuric acid
 
chemistry:chemicals:aqua regia
 
chemistry:laboratory:crucible
 
chemistry:chemicals:nitric acid
 
chemistry:laboratory:glass vial
 
chemistry:laboratory:glass funnel
 
chemistry:laboratory:glass flask
 
chemistry:laboratory:glass beaker
 
chemistry:classification:alkali and acids
 
chemistry:laboratory:systematic experiments
 
chemistry:laboratory:theory of distillation
 
chemistry:laboratory:theory of evaporation
 
chemistry:laboratory:alembic
 
chemistry:laboratory:theory of liquid-liquid extraction
 
 
chemistry:chemicals:adhesives
 
chemistry:chemicals:adhesives
 
chemistry:laboratory:blast furnace
 
chemistry:laboratory:blast furnace
chemistry:classification:scratch test
+
naturalist:theory:struggle for existence
chemistry:classification:elemental theory
+
chemistry:classification:combustibles
 
chemistry:classification:ores
 
chemistry:classification:ores
 
chemistry:metallurgy:alloys
 
chemistry:metallurgy:alloys
naturalist:theory:struggle for existence
+
engineering:machine:combination lock
chemistry:classification:combustibles
+
engineering:machine:verge escapement
naturalist:theory:climatic adaptation
+
engineering:machine:balance wheel
naturalist:observation:embriological development
+
engineering:fluid:theory of siphon
naturalist:observation:social behavior
+
engineering:machine:chariot odometer
naturalist:observation:diseases
+
engineering:machine:chain drive
naturalist:observation:foraging behavior and diet
+
engineering:machine:mechanical compass
naturalist:theory:food chain
+
engineering:machine:differential gear
naturalist:observation:migration patterns
+
engineering:optics:glass lens
naturalist:observation:reproductive behavior
+
engineering:optics:camera obscura
naturalist:theory:comparative anatomy
+
engineering:optics:parabolic mirror
naturalist:theory:classification by physical features
+
engineering:optics:theory of color
naturalist:method:dissection
+
engineering:fluid:valves
naturalist:observation:anatomy
+
engineering:fluid:force pump
astronomy:method empirical observation
+
engineering:optics:crystal lens
astronomy:method path models
+
engineering:optics:water-filled spheres
astronomy:shape of the world
+
engineering:astronomy:dioptra
astronomy:precession of equinoxes
+
engineering:astronomy:astrolabe
astronomy:star color classification
+
engineering:astronomy:armillary sphere
astronomy:star magnitude classification
+
engineering:astronomy:spherical astrolabe
medicine:method:specialized wards
+
engineering:optics:theory of rainbows
medicine:method:hospital lab
+
engineering:optics:law of refraction
medicine:tool:dedicated hospitals
+
engineering:design:models and templates
medicine:method:professional hospital staff
+
engineering:construction:wood lamination
medicine:theory:classification of mental illnesses
+
engineering:fluid:archimedes principle
medicine:theory:treatment of mental illnesses
+
engineering:optics:atmospheric refraction
medicine:theory:the voice
+
engineering:optics:cause of twilight
medicine:theory:classification of muscles
+
engineering:optics:height of atmosphere
medicine:theory:pulmonary circulation
+
engineering:astronomy:mural instrument
medicine:theory:comparative anatomy
+
engineering:astronomy:orrery
medicine:theory:reaction time
+
engineering:machine:water-powered trip hammer
medicine:theory:blood vessels
+
engineering:machine:double-acting piston bellows
medicine:theory:motor vs sensory nerves
+
engineering:machine:water wheel
medicine:theory:nervous system function
+
engineering:machine:trip hammer
medicine:theory:classification of bodily fluids
+
individual happiness
medicine:theory:eye anatomy
+
ethics and the state
medicine:theory:pulmonary medicine
+
engineering:machine:piston
medicine:theory:anatomical studies
+
engineering:machine:crank
medicine:method:cauterization
+
engineering:machine:bellows
medicine:method:anesthesia
+
engineering:machine:water-powered piston bellows
medicine:tool:surgical needles
+
time
medicine:method:cataract surgery
+
mind and body
medicine:tool:scalpel
+
objects and properties
medicine:tool:surgical scissors
+
wholes and parts
medicine:theory:specialized surgical instruments
+
perception
medicine:tool:forceps
+
justification
medicine:tool:plants as surgical models
+
belief
medicine:tool:animals as surgical models
+
existence
medicine:theory:surgical models
+
interpersonal ethics
medicine:tool:mud bags as surgical models
+
education
 +
economic policy
 +
social welfare
 +
events
 +
processes
 +
causation
 +
military ethics
 +
geometric objects
 +
exhaustion
 +
congruent triangles
 +
right triangles
 +
proof by contradiction
 +
nothingness
 +
negative quantities
 +
very large numbers
 +
medicine:method:surgery draining
 +
medicine:method:surgery probing
 
medicine:method:surgery suturing
 
medicine:method:surgery suturing
 
medicine:method:surgery ligature
 
medicine:method:surgery ligature
medicine:method:surgery draining
+
medicine:method:hernia surgery
medicine:method:surgery probing
+
medicine:method:tracheotomy surgery
 
medicine:method:lithotomy surgery
 
medicine:method:lithotomy surgery
 
medicine:method:surgery scraping
 
medicine:method:surgery scraping
medicine:method:hernia surgery
+
medicine:theory:specialized surgical instruments
medicine:method:tracheotomy surgery
+
medicine:tool:forceps
medicine:method:surgery excision
+
medicine:tool:scalpel
medicine:method:surgery incision
+
medicine:tool:surgical scissors
medicine:method:fracture immobilization
+
medicine:theory:surgical models
medicine:tool:orthopedic cast
+
medicine:tool:mud bags as surgical models
medicine:theory:fracture classification
+
medicine:tool:plants as surgical models
medicine:tool:traction bench
+
medicine:tool:animals as surgical models
medicine:method:treatment of traumatic injuries
+
medicine:theory:pulmonary medicine
medicine:method:fracture treatment
+
medicine:theory:anatomical studies
medicine:theory:relapse
+
medicine:theory:classification of bodily fluids
medicine:theory:convalescence
+
medicine:theory:eye anatomy
medicine:theory:exacerbation
+
medicine:tool:surgical needles
medicine:theory:paroxysm
+
medicine:method:cataract surgery
medicine:theory:endemic disease
+
medicine:method:cauterization
medicine:theory:epidemic disease
+
medicine:method:anesthesia
medicine:theory:toxicology
+
medicine:theory:pulmonary circulation
medicine:theory:acute and chronic conditions
+
medicine:theory:comparative anatomy
medicine:tool:bandages
+
medicine:theory:the voice
medicine:theory:disease classification
+
medicine:theory:classification of muscles
medicine:tool:animal remedies
+
medicine:theory:motor vs sensory nerves
medicine:tool:mineral remedies
+
medicine:theory:nervous system function
medicine:theory:prognosis
+
medicine:theory:reaction time
medicine:tool:herbal remedies
+
medicine:theory:blood vessels
medicine:method:physical examination
+
medicine:method:specialized wards
medicine:method:autopsy
+
medicine:method:hospital lab
geography:cartography:map projections
+
medicine:method:medical school
medicine:theory:disease and fouled water
+
medicine:method:asylum for mentally ill
engineering:machine:water wheel
+
medicine:theory:classification of mental illnesses
engineering:machine:trip hammer
+
medicine:theory:treatment of mental illnesses
engineering:machine:bellows
+
medicine:tool:dedicated hospitals
engineering:machine:water-powered piston bellows
+
medicine:method:professional hospital staff
engineering:machine:piston
+
engineering:horology:astrarium
engineering:machine:crank
+
engineering:horology:hourglass
engineering:optics:cause of twilight
+
engineering:horology:mechanical clock
engineering:optics:height of atmosphere
+
engineering:machine:theory of pulley
engineering:fluid:archimedes principle
+
engineering:horology:shadow clock
engineering:optics:atmospheric refraction
+
engineering:horology:water clock
engineering:machine:water-powered trip hammer
+
engineering:horology:conical water clock
engineering:machine:double-acting piston bellows
+
engineering:horology:water clock reservoir
engineering:astronomy:mural instrument
+
engineering:machine:windlass
engineering:astronomy:orrery
+
engineering:machine:theory of wedge
engineering:astronomy:armillary sphere
+
engineering:machine:theory of lever
engineering:astronomy:spherical astrolabe
+
engineering:machine:lever
engineering:astronomy:dioptra
+
engineering:machine:pulley
engineering:astronomy:astrolabe
+
engineering:machine:theory of screw
engineering:design:models and templates
+
engineering:machine:screw
engineering:construction:wood lamination
+
engineering:machine:theory of wheel-and-axle
engineering:optics:theory of rainbows
+
engineering:machine:padlock
engineering:optics:law of refraction
+
engineering:machine:camshaft
engineering:optics:parabolic mirror
 
engineering:optics:theory of color
 
engineering:optics:glass lens
 
engineering:optics:camera obscura
 
engineering:optics:crystal lens
 
engineering:optics:water-filled spheres
 
engineering:fluid:valves
 
engineering:fluid:force pump
 
engineering:machine:balance wheel
 
engineering:fluid:theory of siphon
 
engineering:machine:combination lock
 
engineering:machine:verge escapement
 
engineering:machine:mechanical compass
 
engineering:machine:differential gear
 
engineering:machine:chariot odometer
 
engineering:machine:chain drive
 
 
engineering:machine:crankshaft
 
engineering:machine:crankshaft
 
engineering:machine:water-powered sawmill
 
engineering:machine:water-powered sawmill
engineering:machine:padlock
+
engineering:machine:straight-beam balance
engineering:machine:camshaft
+
engineering:machine:theory of gears
 
engineering:machine:warded lock
 
engineering:machine:warded lock
 
engineering:machine:tumbler lock
 
engineering:machine:tumbler lock
engineering:machine:straight-beam balance
+
climatic adaptation
engineering:machine:theory of gears
+
embriological development
engineering:machine:theory of lever
+
the struggle for survival
engineering:machine:lever
+
combustible materials
engineering:machine:windlass
+
foraging behavior
engineering:machine:theory of wedge
+
dietary relationships
engineering:machine:screw
+
social behavior
engineering:machine:theory of wheel-and-axle
+
diseases
engineering:machine:pulley
+
adhesives
engineering:machine:theory of screw
+
the blast furnace
engineering:horology:mechanical clock
+
the alembic
engineering:machine:theory of pulley
+
liquid extraction
engineering:horology:astrarium
+
ores
engineering:horology:hourglass
+
alloys
engineering:horology:conical water clock
+
hardness
engineering:horology:water clock reservoir
+
elemental materials
engineering:horology:shadow clock
+
the flask
engineering:horology:water clock
+
the beaker
medicine:method:medical school
+
the vial
medicine:method:asylum for mentally ill
+
the funnel
cultural differences
+
distillation
archaeology
+
evaporation
autobiographical adventures
+
alkali and acids
the encyclopedia
+
systematic experiments
community conflict
+
the ampoule
biographical dictionaries
+
the retort
cycles
+
laboratory ovens
community bonds
+
surveying
personal interviews
+
the crucible
historical causation
+
spirit of niter
systemic bias
+
oil of vitriol
state bias
+
aqua regia
chords
+
land surveying
source reliability
+
military surveying
powers
+
surveying for engineering
the harmonic series
+
geological cartography
notation
+
the surveying staff
triangle and circles
+
cartography
equations
+
triangulation
quadratic equations
+
cartographical surveying
large sums
+
economic cartography
systems of equations
+
the atlas
prime numbers
+
delta formation
diagonals
+
wind patterns
remainders
+
map grids
parabolas
+
distance scales
chord lengths
+
height measurements
conic sections
+
economic data
circles
+
map projections
division
+
disease and fouled water
spheres
+
physical examination
 +
autopsy
 +
rainfall
 +
the water cycle
 +
climate zones
 +
map accuracy
 +
toxicology
 +
acute and chronic conditions
 +
endemic disease
 +
epidemic disease
 +
prognosis
 +
animal remedies
 +
bandages
 +
disease classification
 
common divisors
 
common divisors
 
pyramids
 
pyramids
incommensurable ratios
+
cones
prime divisors
+
spheres
 
isosceles triangles
 
isosceles triangles
 
inscribed triangles
 
inscribed triangles
congruent triangles
+
incommensurable ratios
right triangles
+
prime divisors
geometric objects
+
remainders
exhaustion
+
parabolas
negative quantities
+
prime numbers
very large numbers
+
diagonals
proof by contradiction
+
circles
nothingness
+
division
economic policy
+
chord lengths
social welfare
+
conic sections
interpersonal ethics
+
notation
education
+
triangle and circles
causation
+
powers
military ethics
+
the harmonic series
events
+
large sums
processes
+
systems of equations
objects and properties
+
equations
wholes and parts
+
quadratic equations
mind and body
+
personal interviews
belief
+
historical causation
existence
+
cycles
perception
+
community bonds
justification
+
chords
individual happiness
+
source reliability
ethics and the state
+
systemic bias
land surveying
+
state bias
military surveying
+
cultural differences
triangulation
+
archaeology
cartographical surveying
+
technological evolution
the surveying staff
+
moon phases
cartography
+
community conflict
laboratory ovens
+
biographical dictionaries
surveying
+
autobiographical adventures
the ampoule
+
the encyclopedia
the retort
+
the sun and seasons
oil of vitriol
+
lunar and solar years
aqua regia
+
daylight and seasons
the crucible
+
the geocentric model
spirit of niter
+
the moon and seasons
the vial
+
the moon's path
the funnel
+
the moon and tides
the flask
+
tidal height
the beaker
+
extensive star catalogues
alkali and acids
+
the color of stars
systematic experiments
+
the brightness of stars
distillation
+
equinoxes
evaporation
+
the heliocentric model
the alembic
+
eclipses
liquid extraction
+
star charts
adhesives
+
star catalogues
the blast furnace
+
comparative anatomy
hardness
+
physical features
elemental materials
 
alloys
 
the struggle for survival
 
combustible materials
 
climatic adaptation
 
embriological development
 
social behavior
 
diseases
 
foraging behavior
 
dietary relationships
 
 
migratory patterns
 
migratory patterns
 
reproductive behavior
 
reproductive behavior
comparative anatomy
+
empirical observation
physical features
+
astronomical models
 
dissection
 
dissection
 
anatomy
 
anatomy
empirical observation
+
the differential gear
astronomical models
+
combination locks
the brightness of stars
+
the verge escapement
equinoxes
+
the balance wheel
extensive star catalogues
+
the water-powered sawmill
the color of stars
+
the chariot odometer
star charts
+
chain drives
star catalogues
+
the mechanical compass
the heliocentric model
+
water-filled spheres
eclipses
+
the glass lens
daylight and seasons
+
the camera obscura
the geocentric model
+
the parabolic mirror
the sun and seasons
+
the siphon
lunar and solar years
+
valves
the moon and tides
+
the force pump
tidal height
+
the crystal lens
the moon and seasons
+
the dioptra
the moon's path
+
the astrolabe
technological evolution
+
the armillary sphere
moon phases
+
the spherical astrolabe
muscles
+
light and color
mental illnesses
+
refraction
blood vessels
+
models and templates
the voice
+
lamination
the nervous system
+
water displacement
reaction time
+
the height of the atmosphere
eye anatomy
+
the piston
nerves
+
the crank
anatomical studies
+
mural instruments
bodily fluids
+
the orrery
surgical scissors
+
the water-powered trip hammer
surgical needles
+
double-acting piston bellows
forceps
+
the bellows
the scalpel
+
the water-powered piston bellows
 +
the water wheel
 +
the trip hammer
 +
traumatic injuries
 +
fracture treatment
 +
fracture classification
 +
the traction bench
 +
exacerbation
 +
paroxysm
 +
relapse
 +
convalescence
 +
tracheotomy surgery
 +
lithotomy surgery
 +
scraping
 +
draining
 +
fracture immobilization
 +
the orthopedic cast
 +
excision
 +
incision
 +
mud bags as surgical models
 +
plants as surgical models
 
animals as surgical models
 
animals as surgical models
 
specialized surgical instruments
 
specialized surgical instruments
mud bags as surgical models
+
probing
plants as surgical models
+
suturing
 
ligature
 
ligature
 
surgical models
 
surgical models
probing
+
anatomical studies
suturing
+
bodily fluids
scraping
+
eye anatomy
draining
+
nerves
tracheotomy surgery
+
forceps
lithotomy surgery
+
the scalpel
excision
+
surgical scissors
incision
+
surgical needles
fracture immobilization
+
muscles
the orthopedic cast
+
mental illnesses
fracture classification
+
hospitals
the traction bench
+
hospital staff
traumatic injuries
+
the nervous system
fracture treatment
+
reaction time
relapse
+
blood vessels
convalescence
+
the voice
exacerbation
+
shadow clocks
paroxysm
+
water clocks
endemic disease
+
conical water clocks
epidemic disease
+
water clock reservoirs
toxicology
+
hospital wards
acute and chronic conditions
+
hospital laboratories
bandages
+
medical schools
disease classification
+
asylums
prognosis
+
the screw
animal remedies
+
the wheel-and-axle
physical examination
+
the windlass
autopsy
+
the wedge
map projections
+
the astrarium
disease and fouled water
+
the hourglass
climate zones
+
mechanical clocks
map accuracy
+
the pulley
rainfall
+
the tumbler lock
the water cycle
+
the padlock
delta formation
 
wind patterns
 
economic cartography
 
the atlas
 
height measurements
 
economic data
 
map grids
 
distance scales
 
surveying for engineering
 
geological cartography
 
the water wheel
 
the trip hammer
 
the bellows
 
the water-powered piston bellows
 
the piston
 
the crank
 
water displacement
 
the height of the atmosphere
 
the water-powered trip hammer
 
double-acting piston bellows
 
mural instruments
 
the orrery
 
the armillary sphere
 
the spherical astrolabe
 
the dioptra
 
the astrolabe
 
models and templates
 
lamination
 
light and color
 
refraction
 
the camera obscura
 
the parabolic mirror
 
water-filled spheres
 
the glass lens
 
the force pump
 
the crystal lens
 
the siphon
 
valves
 
the verge escapement
 
the balance wheel
 
the differential gear
 
combination locks
 
chain drives
 
the mechanical compass
 
the water-powered sawmill
 
the chariot odometer
 
 
the camshaft
 
the camshaft
 
the crankshaft
 
the crankshaft
the tumbler lock
 
the padlock
 
the warded lock
 
 
the lever
 
the lever
 
the straight-beam balance
 
the straight-beam balance
the windlass
+
gears
the wedge
+
the warded lock
the screw
+
 
the wheel-and-axle
+
 
mechanical clocks
+
*START REGION GEOLOGY SAVE*
the pulley
+
*START REGION SUBREGION SAVE*
the astrarium
+
Not enough peaks:
the hourglass
+
Set Region Information Overflow
conical water clocks
+
*START REGION SAVE*
water clock reservoirs
+
*START REGION DIM SAVE*
shadow clocks
+
*START REGION MAP SAVE*
water clocks
+
Not enough high altitudes after shift up
medical schools
+
Not enough partial edge oceans
asylums
+
Not enough complete edge oceans
hospital wards
+
Rainfall not evenly distributed:
hospital laboratories
+
Not enough medium altitudes
hospitals
+
Not enough medium altitudes after shift down
hospital staff
+
Not enough low altitudes after shift down:
Forest region count fails by
+
Not enough medium altitudes after shift up
Desert region count fails by
+
Initial desert square count fails by  
Swamp region count fails by
+
Initial forest square count fails by  
Not enough volcanos
 
Initial hill square count fails by
 
Initial grassland square count fails by
 
Initial tundra square count fails by
 
Initial glacier square count fails by  
 
Initial ocean square count fails by  
 
 
Initial mountain square count fails by  
 
Initial mountain square count fails by  
Initial forest square count fails by  
+
Initial ocean square count fails by  
Initial desert square count fails by
+
Flat/rough areas not evenly distributed:
 +
Savagery not evenly distributed
 +
Volcanism not evenly distributed
 
Initial swamp square count fails by  
 
Initial swamp square count fails by  
Volcanism not evenly distributed
+
Not enough volcanos
Savagery not evenly distributed
+
Swamp region count fails by
Flat/rough areas not evenly distributed:
+
Desert region count fails by
Rainfall not evenly distributed:
+
Forest region count fails by
Not enough complete edge oceans
+
Initial glacier square count fails by
Not enough partial edge oceans
+
Initial tundra square count fails by  
Not enough high altitudes after shift up
+
Initial grassland square count fails by  
Not enough medium altitudes after shift up
+
Initial hill square count fails by  
Not enough low altitudes after shift down:
+
Grassland region count fails by  
Not enough medium altitudes after shift down
+
Hill region count fails by  
Not enough medium altitudes
+
Not enough river start points before erosion
Not enough peaks:
+
Too many distinct subregions (over by
*START REGION SUBREGION SAVE*
+
Mountain region count fails by  
*START REGION GEOLOGY SAVE*
+
Ocean region count fails by  
*START REGION MAP SAVE*
+
Glacier region count fails by  
*START REGION DIM SAVE*
+
Tundra region count fails by  
*START REGION SAVE*
+
Not enough medium altitude locations after erosion
Set Region Information Overflow
+
Not enough low altitude locations after erosion:
Final hill region count fails by  
+
Not enough high altitude locations after erosion
Final grassland region count fails by  
+
Not enough mountain cave locations
Final tundra region count fails by  
+
will be logged after parameter dump.
Final glacier region count fails by  
+
A world gen error from DF
Final ocean region count fails by  
+
Error sorting rivers: working with
Final mountain region count fails by  
+
ran into
Final forest region count fails by  
+
No entity definitions available
Final desert region count fails by  
+
No controllable entity definitions available
Final swamp region count fails by  
+
Did not place controllable entity
Placed farming entity without non-orchard crops
 
 
Placed farming entity without orchard crops
 
Placed farming entity without orchard crops
Did not place controllable entity
+
Not enough mountain cave locations after location check
No controllable entity definitions available
+
Not enough low-lying cave locations
No entity definitions available
+
Not enough low-lying cave locations after location check
 
Not enough entity placement locations
 
Not enough entity placement locations
Not enough low-lying cave locations after location check
+
WEREBEAST_NUMBER:
Not enough low-lying cave locations
+
WEREBEAST_ATTACK_TRIGGER:
Not enough mountain cave locations after location check
+
SECRET_NUMBER:
Not enough mountain cave locations
+
REGIONAL_INTERACTION_NUMBER:
Not enough high altitude locations after erosion
+
NIGHT_TROLL_NUMBER:
Not enough low altitude locations after erosion:  
+
BOGEYMAN_NUMBER:
Not enough medium altitude locations after erosion
+
NIGHTMARE_NUMBER:
ran into
+
VAMPIRE_NUMBER:
Error sorting rivers: working with
+
GENERATE_MYTHICAL_MATERIALS:
A world gen error from DF
+
ALLOW_MYTHICAL_HEALING:
will be logged after parameter dump.
+
ALLOW_DIVINATION:
Too many distinct subregions (over by
+
ALLOW_DEMONIC_EXPERIMENTS:
Not enough river start points before erosion
+
DISTURBANCE_INTERACTION_NUMBER:
Hill region count fails by
+
EVIL_CLOUD_NUMBER:
Grassland region count fails by
+
EVIL_RAIN_NUMBER:
Tundra region count fails by
+
GENERATE_DIVINE_MATERIALS:
Glacier region count fails by
+
GOOD_SQ_COUNTS:
Ocean region count fails by
+
EVIL_SQ_COUNTS:
Mountain region count fails by
+
PEAK_NUMBER_MIN:
SEMIMEGABEAST_CAP:
+
PARTIAL_OCEAN_EDGE_MIN:
MEGABEAST_CAP:
+
ALLOW_NECROMANCER_EXPERIMENTS:
MINERAL_SCARCITY:
+
ALLOW_NECROMANCER_LIEUTENANTS:
[VOLCANISM_FREQUENCY:
+
ALLOW_NECROMANCER_GHOULS:
[SAVAGERY_FREQUENCY:
+
ALLOW_NECROMANCER_SUMMONS:
[TEMPERATURE_FREQUENCY:
+
RIVER_MINS:
[DRAINAGE_FREQUENCY:
+
PERIODICALLY_ERODE_EXTREMES:
[RAIN_FREQUENCY:
+
OROGRAPHIC_PRECIPITATION:
[ELEVATION_FREQUENCY:
+
SUBREGION_MAX:
CULL_HISTORICAL_FIGURES:
+
COMPLETE_OCEAN_EDGE_MIN:
REVEAL_ALL_HISTORY:
+
VOLCANO_MIN:
BEAST_END_YEAR:
+
[REGION_COUNTS:
END_YEAR:
+
EROSION_CYCLE_COUNT:
EMBARK_POINTS:
+
CAVERN_LAYER_PASSAGE_DENSITY_MAX:
CREATURE_SEED:
+
CAVERN_LAYER_WATER_MIN:
NAME_SEED:
+
CAVERN_LAYER_WATER_MAX:
HISTORY_SEED:
+
HAVE_BOTTOM_LAYER_1:
CUSTOM_NAME:
+
CAVERN_LAYER_COUNT:
[WORLD_GEN]
+
CAVERN_LAYER_OPENNESS_MIN:
Created in DF
+
CAVERN_LAYER_OPENNESS_MAX:
#NAAM?
+
CAVERN_LAYER_PASSAGE_DENSITY_MIN:
#NAAM?
+
LEVELS_ABOVE_LAYER_3:
#NAAM?
+
LEVELS_ABOVE_LAYER_4:
Loop Erase River Temp River Placement Overflow
+
LEVELS_ABOVE_LAYER_5:
Loop Erase River Placement Overflow
+
LEVELS_AT_BOTTOM:
Loop Erase River Overflow
+
HAVE_BOTTOM_LAYER_2:
eastern
+
LEVELS_ABOVE_GROUND:
western
+
LEVELS_ABOVE_LAYER_1:
 +
LEVELS_ABOVE_LAYER_2:
 +
MYTHICAL_SITE_NUM:
 +
ALL_CAVES_VISIBLE:
 +
SHOW_EMBARK_TUNNEL:
 +
TOTAL_CIV_NUMBER:
 +
CAVE_MIN_SIZE:
 +
CAVE_MAX_SIZE:
 +
MOUNTAIN_CAVE_MIN:
 +
NON_MOUNTAIN_CAVE_MIN:
 +
RAIN_RANGES:
 +
DRAINAGE_RANGES:
 +
SAVAGERY_RANGES:
 
VOLCANISM_RANGES:
 
VOLCANISM_RANGES:
SAVAGERY_RANGES:
+
TOTAL_CIV_POPULATION:
DRAINAGE_RANGES:
+
SITE_CAP:
RAIN_RANGES:
+
PLAYABLE_CIVILIZATION_REQUIRED:
 
ELEVATION_RANGES:
 
ELEVATION_RANGES:
PLAYABLE_CIVILIZATION_REQUIRED:
+
Final mountain region count fails by
SITE_CAP:
+
Final ocean region count fails by
TOTAL_CIV_POPULATION:
+
Final glacier region count fails by
TOTAL_CIV_NUMBER:
+
Final tundra region count fails by
SHOW_EMBARK_TUNNEL:
+
Placed farming entity without non-orchard crops
ALL_CAVES_VISIBLE:
+
Final swamp region count fails by
NON_MOUNTAIN_CAVE_MIN:
+
Final desert region count fails by
MOUNTAIN_CAVE_MIN:
+
Final forest region count fails by
CAVE_MAX_SIZE:
+
Final grassland region count fails by
CAVE_MIN_SIZE:
+
Final hill region count fails by
LEVELS_AT_BOTTOM:
+
0000
LEVELS_ABOVE_LAYER_5:
+
000
LEVELS_ABOVE_LAYER_4:
+
-detailed.bmp
LEVELS_ABOVE_LAYER_3:
+
Loop Erase River Overflow
LEVELS_ABOVE_LAYER_2:
+
Loop Erase River Placement Overflow
LEVELS_ABOVE_LAYER_1:
+
Loop Erase River Temp River Placement Overflow
LEVELS_ABOVE_GROUND:
+
-world_gen_param
HAVE_BOTTOM_LAYER_2:
+
.txt
HAVE_BOTTOM_LAYER_1:
+
Created in DF
CAVERN_LAYER_WATER_MAX:
+
[WORLD_GEN]
CAVERN_LAYER_WATER_MIN:
+
-world_map
CAVERN_LAYER_PASSAGE_DENSITY_MAX:
+
.bmp
CAVERN_LAYER_PASSAGE_DENSITY_MIN:
+
CREATURE_SEED:
CAVERN_LAYER_OPENNESS_MAX:
+
DIM:
CAVERN_LAYER_OPENNESS_MIN:
+
EMBARK_POINTS:
CAVERN_LAYER_COUNT:
+
END_YEAR:
SUBREGION_MAX:
+
CUSTOM_NAME:
OROGRAPHIC_PRECIPITATION:
+
SEED:
PERIODICALLY_ERODE_EXTREMES:
+
HISTORY_SEED:
RIVER_MINS:
+
NAME_SEED:
EROSION_CYCLE_COUNT:
+
[RAIN_FREQUENCY:
[REGION_COUNTS:
+
[DRAINAGE_FREQUENCY:
VOLCANO_MIN:
+
[TEMPERATURE_FREQUENCY:
COMPLETE_OCEAN_EDGE_MIN:
+
[SAVAGERY_FREQUENCY:
PARTIAL_OCEAN_EDGE_MIN:
+
BEAST_END_YEAR:
PEAK_NUMBER_MIN:
+
REVEAL_ALL_HISTORY:
EVIL_SQ_COUNTS:
+
CULL_HISTORICAL_FIGURES:
GOOD_SQ_COUNTS:
+
[ELEVATION_FREQUENCY:
ALLOW_NECROMANCER_SUMMONS:
+
SEMIMEGABEAST_CAP:
ALLOW_NECROMANCER_GHOULS:
+
TITAN_NUMBER:
ALLOW_NECROMANCER_LIEUTENANTS:
+
TITAN_ATTACK_TRIGGER:
ALLOW_NECROMANCER_EXPERIMENTS:
 
ALLOW_DEMONIC_EXPERIMENTS:
 
ALLOW_DIVINATION:
 
GENERATE_DIVINE_MATERIALS:
 
EVIL_RAIN_NUMBER:
 
EVIL_CLOUD_NUMBER:
 
DISTURBANCE_INTERACTION_NUMBER:
 
REGIONAL_INTERACTION_NUMBER:
 
SECRET_NUMBER:
 
WEREBEAST_ATTACK_TRIGGER:
 
WEREBEAST_NUMBER:
 
VAMPIRE_NUMBER:
 
NIGHTMARE_NUMBER:
 
BOGEYMAN_NUMBER:
 
NIGHT_TROLL_NUMBER:
 
 
DEMON_NUMBER:
 
DEMON_NUMBER:
TITAN_ATTACK_TRIGGER:
+
[VOLCANISM_FREQUENCY:
TITAN_NUMBER:
+
POLE:
Cannot generate random creatures -- missing creature variation
+
MINERAL_SCARCITY:
STANDARD_FLYING_GAITS
+
MEGABEAST_CAP:
STANDARD_CRAWLING_GAITS
+
/site-
STANDARD_SWIMMING_GAITS
+
, Region Pop: Null Square Count
STANDARD_CLIMBING_GAITS
+
-world_history
Test Seed
+
Worship List
The Arena
+
feature-
Elevation negative on graphical map export (midmap)
+
just generated corrupt feature map square
Elevation negative on graphical map export (main)
+
save/current/feature-
Midmap creation failure on graphical map export:
+
Mountain-Slope Overflow
save/current/region_snapshot-
+
d.
Underground Animal Populations (Including Undead)
+
, Reign Began:
Outdoor Animal Populations (Including Undead)
+
, Inherited
 +
from mother
 +
List
 +
[*]
 +
(b.
 +
???
 +
from maternal grandfather
 +
, *** New Line
 +
, *** Original Line
 +
Married
 +
from father
 +
from paternal grandmother
 +
from paternal grandfather
 +
from maternal grandmother
 +
Child
 +
(out-lived)
 +
(out-lived
 +
of them)
 +
(d.
 +
Divorced
 +
Never Married
 +
No Children
 +
Worshipped
 +
Worships
 +
-world_sites_and_pops
 +
Civilized World Population
 +
-- Ages
 +
at death
 +
(d.
 +
     
 +
visitor
 +
outcast
 +
Unnumbered animated
 
  animated  
 
  animated  
Unnumbered animated
+
Total:
outcast
 
visitor
 
Unnumbered
 
Unnumbered
 
 
Parent Civ:  
 
Parent Civ:  
Total:
+
Unnumbered
Civilized World Population
+
Unnumbered
#NAAM?
+
Midmap creation failure on graphical map export:
Worships
+
Elevation negative on graphical map export (main)
Worshipped
+
Elevation negative on graphical map export (midmap)
     
+
The Arena
at death
+
Outdoor Animal Populations (Including Undead)
-- Ages
+
Underground Animal Populations (Including Undead)
of them)
+
save/current/region_snapshot-
(out-lived
+
STANDARD_CRAWLING_GAITS
(out-lived)
+
STANDARD_FLYING_GAITS
Child
+
Cannot generate random creatures -- missing creature variation
No Children
+
Test Seed
Never Married
+
STANDARD_CLIMBING_GAITS
Divorced
+
STANDARD_SWIMMING_GAITS
Married
+
7dA
, *** Original Line
+
x7dA
, *** New Line
+
H8dA
from maternal grandfather
 
from maternal grandmother
 
from paternal grandfather
 
from paternal grandmother
 
from father
 
from mother
 
, Inherited
 
, Reign Began:
 
Worship List
 
#NAAM?
 
, Region Pop: Null Square Count
 
/site-
 
Mountain-Slope Overflow
 
save/current/feature-
 
just generated corrupt feature map square
 
feature-
 
 
Midmap effective coordinate check out of bounds:  
 
Midmap effective coordinate check out of bounds:  
 +
in all seriousness if you see this in your errorlog you are allowed to spam me on every platform, i deserve it
 +
this is the worst workaround for a bug that has ever existed and if you see this putnam will give you a cookie
 
Inappropriate Waterlevel Biome Choice (4)
 
Inappropriate Waterlevel Biome Choice (4)
 
Inappropriate Waterlevel Biome Choice (2)
 
Inappropriate Waterlevel Biome Choice (2)
in all seriousness if you see this in your errorlog you are allowed to spam me on every platform, i deserve it
+
is with
this is the worst workaround for a bug that has ever existed and if you see this putnam will give you a cookie
+
The
no layer area available for historical figure
+
watches still
 +
but
 +
Woe unto any that disturb the resting place of
 +
Metal Crafts
 +
Leather Clothing
 +
Wooden Furniture
 +
Leather Goods
 +
Imported Clothing
 +
Imported Food
 +
Woven Clothing
 +
Imported Goods
 +
yard
 +
wall
 +
house
 +
hillock
 +
Metal Furniture
 +
Stone Furniture
 +
cottage plot
 +
building out of bounds:
 +
mythical dungeon
 +
mythical palace
 +
warehouse
 +
mythical lair
 +
market square
 +
shop
 +
vault
 +
barrow
 
shrine
 
shrine
 
fortress entrance
 
fortress entrance
 +
no layer area available for historical figure
 +
pasture
 +
dormitory
 
trenches
 
trenches
 
meadow
 
meadow
pasture
+
DIPEV
dormitory
+
MEETING
warehouse
 
barrow
 
market square
 
hillock
 
cottage plot
 
building out of bounds:
 
Metal Furniture
 
Stone Furniture
 
Wooden Furniture
 
Leather Goods
 
Metal Crafts
 
Leather Clothing
 
Woven Clothing
 
Imported Goods
 
Imported Clothing
 
Imported Food
 
watches still
 
is with
 
Woe unto any that disturb the resting place of
 
 
GLOBAL
 
GLOBAL
MEETING
+
ELSE
 +
ENDIF
 +
ACTION
 +
UNIT
 +
LONG
 
DIPSCRIPT
 
DIPSCRIPT
 
SETVAR
 
SETVAR
ACTION
+
INVASION
 +
FIRSTCONTACT
 +
CONSTRUCTTOPICLIST
 +
DIPEVENT
 +
DISCUSS
 +
TOPICDISCUSSION
 
TEXTVIEWER
 
TEXTVIEWER
 
HISTORY_DIPEV
 
HISTORY_DIPEV
DISCUSS
+
 
TOPICDISCUSSION
+
 
CONSTRUCTTOPICLIST
+
Update Connectivity Placement Overflow
DIPEVENT
+
Connectivity Placement Overflow
INVASION
+
Connected Component Overflow
FIRSTCONTACT
 
 
Connectivity Overflow
 
Connectivity Overflow
Connected Component Overflow
+
Directly control a single individual or party.
Connectivity Placement Overflow
+
Follow destiny or strike out on your own.  Explore, quest, fight, and perform.  Visit your own retired and ruined settlements.  Serve a deity or become a creature of the night.
Update Connectivity Placement Overflow
+
Your citizens will build, mine, craft, trade, fight, and manage as you guide your outpost through its history.  Design the shape and purpose of the fortress by issuing orders for the residents to follow.
 +
You can play a sequence of fortresses and adventurers in the same world.  Migrants from retired and abandoned fortresses may come to visit, along with any surviving adventurers.
 +
World debug
 +
Embark with a group to start a settlement.
 +
Select a game type to begin!
 
Back to title menu
 
Back to title menu
Select a game type to begin!
+
Choose a smaller area if you experience lag.
- coming soon!
+
You have selected the smallest possible area.
World debug
 
 
You have selected a very large area.
 
You have selected a very large area.
 +
You have selected a large area.
 +
Events in other modes are incorporated here.
 
You have selected the largest possible area.
 
You have selected the largest possible area.
Choose a smaller area if you experience lag.
+
You can play a sequence of fortresses and adventurers in the same world.  Uncover locations and artifacts for the benefit of your future fortresses.
You have selected a large area.
+
Explore and investigate the history of the world as it stands.
You have selected a narrow area.
+
You have selected an area with a light aquifer.
You have selected the smallest possible area.
+
Water might need to be pumped out or carried away.
 +
You have selected an area with a heavy aquifer.
 +
It might be very difficult to obtain stone here.
 
You have selected an area with salt water.
 
You have selected an area with salt water.
 +
It might be very difficult to survive here.
 +
You have selected a narrow area.
 
It might be difficult to find resources.
 
It might be difficult to find resources.
You have selected an area with a heavy aquifer.
+
You have selected an area near a necromancer's tower.
It might be very difficult to survive here.
+
You may be invaded very early by powerful foes.
You have selected an area with a light aquifer.
+
You have selected a savage area.
It might be very difficult to obtain stone here.
+
The wildlife might be very dangerous here.
 +
You have selected an evil area.
 +
You may find very unpleasant environs here.
 
Your selected civilization is dead or dying.
 
Your selected civilization is dead or dying.
Water might need to be pumped out or carried away.
 
You have selected an evil area.
 
 
Your dwarves might assume important positions.
 
Your dwarves might assume important positions.
You have selected a savage area.
+
Choose origin civilization
You may find very unpleasant environs here.
+
Click the map to zoom in and choose your embark location.
You have selected an area near a necromancer's tower.
+
Find embark location
The wildlife might be very dangerous here.
+
Reclaim/unretire
 +
Show cliffs/grade
 +
Clear find results
 
Click "Embark" to place your fortress.  Right click to zoom out.
 
Click "Embark" to place your fortress.  Right click to zoom out.
You may be invaded very early by powerful foes.
 
 
Show elevation
 
Show elevation
Embark
+
X Dimension
Clear find results
+
Y Dimension
Show cliffs/grade
+
Recommended size.
Reclaim/unretire
+
N/A
Find embark location
+
Cannot embark on another site.
Click the map to zoom in and choose your embark location.
+
Cannot embark entirely on water or mountains.
Choose origin civilization
+
Click on the map to embark!  Right click to abort.
 
Must embark on map.
 
Must embark on map.
Click on the map to embark!  Right click to abort.
+
Plant gatherers
Cannot embark entirely on water or mountains.
+
Stonecutters
Cannot embark on another site.
+
Planters
Recommended size.
+
Fishermen
Y Dimension
+
Woodcutters
X Dimension
+
Hunters
unpicked skill
+
prefs/embark_profiles.txt
remain
 
Profile
 
I am ready!
 
 
Miners
 
Miners
prefs/embark_profiles.txt
+
** Starting Reclaim **
Hunters
+
PROFILE
Woodcutters
+
** Starting New Outpost **
Fishermen
+
** Unretiring Outpost **
Planters
+
Orderlies
Stonecutters
+
No alert
Plant gatherers
+
Engravers
 
Haulers
 
Haulers
Engravers
 
No alert
 
Orderlies
 
** Unretiring Outpost **
 
** Starting New Outpost **
 
PROFILE
 
** Starting Reclaim **
 
Unrecognized Embark Profile Token:
 
RECLAIM_SKILL
 
Neighbors:
 
 
1/2 day's travel
 
1/2 day's travel
 
Nearest site:  
 
Nearest site:  
 +
Neighbors:
 +
Hostile
 +
RECLAIM_SKILL
 +
Unrecognized Embark Profile Token:
 +
Magma Pipe
 +
Bottomless Pit
 +
Underground Pool
 +
Magma Pool
 +
Aquifer (Heavy)
 +
Underground River
 
Flux Stone Layer
 
Flux Stone Layer
Aquifer (Heavy)
 
 
Aquifer (Light)
 
Aquifer (Light)
Underground Pool
+
Searching
Underground River
+
Stop
Magma Pipe
+
Some
Magma Pool
+
Deep
Other Features
 
Bottomless Pit
 
 
Untamed wilds
 
Untamed wilds
 
  Little
 
  Little
Searching
+
Other Features
 +
Soil
 +
Inhabited
 +
Unretire
 +
Unretire
 +
Reclaim
 +
Match found!
 +
Begin
 
No match.
 
No match.
Match found!
 
 
Partial match.
 
Partial match.
Unretire
+
No dwarf in position
Inhabited
+
Cannot afford
Reclaim
 
Reclaim!
 
Unretire
 
Number of sites:
 
Population:
 
 
Could not give dwarf  
 
Could not give dwarf  
 +
skill:
 +
Number of sites:
 
Preparing map...
 
Preparing map...
No dwarf in position
+
Reclaim!
skill:  
+
Population:  
 +
Prepare using a saved embark profile:
 +
Embark preparations were not completed.
 +
Prepare for the journey carefully
 +
Choose your own skills, equipment, and animals.
 +
Play now!
 +
Start immediately with the default skills, equipment, and animals.
 
   Prepare for the Expedition to  
 
   Prepare for the Expedition to  
Cannot afford
 
Play now!
 
 
   Prepare for the Journey to  
 
   Prepare for the Journey to  
Prepare for the journey carefully
+
Your Citizens
Start immediately with the default skills, equipment, and animals.
+
Available Skills
Prepare using a saved embark profile:
+
Save Profile
Choose your own skills, equipment, and animals.
+
Embark!
 +
Group Symbol
 +
Problems
 
Fortress Name
 
Fortress Name
Embark preparations were not completed.
 
Group Symbol
 
 
Group Name
 
Group Name
Save Profile
+
Warning!  The following embark profile name is already in use:
Problems
+
Overwrite
Your Citizens
+
Your Animals
Embark!
+
Available Animals
 +
Crucial
 +
Points Left:
 
skill picks left
 
skill picks left
Available Skills
 
Crucial
 
 
skill pick left
 
skill pick left
Points Left:
+
I am ready!
Your Items
+
Profile
Available Items
+
remain
Available Animals
+
unpicked skill
Your Animals
+
Are you sure?
Overwrite
+
point
Warning!  The following embark profile name is already in use:
+
Go back
 
To save these settings, choose a name for this embark profile:
 
To save these settings, choose a name for this embark profile:
Go back
+
 
point
+
 
Are you sure?
+
clothing import market (50,30,35)
You have located
+
meat market (255,0,0)
-site_map-
+
general import market (50,30,15)
main tower (255,0,255)
+
food import market (50,40,15)
site_color_key.txt
+
dormitory (50,75,75)
trenches (0,0,0)
+
dining hall (75,50,75)
watch tower (128,128,128)
+
castle wall walkway (40,40,40)
work pits (50,30,20)
 
dungeon-tower interface (50,20,50)
 
COULD NOT NULLIFY CONSTRUCTION ROAD EDGE
 
living pits (20,50,40)
 
castle wall (70,70,70)
 
castle tower (110,110,110)
 
 
warehouse (50,50,50)
 
warehouse (50,50,50)
castle wall walkway (40,40,40)
+
cloth shop (200,200,200)
dining hall (75,50,75)
+
tanning shop (128,100,50)
dormitory (50,75,75)
+
food import store (128,192,128), border (128,128,128)
food import market (50,40,15)
+
clothing import store (255,255,255), border (128,128,128)
general import market (50,30,15)
+
edible processed plants market (255,200,200)
meat market (255,0,0)
+
general import store (192,192,192), border (128,128,128)
clothing import market (50,30,35)
+
edible produce market (0,255,0)
 
cheese market (255,255,0)
 
cheese market (255,255,0)
edible produce market (0,255,0)
+
blacksmith shop (64,64,64)
general import store (192,192,192), border (128,128,128)
+
armorsmith shop (0,0,0)
edible processed plants market (255,200,200)
+
metal weapons shop (255,0,255)
clothing import store (255,255,255), border (128,128,128)
+
wood weapons shop (255,128,128)
food import store (128,192,128), border (128,128,128)
+
bone carver shop (128,255,255)
tanning shop (128,100,50)
+
gem cutter shop (0,255,0)
cloth shop (200,200,200)
+
cloth clothing shop (255,255,100)
 
leather clothing shop (255,128,64)
 
leather clothing shop (255,128,64)
cloth clothing shop (255,255,100)
+
underground farming (50,20,50)
gem cutter shop (0,255,0)
+
underground industrial (250,50,20)
bone carver shop (128,255,255)
+
metal furniture shop (255,0,64)
wood weapons shop (255,128,128)
+
fortress (129,129,129)
metal weapons shop (255,0,255)
+
wooden furniture shop (255,0,0)
armorsmith shop (0,0,0)
+
stone furniture shop (255,64,0)
blacksmith shop (64,64,64)
 
leather accessories shop (100,70,30)
 
 
metal crafter shop (128,128,128)
 
metal crafter shop (128,128,128)
stone furniture shop (255,64,0)
+
leather accessories shop (100,70,30)
wooden furniture shop (255,0,0)
+
cottage plot (30,100,10)
fortress (129,129,129)
+
mead hall (255,128,255)
metal furniture shop (255,0,64)
+
well (0,0,255)
underground industrial (250,50,20)
+
house (100,70,10)
underground farming (50,20,50)
+
underground merchants (100,100,20)
 +
tavern (255,255,32)
 +
underground living (20,50,30)
 
underground guilds (20,100,20)
 
underground guilds (20,100,20)
underground living (20,50,30)
+
meadow (100,255,0)
tavern (255,255,32)
+
pasture (0,255,0)
underground merchants (100,100,20)
+
crops 2 (195,255,0), rows
house (100,70,10)
+
crops 3 (100,60,20), rows
well (0,0,255)
+
shrine (0,255,255)
mead hall (255,128,255)
+
crops 1 (255,195,0), rows
cottage plot (30,100,10)
+
temple (170,120,230)
 
library (255,192,255)
 
library (255,192,255)
temple (170,120,230)
+
unknown (100,100,100)
crops 1 (255,195,0), rows
+
NULL artifact on site realization, skipping
shrine (0,255,255)
+
abandoned (75,50,20), border (50,50,50)
crops 3 (100,60,20), rows
+
ruin (50,20,20), border (50,50,50)
crops 2 (195,255,0), rows
+
waste (0,20,0)
pasture (0,255,0)
+
town yards (100,50,10)
meadow (100,255,0)
+
orchard (0,100,0)/(0,200,0)
 
woodland (0,95,0)
 
woodland (0,95,0)
orchard (0,100,0)/(0,200,0)
+
monastery
town yards (100,50,10)
+
castle
waste (0,20,0)
+
hamlet
ruin (50,20,20), border (50,50,50)
+
labyrinth
abandoned (75,50,20), border (50,50,50)
+
pits
NULL artifact on site realization, skipping
+
forest retreat
unknown (100,100,100)
 
 
mountain halls
 
mountain halls
fortress
 
 
hillocks
 
hillocks
forest retreat
+
site_color_key.txt
labyrinth
+
main tower (255,0,255)
hamlet
+
", a
castle
+
-site_map-
monastery
+
You have located
monument
+
castle tower (110,110,110)
 +
castle wall (70,70,70)
 +
living pits (20,50,40)
 +
COULD NOT NULLIFY CONSTRUCTION ROAD EDGE
 +
dungeon-tower interface (50,20,50)
 +
work pits (50,30,20)
 +
watch tower (128,128,128)
 +
trenches (0,0,0)
 
Site Center Flood Overflow
 
Site Center Flood Overflow
 +
Non-feature related elevation hole
 +
camp
 
important location
 
important location
 +
mysterious lair
 +
monument
 +
mysterious palace
 +
mysterious dungeon
 
NULL artifact removed on load
 
NULL artifact removed on load
Non-feature related elevation hole
+
begins to talk in a hushed whisper when
 
  is angry
 
  is angry
begins to talk in a hushed whisper when  
+
's surprised
is trying to remember something
+
begins to stammer when
starts to whisper when  
+
always stutters when
's nervous
+
stammers when  
whispers when
+
constantly mutters under
usually speaks in a whisper
+
starts to stutter when  
  is thinking hard about something
+
Whenever there's a pause in a conversation,
keeps
+
's bored
talks very quietly when  
+
starts talking to inanimate objects
  is nervous
+
has a tendency to talk to inanimate objects
  voice very quiet when
+
  talks to inanimate objects when there is a lull in the conversation
starts yelling whenever  
+
gets bored,
speaks very quietly
+
talks to inanimate objects when
begins to talk louder when
+
often talks to inanimate objects when  
  gets angry
+
  becomes exasperated
  is excited
+
stutters occasionally
talks very loudly when  
+
  whenever  
surprised
+
gets bored
shouts when  
+
starts talking to  
is exasperated
+
When there's a pause in a conversation,
talks very loudly whenever
+
  gets excited,
is annoyed
+
  often starts talking to
greets others very loudly
+
talks to
begins speaking in a monotone whenever
+
when  
speaks very loudly
+
tends to be easily distracted during conversations
 +
often tells pointless stories when  
 +
is easily distracted during conversations when
 +
gets easily distracted during conversations when
 +
is distracted from conversations easily when
 +
gets distracted during conversations when
 +
all of the time
 
gets distracted from conversations easily when  
 
gets distracted from conversations easily when  
all of the time
+
often touches others during conversations when  
gets distracted during conversations when  
+
will often touch others when greeting them
is distracted from conversations easily when  
+
tends to be very focused during conversations
gets easily distracted during conversations when
+
will often pause in conversation to look for the right word
is easily distracted during conversations when  
+
will frequently ramble on with stories that don't have any point or even conclusion
often tells pointless stories when
+
becomes very focused during conversations when  
tends to be easily distracted during conversations
+
often tells stories without any real point
 
quite often tells pointless stories when  
 
quite often tells pointless stories when  
  often tells stories without any real point
+
pauses before speaking
becomes very focused during conversations when
+
talks about others behind their backs
will frequently ramble on with stories that don't have any point or even conclusion
+
  never allows pauses to occur in conversation
will often pause in conversation to look for the right word
+
can't stand quiet pauses in conversations and always finds something to say
tends to be very focused during conversations
+
has a way of arguing with those that are in agreement with
will often touch others when greeting them
+
is nervous,
often touches others during conversations when
+
often touches those to whom
 
  is speaking
 
  is speaking
often touches those to whom
+
gives incredibly vague answers to questions
  is nervous,
+
will without fail turn any conversation to  
has a way of arguing with those that are in agreement with
+
  often can't help interrupting others
can't stand quiet pauses in conversations and always finds something to say
+
has a habit of interrupting speakers
  never allows pauses to occur in conversation
+
often interrupts others during conversations
talks about others behind their backs
+
  is excited during conversations,
pauses before speaking
+
interrupts others during conversations when
 
tends to interrupts others during conversations when  
 
tends to interrupts others during conversations when  
interrupts others during conversations when
+
has the habit of answering questions with questions
is excited during conversations,
+
repeatedly snaps
  often interrupts others during conversations
+
rarely speaks
has a habit of interrupting speakers
+
rarely starts conversations
often can't help interrupting others
+
  rarely talks
will without fail turn any conversation to
+
has trouble speaking when
gives incredibly vague answers to questions
+
rarely speaks when
 
's nervous,  
 
's nervous,  
rarely speaks when  
+
talks very quietly when  
has trouble speaking when
+
keeps
  rarely talks
+
  is thinking hard about something
rarely starts conversations
+
usually speaks in a whisper
rarely speaks
+
whispers when
repeatedly snaps
+
's nervous
has the habit of answering questions with questions
+
starts to whisper when
snaps
+
is trying to remember something
often snaps
+
talks very loudly when
always snaps
+
  is excited
  repeatedly when  
+
gets angry
has a habit of snapping
+
begins to talk louder when  
's greeting somebody
+
speaks very quietly
  often drums
+
starts yelling whenever
drums
+
  voice very quiet when
  drums
+
  is nervous
gets excited, it's easy to tell because
+
speaks very loudly
has a habit of drumming
+
begins speaking in a monotone whenever
's sitting down
+
greets others very loudly
's bored,
+
is annoyed
scratches
+
talks very loudly whenever
has a habit of scratching
+
is exasperated
  often scratches
+
shouts when
  quite often
+
  surprised
tends to scratch
+
  voice trails off whenever
a lot
+
tries to remember something
always scratches
+
speaks in a monotone when
points and shakes
+
has a very monotonous way of speaking
often rubs
+
begins to talk in a monotone when
  up and down when
+
is bored
shakes
+
  is angered
 
starts to drone when  
 
starts to drone when  
is angered
+
begins to talk much more slowly when
is bored
+
's exasperated
begins to talk in a monotone when  
+
begins to talk more slowly when  
has a very monotonous way of speaking
+
's angry
speaks in a monotone when  
+
voice has a tendency to trail off when  
tries to remember something
+
's speaking
  voice trails off whenever
+
  voice trails off when
 
  is thinking about something
 
  is thinking about something
voice trails off when  
+
speaks rapidly when  
's speaking
+
's excited
voice has a tendency to trail off when  
+
begins to talk rapidly when  
's angry
+
talks very quickly when
begins to talk more slowly when
+
starts to talk slowly
's exasperated
+
generally speaks very slowly
begins to talk much more slowly when
+
When
 
's annoyed,  
 
's annoyed,  
  generally speaks very slowly
+
's annoyed
  starts to talk slowly
+
tends to speak very deliberately
talks very quickly when
+
  becomes exasperated,
begins to talk rapidly when  
+
  begins to speak very deliberately
's excited
+
usually talks very quickly
speaks rapidly when
+
speaks very deliberately when  
 +
talks very rapidly after
 
's been surprised
 
's been surprised
talks very rapidly after
+
  starts to mutter under
speaks very deliberately when
+
  breath
  usually talks very quickly
+
  gets excited
  begins to speak very deliberately
+
's thinking
  becomes exasperated,
+
's trying to remember something
tends to speak very deliberately
+
starts to mutter under
's annoyed
+
mutters under
 
  breath when  
 
  breath when  
mutters under
+
often starts chewing on
starts to mutter under
+
intently when
's trying to remember something
+
chews
's thinking
+
's trying to remember something,
  gets excited
+
slouches when
  breath
+
  has a slouching posture
  starts to mutter under
+
  body becomes very still
's bored
+
  in a rigid posture
Whenever there's a pause in a conversation,
+
has a tendency to chew on
starts to stutter when
+
has a habit of chewing on
constantly mutters under
+
has a habit of chewing on
stammers when
+
gnaws on
always stutters when
+
tends to chew
begins to stammer when
+
tends to chew on
's surprised
+
idly chews
stutters occasionally
+
gnaws
becomes exasperated
+
has a nervous smile
often talks to inanimate objects when
+
become animated when  
talks to inanimate objects when  
+
When greeting others,  
gets bored,  
+
  always smiles nervously
  talks to inanimate objects when there is a lull in the conversation
+
often greets others with a hug
has a tendency to talk to inanimate objects
+
gives hugs out freely
starts talking to inanimate objects
+
often bites
when
+
bites
talks to
+
  usually starts tapping
  often starts talking to
+
taps
  gets excited,
+
  speaks
When there's a pause in a conversation,
+
stomps
starts talking to
+
are animated when
  gets bored
+
  begin moving when
  whenever
+
  move frantically when
 
  jump all over the place when  
 
  jump all over the place when  
  move frantically when
+
  usually lowers
begin moving when
+
often has
  are animated when
+
often lowers
stomps
+
  is speaking,
speaks
+
has a habit of tapping
  usually starts tapping
+
lowers
 +
  constantly when
 
  when there's a lull in conversation
 
  when there's a lull in conversation
  constantly when
+
  gets annoyed
lowers
+
has a habit of staring at others
has a habit of tapping
+
's speaking to somebody
is speaking,
+
has a certain stare for when
often lowers
+
stares intently when
often has
+
tends to stare unwaveringly when
  usually lowers
+
  lowered to the ground
 
has a menacing stare when  
 
has a menacing stare when  
  lowered to the ground
+
  has a habit of rolling
tends to stare unwaveringly when  
+
exhales sharply when  
stares intently when
+
rolls
has a certain stare for when
+
constantly rolls
's speaking to somebody
+
commonly winks as a form of greeting
has a habit of staring at others
+
is quick to wink at others
gets annoyed
+
winks when
 
winks during conversations
 
winks during conversations
winks when  
+
is surprised
is quick to wink at others
+
clicks
commonly winks as a form of greeting
+
inhales sharply when  
constantly rolls
+
always takes a deep breath whenever
  rolls
+
blows
exhales sharply when  
+
  breath out when
has a habit of rolling
+
exhales slowly and deliberately when  
 
  starts getting bored
 
  starts getting bored
exhales slowly and deliberately when
+
drums
  breath out when
+
  often drums
blows
+
's greeting somebody
always takes a deep breath whenever
+
has a habit of snapping
inhales sharply when  
+
repeatedly when  
clicks
+
always snaps
is surprised
+
often snaps
repeatedly
+
snaps
  clicks
+
  often scratches
has a habit of clicking
+
has a habit of scratching
occasionally when
+
scratches
sticks out
+
's bored,  
sticks out when
+
's sitting down
's thinking hard,  
+
has a habit of drumming
licks
+
gets excited, it's easy to tell because
frequently
+
  drums
has a habit of licking
+
shakes
tends to stretch
+
  up and down when  
  tends to stretch
+
often rubs
has a habit of stretching
+
points and shakes
  body when  
+
always scratches
tends to stretch out when
+
a lot
  body during pauses in conversation
+
tends to scratch
  stands up
+
  quite often
  body after
+
cracks
  out frequently
+
  sometimes cracks
likes to stretch
+
  through
  is sitting down
+
has a habit of running
bounces
+
  always points at others when greeting them
 +
runs
 +
  gets exasperated,
 
  often points and shakes  
 
  often points and shakes  
gets exasperated,  
+
's surprised,  
  always points at others when greeting them
+
  has a very unique laugh
has a habit of running
+
laughs in a unique way when  
through
+
has a very distinct laugh for when
sometimes cracks  
+
's thinking hard
cracks
+
occasionally cracks  
 +
often gives
 
  a good crack when  
 
  a good crack when  
often gives
+
laughs loudly when
occasionally cracks
+
laughs very loudly
's thinking hard
+
has more a cackle than a laugh
has a very distinct laugh for when  
+
laughs very loudly whenever
laughs in a unique way when  
+
has a very distinct laugh
has a very unique laugh
+
cackles when  
's surprised,
+
laughs in a distinct fashion when  
 
laughs in a unique way whenever  
 
laughs in a unique way whenever  
laughs in a distinct fashion when  
+
skips around when  
cackles when  
+
skips over to others when  
has a very distinct laugh
+
walks as if in a terrible hurry whenever  
laughs very loudly whenever  
+
  goes anywhere
  has more a cackle than a laugh
+
laughs at
laughs very loudly
+
  own jokes
  laughs loudly when
+
laughs silently
 
has a nervous laugh
 
has a nervous laugh
laughs silently
+
stiffens up when
  own jokes
+
's thinking,
laughs at
+
  becomes very rigid when
  goes anywhere
+
tenses up when
walks as if in a terrible hurry whenever
+
  goes
skips over to others when
+
walks with a confident stride
skips around when
+
meets them
 
skips wherever  
 
skips wherever  
meets them
+
licks
walks with a confident stride
+
's thinking hard,  
tenses up when
+
  sticks out when  
becomes very rigid when
+
  sticks out
's thinking,  
+
  occasionally when
  stiffens up when  
+
has a habit of clicking
  in a rigid posture
+
clicks
  body becomes very still
+
repeatedly
has a slouching posture
+
body during pauses in conversation
slouches when
+
tends to stretch out when  
's trying to remember something,
+
  body when
chews
+
has a habit of stretching
intently when  
+
  tends to stretch
  often starts chewing on
+
tends to stretch
gnaws
+
  has a habit of licking
idly chews
+
frequently
  tends to chew on
+
bounces
tends to chew
+
  is sitting down
gnaws on
+
likes to stretch
  has a habit of chewing on
+
out frequently
has a habit of chewing on
+
  body after
  has a tendency to chew on
+
  stands up
bites
+
DEFAULT_SOUND_ADAMANTINE
often bites
+
*** Error(s) finalizing the sound
gives hugs out freely
 
  often greets others with a hug
 
  always smiles nervously
 
When greeting others,
 
become animated when
 
has a nervous smile
 
 
CUT_SOUND
 
CUT_SOUND
#NAAM?
 
*** Error(s) finalizing the sound
 
 
SELECT_SOUND
 
SELECT_SOUND
 +
--- Logging Sound
 +
DEFAULT_SOUND_SIEGE
 +
DEFAULT_SOUND_STRANGE_MOOD
 +
DEFAULT_SOUND_DEMON_ATTACK
 +
DEFAULT_SOUND_MEGABEAST
 +
DEFAULT_SOUND_BABY_BORN
 +
DEFAULT_SOUND_CAVERN_BREAK
 
DEFAULT_SOUND_AMBUSH
 
DEFAULT_SOUND_AMBUSH
DEFAULT_SOUND_ADAMANTINE
 
DEFAULT_SOUND_BABY_BORN
 
 
DEFAULT_SOUND_ARTIFACT_CREATED
 
DEFAULT_SOUND_ARTIFACT_CREATED
DEFAULT_SOUND_DEMON_ATTACK
+
DEFAULT_SOUND_HOWL_5
DEFAULT_SOUND_CAVERN_BREAK
+
DEFAULT_SOUND_GIANT_STEP_1
DEFAULT_SOUND_SIEGE
+
DEFAULT_SOUND_HOWL_3
DEFAULT_SOUND_MEGABEAST
+
DEFAULT_SOUND_HOWL_4
 +
DEFAULT_SOUND_HOWL_1
 +
DEFAULT_SOUND_HOWL_2
 
DEFAULT_SOUND_WEDDING
 
DEFAULT_SOUND_WEDDING
DEFAULT_SOUND_STRANGE_MOOD
 
DEFAULT_SOUND_HOWL_1
 
 
DEFAULT_SOUND_ALERT
 
DEFAULT_SOUND_ALERT
DEFAULT_SOUND_HOWL_3
+
SAVAGE_AREA
DEFAULT_SOUND_HOWL_2
+
Unrecognized Sound Token:
DEFAULT_SOUND_HOWL_5
+
Sound file unrecognized:
DEFAULT_SOUND_HOWL_4
+
ANNOUNCEMENT
 
DEFAULT_SOUND_GIANT_STEP_2
 
DEFAULT_SOUND_GIANT_STEP_2
DEFAULT_SOUND_GIANT_STEP_1
 
Sound file unrecognized:
 
 
DEFAULT_SOUND_GIANT_STEP_3
 
DEFAULT_SOUND_GIANT_STEP_3
SAVAGE_AREA
 
ANNOUNCEMENT
 
Unrecognized Sound Token:
 
 
Station
 
Station
 
Cause trouble for  
 
Cause trouble for  
various
+
Drive
 
Drive any members of  
 
Drive any members of  
Drive
+
Kill
 +
Train
 +
Patrol
 
Retrieve  
 
Retrieve  
Patrol
+
etc.
 
Defend  
 
Defend  
DOUBLE
+
various
MOON_WAXING_CRESCENT
+
MAGMA_WALL_SW
MOON_FULL_MOON
+
MAGMA_WALL_NE
MOON_WANING_GIBBOUS
+
MAGMA_WALL_NW
MOON_WAXING_HALF_MOON
+
MAGMA_WALL_SE
MOON_WAXING_GIBBOUS
+
MAGMA_WALL_W
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOWEST
+
MAGMA_WALL_E
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOW
+
MAGMA_WALL_S
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_OFF
+
MAGMA_WALL_N
BUILDING_PLACEMENT_TRACK_STOP_NO_DUMPING
+
MAGMA_WALL_N_S_W
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGHEST
+
MAGMA_WALL_S_W_E
BUILDING_PLACEMENT_ROLLERS_SPEED_1
+
MAGMA_WALL_N_W_E
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_MIDDLE
+
MAGMA_WALL_N_S_E
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGH
+
MAGMA_WALL_N_E
BUILDING_PLACEMENT_ROLLERS_SPEED_4
+
MAGMA_WALL_S_E
BUILDING_PLACEMENT_ROLLERS_SPEED_5
+
MAGMA_WALL_N_W
BUILDING_PLACEMENT_ROLLERS_SPEED_2
+
MAGMA_WALL_S_W
BUILDING_PLACEMENT_ROLLERS_SPEED_3
+
ICE_WALL_SE
ZONE_TYPE_ACTIVE
+
ICE_WALL_W
ZONE_PREVIOUS
+
ICE_WALL_E
BUTTON_ZONE_REMOVE
+
ICE_WALL_S
ZONE_TYPE_INACTIVE
+
ICE_WALL_N
ZONE_ERASE_INACTIVE
+
MAGMA_WALL_N_S
ZONE_ERASE_ACTIVE
+
MAGMA_WALL_W_E
ZONE_NEXT
+
MAGMA_WALL_N_S_W_E
ZONE_REPAINT
+
ICE_WALL_N_S_E
ZONE_REMOVE_EXISTING
+
ICE_WALL_N_E
ZONE_PICK_ANIMALS
+
ICE_WALL_S_E
ZONE_SUSPEND
+
ICE_WALL_N_W
ZONE_SUSPEND_INACTIVE
+
ICE_WALL_S_W
ZONE_GATHER_SHRUB_INACTIVE
+
ICE_WALL_SW
ZONE_GATHER_SHRUB_ACTIVE
+
ICE_WALL_NE
ZONE_GATHER_TREE_INACTIVE
+
ICE_WALL_NW
ZONE_GATHER_TREE_ACTIVE
+
SMOOTHED_ICE_WALL_S
ZONE_PIT_INACTIVE
+
SMOOTHED_ICE_WALL_N
ZONE_PIT_ACTIVE
+
ICE_WALL_N_S
ZONE_GATHER_FALLEN_INACTIVE
+
ICE_WALL_W_E
ZONE_GATHER_FALLEN_ACTIVE
+
ICE_WALL_N_S_W_E
ZONE_LOCATION_ASSIGN
+
ICE_WALL_N_S_W
ZONE_LOCATION_DETAILS
+
ICE_WALL_S_W_E
ZONE_POND_INACTIVE
+
ICE_WALL_N_W_E
ZONE_POND_ACTIVE
+
SMOOTHED_ICE_WALL_N_W
ZONE_SHOOT_LEFT_ACTIVE
+
SMOOTHED_ICE_WALL_S_W
ZONE_SHOOT_RIGHT_ACTIVE
+
SMOOTHED_ICE_WALL_SW
ZONE_ASSIGN_UNIT
+
SMOOTHED_ICE_WALL_NE
ZONE_SQUAD_LIST
+
SMOOTHED_ICE_WALL_NW
ZONE_SHOOT_LEFT_INACTIVE
+
SMOOTHED_ICE_WALL_SE
ZONE_SHOOT_RIGHT_INACTIVE
+
SMOOTHED_ICE_WALL_W
ZONE_SHOOT_UP_ACTIVE
+
SMOOTHED_ICE_WALL_E
ZONE_SHOOT_DOWN_ACTIVE
+
SMOOTHED_ICE_WALL_W_E
ZONE_SQUAD_SLEEP_ACTIVE
+
SMOOTHED_ICE_WALL_N_S_W_E
ZONE_SQUAD_TRAIN_ACTIVE
+
SMOOTHED_ICE_WALL_N_S_W
ZONE_SHOOT_UP_INACTIVE
+
SMOOTHED_ICE_WALL_S_W_E
ZONE_SHOOT_DOWN_INACTIVE
+
SMOOTHED_ICE_WALL_N_W_E
ZONE_SQUAD_SLEEP_INACTIVE
+
SMOOTHED_ICE_WALL_N_S_E
ZONE_SQUAD_TRAIN_INACTIVE
+
SMOOTHED_ICE_WALL_N_E
ZONE_SQUAD_INDIV_EQ_ACTIVE
+
SMOOTHED_ICE_WALL_S_E
ZONE_SQUAD_SQUAD_EQ_ACTIVE
+
ORE_VEIN_WALL_NE
ZONE_TOMB_CITIZEN_BURIAL_ACTIVE
+
ORE_VEIN_WALL_NW
ZONE_TOMB_CITIZEN_BURIAL_INACTIVE
+
ORE_VEIN_WALL_SE
ZONE_SQUAD_INDIV_EQ_INACTIVE
+
ORE_VEIN_WALL_W
ZONE_SQUAD_SQUAD_EQ_INACTIVE
+
ORE_VEIN_WALL_E
ASSIGN_TRADE_CULLING_MANDATES_ON
+
ORE_VEIN_WALL_S
ASSIGN_TRADE_CULLING_MANDATES_OFF
+
ORE_VEIN_WALL_N
ZONE_TOMB_PET_BURIAL_ACTIVE
+
SMOOTHED_ICE_WALL_N_S
ZONE_TOMB_PET_BURIAL_INACTIVE
+
SAND_W_WALL_N
ASSIGN_TRADE_SORT_BY_VALUE_ON
+
SAND_Y_WALL_N_S
ASSIGN_TRADE_SORT_BY_VALUE_OFF
+
SAND_Y_WALL_W_E
ASSIGN_TRADE_SORT_BY_DISTANCE_ON
+
SAND_Y_WALL_N_S_W_E
ASSIGN_TRADE_SORT_BY_DISTANCE_OFF
+
SAND_Y_WALL_N_S_W
MOON_NEW_MOON
+
SAND_Y_WALL_S_W_E
MOON_SNOW
+
SAND_Y_WALL_N_W_E
MOON_WANING_HALF_MOON
+
SAND_Y_WALL_N_S_E
MOON_WANING_CRESCENT
+
SAND_W_WALL_S_W
CALENDAR_MONTH
+
SAND_W_WALL_SW
BORDER_TOP_LEFT
+
SAND_W_WALL_NE
MOON_RAIN
+
SAND_W_WALL_NW
ANNOUNCEMENT_ALERT
+
SAND_W_WALL_SE
BORDER_BOTTOM_RIGHT
+
SAND_W_WALL_W
BORDER_TOP_INTERSECTION
+
SAND_W_WALL_E
BORDER_TOP_RIGHT
+
SAND_W_WALL_S
BORDER_BOTTOM_LEFT
+
SAND_W_WALL_N_S_W_E
BORDER_RIGHT_INTERSECTION
+
SAND_W_WALL_N_S_W
HOVER_RECTANGLE
+
SAND_W_WALL_S_W_E
BORDER_BOTTOM_INTERSECTION
+
SAND_W_WALL_N_W_E
BORDER_LEFT_INTERSECTION
+
SAND_W_WALL_N_S_E
BUILDING_PLACEMENT_INACTIVE_BUTTON
+
SAND_W_WALL_N_E
BUILDING_PLACEMENT_ACTIVE_BUTTON
+
SAND_W_WALL_S_E
HOVER_CLOSE
+
SAND_W_WALL_N_W
HOVER_TAB
+
SAND_B_WALL_NW
BUILDING_PLACEMENT_BRIDGE_W
+
SAND_B_WALL_SE
BUILDING_PLACEMENT_BRIDGE_E
+
SAND_B_WALL_W
BUILDING_PLACEMENT_BRIDGE_N
+
SAND_B_WALL_E
BUILDING_PLACEMENT_BRIDGE_S
+
SAND_B_WALL_S
BUILDING_PLACEMENT_WE
+
SAND_B_WALL_N
BUILDING_PLACEMENT_SCREW_PUMP_N
+
SAND_W_WALL_N_S
BUILDING_PLACEMENT_BRIDGE_RETRACT
+
SAND_W_WALL_W_E
BUILDING_PLACEMENT_NS
+
SAND_B_WALL_N_W_E
BUILDING_PLACEMENT_SCREW_PUMP_E
+
SAND_B_WALL_N_S_E
BUILDING_PLACEMENT_N
+
SAND_B_WALL_N_E
BUILDING_PLACEMENT_SCREW_PUMP_S
+
SAND_B_WALL_S_E
BUILDING_PLACEMENT_SCREW_PUMP_W
+
SAND_B_WALL_N_W
BUILDING_PLACEMENT_E
+
SAND_B_WALL_S_W
BUILDING_PLACEMENT_PRESSURE_PLATE_ACTIVE_TRIGGER
+
SAND_B_WALL_SW
BUILDING_PLACEMENT_S
+
SAND_B_WALL_NE
BUILDING_PLACEMENT_W
+
SAND_R_WALL_E
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_ON
+
SAND_R_WALL_S
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_ON
+
SAND_R_WALL_N
BUILDING_PLACEMENT_PRESSURE_PLATE_INACTIVE_TRIGGER
+
SAND_B_WALL_N_S
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_ON
+
SAND_B_WALL_W_E
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_ON
+
SAND_B_WALL_N_S_W_E
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_ON
+
SAND_B_WALL_N_S_W
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_ON
+
SAND_B_WALL_S_W_E
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_ON
+
SAND_R_WALL_S_E
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_OFF
+
SAND_R_WALL_N_W
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_OFF
+
SAND_R_WALL_S_W
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_OFF
+
SAND_R_WALL_SW
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_OFF
+
SAND_R_WALL_NE
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_OFF
+
SAND_R_WALL_NW
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_ON
+
SAND_R_WALL_SE
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_OFF
+
SAND_R_WALL_W
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_OFF
+
SAND_R_WALL_N_S
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_ON
+
SAND_R_WALL_W_E
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_ON
+
SAND_R_WALL_N_S_W_E
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_ON
+
SAND_R_WALL_N_S_W
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_ON
+
SAND_R_WALL_S_W_E
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_OFF
+
SAND_R_WALL_N_W_E
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_OFF
+
SAND_R_WALL_N_S_E
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_ON
+
SAND_R_WALL_N_E
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_ON
+
GEM_A_WALL_E
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_OFF
+
GEM_A_WALL_S
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_OFF
+
GEM_A_WALL_N
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_OFF
+
METAL_BARS_WALL_N_S
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_OFF
+
METAL_BARS_WALL_W_E
BUTTON_WORLD
+
METAL_BARS_WALL_N_S_W_E
WORK_ORDERS_CREATE_NEW
+
METAL_BARS_WALL_N_S_W
BUTTON_INFO_JUSTICE_ACTIVE
+
METAL_BARS_WALL_S_W_E
BUTTON_SQUADS
+
GEM_A_WALL_S_E
WORK_ORDERS_CHECKING
+
GEM_A_WALL_N_W
WORK_ORDERS_READY
+
GEM_A_WALL_S_W
WORK_ORDERS_ACTIVE
+
GEM_A_WALL_SW
WORK_ORDERS_WAITING
+
GEM_A_WALL_NE
WORK_ORDERS_PRIORITY_UP
+
GEM_A_WALL_NW
WORK_ORDERS_PRIORITY_DOWN
+
GEM_A_WALL_SE
WORK_ORDERS_VALIDATED
+
GEM_A_WALL_W
WORK_ORDERS_NOT_VALIDATED
+
GEM_A_WALL_N_S
WORK_ORDERS_REMOVE
+
GEM_A_WALL_W_E
WORK_ORDERS_ADD_ITEM_CONDITION
+
GEM_A_WALL_N_S_W_E
WORK_ORDERS_CONDITIONS
+
GEM_A_WALL_N_S_W
WORK_ORDERS_DETAILS
+
GEM_A_WALL_S_W_E
WORK_ORDERS_CHANGE_MAT
+
GEM_A_WALL_N_W_E
WORK_ORDERS_CHANGE_ADJ
+
GEM_A_WALL_N_S_E
WORK_ORDERS_ADD_ORDER_CONDITION
+
GEM_A_WALL_N_E
WORK_ORDERS_CHANGE_TYPE
+
GEM_B_WALL_SW
WORK_ORDERS_ENTER_AMOUNT
+
GEM_B_WALL_NE
WORK_ORDERS_INCREASE_AMOUNT
+
GEM_B_WALL_NW
WORK_ORDERS_ADD_SUGGESTED_CONDITION
+
GEM_B_WALL_SE
WORK_ORDERS_CHANGE_FREQUENCY
+
GEM_B_WALL_W
WORK_ORDERS_ADJECTIVE_SELECTED
+
GEM_B_WALL_E
WORK_ORDERS_ADJECTIVE_NOT_SELECTED
+
GEM_B_WALL_S
WORK_ORDERS_DECREASE_AMOUNT
+
GEM_B_WALL_N
WORK_ORDERS_CHANGE_ORDER_CONDITION_CHECK_TYPE
+
GEM_B_WALL_N_S_W
NOBLES_BEDROOM_MISSING
+
GEM_B_WALL_S_W_E
NOBLES_BEDROOM_PARTIAL
+
GEM_B_WALL_N_W_E
NOBLES_ASSIGN_SYMBOL
+
GEM_B_WALL_N_S_E
NOBLES_BEDROOM_NA
+
GEM_B_WALL_N_E
NOBLES_OFFICE_MISSING
+
GEM_B_WALL_S_E
NOBLES_OFFICE_PARTIAL
+
GEM_B_WALL_N_W
NOBLES_BEDROOM_GOOD
+
GEM_B_WALL_S_W
NOBLES_OFFICE_NA
+
GEM_C_WALL_SE
NOBLES_DINING_MISSING
+
GEM_C_WALL_W
NOBLES_DINING_PARTIAL
+
GEM_C_WALL_E
NOBLES_OFFICE_GOOD
+
GEM_C_WALL_S
NOBLES_DINING_NA
+
GEM_C_WALL_N
NOBLES_TOMB_MISSING
+
GEM_B_WALL_N_S
NOBLES_TOMB_PARTIAL
+
GEM_B_WALL_W_E
NOBLES_DINING_GOOD
+
GEM_B_WALL_N_S_W_E
NOBLES_TOMB_NA
+
GEM_C_WALL_N_S_E
NOBLES_DEMANDS_NA
+
GEM_C_WALL_N_E
NOBLES_DEMANDS_TIME_GOOD
+
GEM_C_WALL_S_E
NOBLES_TOMB_GOOD
+
GEM_C_WALL_N_W
NOBLES_ADD
+
GEM_C_WALL_S_W
NOBLES_DEMANDS_TIME_WARN_3
+
GEM_C_WALL_SW
NOBLES_MANDATES_NA
+
GEM_C_WALL_NE
NOBLES_DEMANDS_TIME_WARN_1
+
GEM_C_WALL_NW
NOBLES_DEMANDS_TIME_WARN_2
+
GEM_D_WALL_S
NOBLES_MANDATES_TIME_WARN_2
+
GEM_D_WALL_N
NOBLES_MANDATES_TIME_WARN_3
+
GEM_C_WALL_N_S
NOBLES_MANDATES_TIME_GOOD
+
GEM_C_WALL_W_E
NOBLES_MANDATES_TIME_WARN_1
+
GEM_C_WALL_N_S_W_E
NOBLES_FURN_PARTIAL
+
GEM_C_WALL_N_S_W
NOBLES_FURN_GOOD
+
GEM_C_WALL_S_W_E
NOBLES_FURN_NA
+
GEM_C_WALL_N_W_E
NOBLES_FURN_MISSING
+
ORE_VEIN_WALL_S_W_E
NOBLES_ACCOUNTING_3_INACTIVE
+
ORE_VEIN_WALL_N_W_E
NOBLES_ACCOUNTING_4_INACTIVE
+
ORE_VEIN_WALL_N_S_E
NOBLES_ACCOUNTING_1_INACTIVE
+
ORE_VEIN_WALL_N_E
NOBLES_ACCOUNTING_2_INACTIVE
+
ORE_VEIN_WALL_S_E
STOCKPILE_CONNECTIONS_GIVE_LINK
+
ORE_VEIN_WALL_N_W
STOCKPILE_CONNECTIONS_TAKE_LINK
+
ORE_VEIN_WALL_S_W
STOCKPILE_CONNECTIONS_ADD_GIVE_LINK
+
ORE_VEIN_WALL_SW
STOCKPILE_CONNECTIONS_ADD_TAKE_LINK
+
ROCK_BLOCKS_WALL_W
STOCKPILE_CONNECTIONS_WORKSHOP_GIVE_LINK
+
ROCK_BLOCKS_WALL_E
STOCKPILE_CONNECTIONS_WORKSHOP_TAKE_LINK
+
ROCK_BLOCKS_WALL_S
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_GIVE_LINK
+
ROCK_BLOCKS_WALL_N
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_TAKE_LINK
+
ORE_VEIN_WALL_N_S
BUTTON_STOCKPILE_NEW
+
ORE_VEIN_WALL_W_E
BUTTON_STOCKPILE_REMOVE
+
ORE_VEIN_WALL_N_S_W_E
BUTTON_STOCKPILE_INACTIVE
+
ORE_VEIN_WALL_N_S_W
BUTTON_STOCKPILE_ACTIVE
+
ROCK_BLOCKS_WALL_N_E
STOCKPILE_TAKE_FROM_ANYWHERE
+
ROCK_BLOCKS_WALL_S_E
STOCKPILE_TAKE_FROM_LINKS_ONLY
+
ROCK_BLOCKS_WALL_N_W
STOCKPILE_SET_CONNECTIONS
+
ROCK_BLOCKS_WALL_S_W
STOCKPILE_CONNECTIONS_REMOVE
+
ROCK_BLOCKS_WALL_SW
STOCKPILE_REPAINT
+
ROCK_BLOCKS_WALL_NE
STOCKPILE_ERASE_INACTIVE
+
ROCK_BLOCKS_WALL_NW
STOCKPILE_TYPE_INACTIVE
+
ROCK_BLOCKS_WALL_SE
STOCKPILE_TYPE_ACTIVE
+
WOODEN_WALL_N
STOCKPILE_TOOL_SETTINGS
+
ROCK_BLOCKS_WALL_N_S
STOCKPILE_TOOLS_ENTER_AMOUNT
+
ROCK_BLOCKS_WALL_W_E
STOCKPILE_ERASE_ACTIVE
+
ROCK_BLOCKS_WALL_N_S_W_E
STOCKPILE_REMOVE_EXISTING
+
ROCK_BLOCKS_WALL_N_S_W
STOCKPILE_ON
+
ROCK_BLOCKS_WALL_S_W_E
STOCKPILE_PARTIAL
+
ROCK_BLOCKS_WALL_N_W_E
STOCKPILE_TOOLS_INCREASE_AMOUNT
+
ROCK_BLOCKS_WALL_N_S_E
STOCKPILE_TOOLS_DECREASE_AMOUNT
+
WOODEN_WALL_S_W
CUSTOM_STOCKPILE_ORGANIC_OFF
+
WOODEN_WALL_SW
CUSTOM_STOCKPILE_INORGANIC_ON
+
WOODEN_WALL_NE
STOCKPILE_OFF
+
WOODEN_WALL_NW
CUSTOM_STOCKPILE_ORGANIC_ON
+
WOODEN_WALL_SE
CUSTOM_STOCKPILE_EMPTY_CAGE_OFF
+
WOODEN_WALL_W
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_ON
+
WOODEN_WALL_E
CUSTOM_STOCKPILE_INORGANIC_OFF
+
WOODEN_WALL_S
CUSTOM_STOCKPILE_EMPTY_CAGE_ON
+
WOODEN_WALL_N_S_W_E
CUSTOM_STOCKPILE_PREPARED_FOOD_OFF
+
WOODEN_WALL_N_S_W
CUSTOM_STOCKPILE_USABLE_ARMOR_ON
+
WOODEN_WALL_S_W_E
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_OFF
+
WOODEN_WALL_N_W_E
CUSTOM_STOCKPILE_PREPARED_FOOD_ON
+
WOODEN_WALL_N_S_E
CUSTOM_STOCKPILE_USABLE_WEAPON_OFF
+
WOODEN_WALL_N_E
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_ON
+
WOODEN_WALL_S_E
CUSTOM_STOCKPILE_USABLE_ARMOR_OFF
+
WOODEN_WALL_N_W
CUSTOM_STOCKPILE_USABLE_WEAPON_ON
+
METAL_BARS_WALL_NW
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_OFF
+
METAL_BARS_WALL_SE
CUSTOM_STOCKPILE_CORPSES_ON
+
METAL_BARS_WALL_W
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_OFF
+
METAL_BARS_WALL_E
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_ON
+
METAL_BARS_WALL_S
BUTTON_INFO_TASKS
+
METAL_BARS_WALL_N
BUTTON_INFO_PLACES
+
WOODEN_WALL_N_S
CUSTOM_STOCKPILE_CORPSES_OFF
+
WOODEN_WALL_W_E
BUTTON_INFO_CREATURES
+
METAL_BARS_WALL_N_W_E
BUTTON_INFO_NOBLES
+
METAL_BARS_WALL_N_S_E
BUTTON_INFO_OBJECTS
+
METAL_BARS_WALL_N_E
BUTTON_INFO_LABOR
+
METAL_BARS_WALL_S_E
BUTTON_INFO_WORK_ORDERS
+
METAL_BARS_WALL_N_W
BUTTON_INFO_TASKS_ACTIVE
+
METAL_BARS_WALL_S_W
BUTTON_INFO_PLACES_ACTIVE
+
METAL_BARS_WALL_SW
BUTTON_INFO_JUSTICE
+
METAL_BARS_WALL_NE
BUTTON_INFO_CREATURES_ACTIVE
+
UNDERWATER_1
BUTTON_INFO_NOBLES_ACTIVE
+
UNDERWATER_2
BUTTON_INFO_OBJECTS_ACTIVE
+
UNDERWATER_3
BUTTON_INFO_LABOR_ACTIVE
+
UNDERWATER_4
BUTTON_INFO_WORK_ORDERS_ACTIVE
+
UNDERWATER_5
BURROW_DELETE
+
UNDERWATER_6
BURROW_ADD_UNIT
+
UNDERWATER_7
BURROW_SUSPEND_INACTIVE
+
MAGMA_3
BURROW_REPAINT
+
UNDERWATER_7_LABEL
HAULING_VEHICLE_GOOD
+
UNDERMAGMA_1
HAULING_VEHICLE_MOVING
+
UNDERMAGMA_2
HAULING_ADD_STOP
+
UNDERMAGMA_3
HAULING_ADD_VEHICLE
+
UNDERMAGMA_4
HAULING_STOP_LINKS
+
UNDERMAGMA_5
HAULING_STOP_CONDITIONS
+
UNDERMAGMA_6
HAULING_VEHICLE_TROUBLED
+
UNDERMAGMA_7
HAULING_STOP_ITEMS
+
UNDERMAGMA_6_LABEL
HAULING_DELETE_ROUTE
+
UNDERMAGMA_7_LABEL
HAULING_DELETE_STOP
+
UNDERWATER_1_LABEL
HAULING_RENAME_ROUTE
+
UNDERWATER_2_LABEL
HAULING_RENAME_STOP
+
UNDERWATER_3_LABEL
HAULING_STOP_LINKS_EXCHANGE_WITH_STOCKPILE
+
UNDERWATER_4_LABEL
HAULING_STOP_LINKS_ADD_GIVE_TO_STOCKPILE
+
UNDERWATER_5_LABEL
HAULING_STOP_LINKS_GIVE_TO_STOCKPILE
+
UNDERWATER_6_LABEL
HAULING_STOP_LINKS_TAKE_FROM_STOCKPILE
+
UNDERWATER_EDGE_NE
HAULING_STOP_CONDITIONS_NEW
+
UNDERWATER_EDGE_NW
HAULING_STOP_CONDITIONS_INCREASE
+
UNDERWATER_EDGE_N
HAULING_STOP_LINKS_ADD_TAKE_FROM_STOCKPILE
+
UNDERMAGMA_1_LABEL
HAULING_STOP_LINKS_ADD_EXCHANGE_WITH_STOCKPILE
+
UNDERMAGMA_2_LABEL
HAULING_STOP_CONDITIONS_S
+
UNDERMAGMA_3_LABEL
HAULING_STOP_CONDITIONS_W
+
UNDERMAGMA_4_LABEL
HAULING_STOP_CONDITIONS_DECREASE
+
UNDERMAGMA_5_LABEL
HAULING_STOP_CONDITIONS_N
+
UNDERMAGMA_EDGE_NE
HAULING_STOP_CONDITIONS_GUIDE
+
UNDERMAGMA_EDGE_NW
HAULING_STOP_CONDITIONS_RIDE
+
UNDERMAGMA_EDGE_N
HAULING_STOP_CONDITIONS_E
+
UNDERWATER_EDGE_SE
HAULING_STOP_CONDITIONS_PUSH_OFF
+
UNDERWATER_EDGE_SW
HAULING_STOP_CONDITIONS_DESIRED_ITEMS
+
UNDERWATER_EDGE_S
HAULING_STOP_CONDITIONS_ANY_ITEMS
+
UNDERWATER_EDGE_E
HAULING_STOP_CONDITIONS_AT_MOST
+
UNDERWATER_EDGE_W
HAULING_STOP_CONDITIONS_AT_LEAST
+
TRACK_CARVED_W
UNIT_SELECTOR_UNASSIGNED
+
TRACK_CARVED_S
BURROW_WORKSHOPS_EVERYWHERE
+
TRACK_CARVED_N
HAULING_STOP_CONDITIONS_DELETE
+
UNDERMAGMA_EDGE_SE
UNIT_SELECTOR_ASSIGNED
+
UNDERMAGMA_EDGE_SW
SQUADS_POSITIONS
+
UNDERMAGMA_EDGE_S
SQUADS_SELECTED
+
UNDERMAGMA_EDGE_E
BURROW_WORKSHOPS_BURROW_ONLY
+
UNDERMAGMA_EDGE_W
SQUADS_RECENTER
+
TRACK_CARVED_NSW
SQUADS_MOVE_ORDER
+
TRACK_CARVED_WE
SQUADS_PATROL_ORDER
+
TRACK_CARVED_SE
SQUADS_NOT_SELECTED
+
TRACK_CARVED_SW
SQUADS_KILL_ORDER
+
TRACK_CARVED_NE
SQUADS_CANCEL_ORDER
+
TRACK_CARVED_NW
SQUADS_CHANGE_ALERT
+
TRACK_CARVED_NS
SQUADS_DEFEND_BURROW_ORDER
+
TRACK_CARVED_E
SQUADS_TRAIN_ORDER
+
TRACK_CONSTRUCTED_STONE_E
SQUADS_LEFT_ACTIVE
+
TRACK_CONSTRUCTED_STONE_W
SQUADS_RIGHT_ACTIVE
+
TRACK_CONSTRUCTED_STONE_S
SQUADS_INSPECT
+
TRACK_CONSTRUCTED_STONE_N
SQUADS_DISBAND
+
TRACK_CARVED_NSWE
SQUADS_EQUIPMENT_WEAPON_GOOD
+
TRACK_CARVED_SWE
SQUADS_EQUIPMENT_SHIELD_GOOD
+
TRACK_CARVED_NWE
SQUADS_LEFT_INACTIVE
+
TRACK_CARVED_NSE
SQUADS_RIGHT_INACTIVE
+
GEM_D_WALL_N_W
SQUADS_EQUIPMENT_HELMET_GOOD
+
GEM_D_WALL_S_W
SQUADS_EQUIPMENT_GLOVES_GOOD
+
GEM_D_WALL_SW
SQUADS_EQUIPMENT_ARMOR_GOOD
+
GEM_D_WALL_NE
SQUADS_EQUIPMENT_PANTS_GOOD
+
GEM_D_WALL_NW
NOBLES_ACCOUNTING_2_ACTIVE
+
GEM_D_WALL_SE
NOBLES_ACCOUNTING_3_ACTIVE
+
GEM_D_WALL_W
NOBLES_ACCOUNTING_5_INACTIVE
+
GEM_D_WALL_E
NOBLES_ACCOUNTING_1_ACTIVE
+
GEM_D_WALL_W_E
LABOR_KITCHEN_COOK_CANNOT
+
GEM_D_WALL_N_S_W_E
LABOR_KITCHEN_COOK_ALLOWED
+
GEM_D_WALL_N_S_W
NOBLES_ACCOUNTING_4_ACTIVE
+
GEM_D_WALL_S_W_E
NOBLES_ACCOUNTING_5_ACTIVE
+
GEM_D_WALL_N_W_E
LABOR_KITCHEN_BREW_ALLOWED
+
GEM_D_WALL_N_S_E
LABOR_KITCHEN_BREW_RESTRICTED
+
GEM_D_WALL_N_E
LABOR_KITCHEN_COOK_RESTRICTED
+
GEM_D_WALL_S_E
LABOR_KITCHEN_BREW_CANNOT
+
STONE_WALL_S_3
LABOR_STONE_USE_ALLOWED
+
STONE_WALL_S_2
LABOR_STONE_USE_RESTRICTED
+
STONE_WALL_S_1
LABOR_STONE_USE_MAGMA_SAFE
+
STONE_WALL_N_4
LABOR_STONE_USE_MAGMA_UNSAFE
+
STONE_WALL_N_3
LABOR_WORKER_ASSIGNED
+
STONE_WALL_N_2
LABOR_WORKER_UNASSIGNED
+
STONE_WALL_N_1
WORKER_ONLY_DO_ASSIGNED_JOBS
+
GEM_D_WALL_N_S
WORKER_DO_ANY_AVAILABLE_JOB
+
STONE_WALL_W_3
LABOR_EDIT_WORK_DETAIL
+
STONE_WALL_W_2
WORK_DETAIL_MINERS
+
STONE_WALL_W_1
LABOR_WORKER_ASSIGNED_EVERYBODY
+
STONE_WALL_E_4
LABOR_WORKER_ASSIGNED_NOBODY
+
STONE_WALL_E_3
WORK_DETAIL_PLANTERS
+
STONE_WALL_E_2
WORK_DETAIL_FISHERMEN
+
STONE_WALL_E_1
WORK_DETAIL_WOODCUTTERS
+
STONE_WALL_S_4
WORK_DETAIL_HUNTERS
+
STONE_WALL_S_E
WORK_DETAIL_PLANT_GATHERERS
+
STONE_WALL_N_W
WORK_DETAIL_HAULERS
+
STONE_WALL_S_W
WORK_DETAIL_STONECUTTERS
+
STONE_WALL_SW
WORK_DETAIL_ENGRAVERS
+
STONE_WALL_NE
WORK_DETAIL_CUSTOM_2
+
STONE_WALL_NW
WORK_DETAIL_CUSTOM_3
+
STONE_WALL_SE
WORK_DETAIL_ORDERLIES
+
STONE_WALL_W_4
WORK_DETAIL_CUSTOM_1
+
STONE_WALL_N_S_W_E_3
WORK_DETAIL_CUSTOM_6
+
STONE_WALL_N_S_W_E_2
WORK_DETAIL_CUSTOM_7
+
STONE_WALL_N_S_W_E_1
WORK_DETAIL_CUSTOM_4
+
STONE_WALL_N_S_W
WORK_DETAIL_CUSTOM_5
+
STONE_WALL_S_W_E
LOCATION_RESERVED_DECREASE_AMOUNT
+
STONE_WALL_N_W_E
LOCATION_RESERVED_ENTER_AMOUNT
+
STONE_WALL_N_S_E
WORK_DETAIL_CUSTOM_8
+
STONE_WALL_N_E
LOCATION_RESERVED_INCREASE_AMOUNT
+
STONE_WALL_N_S_3
LOCATION_OCCUPATION_PERFORMER
+
STONE_WALL_N_S_2
LOCATION_OCCUPATION_MERCENARY
+
STONE_WALL_N_S_1
LOCATION_ASSIGN_OCCUPATION
+
STONE_WALL_W_E_4
LOCATION_OCCUPATION_TAVERN_KEEPER
+
STONE_WALL_W_E_3
LOCATION_OCCUPATION_SCRIBE
+
STONE_WALL_W_E_2
LOCATION_OCCUPATION_DOCTOR
+
STONE_WALL_W_E_1
LOCATION_OCCUPATION_MONSTER_SLAYER
+
STONE_WALL_N_S_W_E_4
LOCATION_OCCUPATION_SCHOLAR
+
MAGMA_2
LOCATION_PERMISSION_ON_RESIDENTS
+
MAGMA_1
LOCATION_PERMISSION_ON_CITIZENS
+
HIDDEN_ROCK_5
LOCATION_POSITION_TEMPLE
+
HIDDEN_ROCK_4
LOCATION_PERMISSION_ON_VISITORS
+
HIDDEN_ROCK_3
LOCATION_PERMISSION_OFF_RESIDENTS
+
HIDDEN_ROCK_2
LOCATION_PERMISSION_OFF_CITIZENS
+
HIDDEN_ROCK_1
LOCATION_PERMISSION_ON_MEMBERS
+
STONE_WALL_N_S_4
LOCATION_PERMISSION_OFF_VISITORS
+
ROLLERS_WOOD_NS_2
BURROW_RECENTER
+
ROLLERS_WOOD_W_1
BURROW_SUSPEND_ACTIVE
+
ROLLERS_WOOD_E_1
LOCATION_PERMISSION_OFF_MEMBERS
+
ROLLERS_WOOD_N_1
LOCATION_OCCUPATION_REMOVE_WORKER
+
ROLLERS_WOOD_S_1
BUTTON_DIG
+
ROLLERS_WOOD_NSWE_1
BUTTON_LOWER_MENU
+
ROLLERS_WOOD_NWE_1
ARENA_FLUIDS_MUD_SELECTED
+
ROLLERS_WOOD_SWE_1
ARENA_ENTER_AMOUNT
+
ROLLERS_WOOD_SWE_2
BUTTON_BUILDING_REMOVE
+
ROLLERS_WOOD_NSE_2
BUTTON_ZONE_INACTIVE
+
ROLLERS_WOOD_NSW_2
BUTTON_BUILDING_INACTIVE
+
ROLLERS_WOOD_NW_2
BUTTON_BUILDING_ACTIVE
+
ROLLERS_WOOD_NE_2
BUTTON_BURROW_ACTIVE
+
ROLLERS_WOOD_SW_2
BUTTON_HAULING_INACTIVE
+
ROLLERS_WOOD_SE_2
BUTTON_ZONE_ACTIVE
+
ROLLERS_WOOD_WE_2
BUTTON_BURROW_INACTIVE
+
CAMPFIRE_TOP
BUTTON_DIG_DIG_INACTIVE
+
DRIFTWOOD
BUTTON_DIG_STAIRS_ACTIVE
+
ROLLERS_WOOD_W_2
BUTTON_HAULING_ACTIVE
+
ROLLERS_WOOD_E_2
BUTTON_DIG_DIG_ACTIVE
+
ROLLERS_WOOD_N_2
BUTTON_DIG_RAMP_INACTIVE
+
ROLLERS_WOOD_S_2
BUTTON_DIG_CHANNEL_ACTIVE
+
ROLLERS_WOOD_NSWE_2
BUTTON_DIG_STAIRS_INACTIVE
+
ROLLERS_WOOD_NWE_2
BUTTON_DIG_RAMP_ACTIVE
+
SHRUB
BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE
+
FLOOR_STONE_ENGRAVED_PALETTE
BUTTON_DIG_MODE_ALL_ACTIVE
+
FLOOR_STONE_ENGRAVED_NON_PALETTE
BUTTON_DIG_CHANNEL_INACTIVE
+
FLOOR_STONE_BLOCK
BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE
+
FLOOR_ASHES
BUTTON_DIG_MODE_AUTO_INACTIVE
+
EERIE_PIT
BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE
+
CAMPFIRE_DEAD
BUTTON_DIG_MODE_ALL_INACTIVE
+
CAMPFIRE
BUTTON_DIG_MODE_AUTO_ACTIVE
+
TREE_TRUNK_THICK_SE
BUTTON_DIG_MODE_ONLY_GEM_INACTIVE
+
TREE_TRUNK_THICK_SW
BUTTON_PRIORITY_1_ACTIVE
+
TREE_TRUNK_THICK_NE
BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE
+
TREE_TRUNK_THICK_NW
BUTTON_DIG_MODE_ONLY_GEM_ACTIVE
+
TREE_TRUNK_THICK_W
BUTTON_PRIORITY_2_INACTIVE
+
TREE_TRUNK_THICK_E
BUTTON_PRIORITY_3_ACTIVE
+
TREE_TRUNK_THICK_S
BUTTON_PRIORITY_1_INACTIVE
+
TREE_TRUNK_THICK_N
BUTTON_PRIORITY_2_ACTIVE
+
TREE_TRUNK_NW_s
BUTTON_PRIORITY_4_INACTIVE
+
TREE_TRUNK_NW_se
BUTTON_PRIORITY_5_ACTIVE
+
TREE_TRUNK_SWE_n
BUTTON_PRIORITY_3_INACTIVE
+
TREE_TRUNK_SWE
BUTTON_PRIORITY_4_ACTIVE
+
TREE_TRUNK_NWE_s
BUTTON_PRIORITY_6_INACTIVE
+
TREE_TRUNK_NWE
BUTTON_PRIORITY_7_ACTIVE
+
TREE_TRUNK_NSW_e
BUTTON_PRIORITY_5_INACTIVE
+
TREE_TRUNK_NSE_w
BUTTON_PRIORITY_6_ACTIVE
+
TREE_TRUNK_SE_nw
BUTTON_DES_BLUEPRINT_INACTIVE
+
TREE_TRUNK_SW_e
BUTTON_DES_TO_BLUEPRINT_ACTIVE
+
TREE_TRUNK_SW_n
BUTTON_PRIORITY_7_INACTIVE
+
TREE_TRUNK_SW_ne
BUTTON_DES_BLUEPRINT_ACTIVE
+
TREE_TRUNK_NE_w
BUTTON_DES_FROM_BLUEPRINT_INACTIVE
+
TREE_TRUNK_NE_s
BUTTON_DES_CHOP_ACTIVE
+
TREE_TRUNK_NE_sw
BUTTON_DES_FROM_BLUEPRINT_ACTIVE
+
TREE_TRUNK_NW_e
BUTTON_DES_TO_BLUEPRINT_INACTIVE
+
TREE_TRUNK_WE_n
BUTTON_DES_GATHER_INACTIVE
+
TREE_TRUNK_WE_ns
BUTTON_DES_SMOOTH_ACTIVE
+
TREE_TRUNK_WE
BUTTON_DES_CHOP_INACTIVE
+
TREE_TRUNK_NS_e
BUTTON_DES_GATHER_ACTIVE
+
TREE_TRUNK_NS_w
BUTTON_DES_SMOOTH_SMOOTH_INACTIVE
+
TREE_TRUNK_NS_we
BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE
+
TREE_TRUNK_SE_w
BUTTON_DES_SMOOTH_INACTIVE
+
TREE_TRUNK_SE_n
BUTTON_DES_SMOOTH_SMOOTH_ACTIVE
+
TRACK_CONSTRUCTED_STONE_NSE
BUTTON_DES_SMOOTH_TRACK_INACTIVE
+
TRACK_CONSTRUCTED_STONE_NSW
BUTTON_DES_SMOOTH_FORTIFY_ACTIVE
+
TRACK_CONSTRUCTED_STONE_WE
BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE
+
TRACK_CONSTRUCTED_STONE_SE
BUTTON_DES_SMOOTH_TRACK_ACTIVE
+
TRACK_CONSTRUCTED_STONE_SW
SQUADS_EQUIPMENT_AMMO_GOOD
+
TRACK_CONSTRUCTED_STONE_NE
SQUADS_EQUIPMENT_BACKPACK_GOOD
+
TRACK_CONSTRUCTED_STONE_NW
SQUADS_EQUIPMENT_SHOES_GOOD
+
TRACK_CONSTRUCTED_STONE_NS
SQUADS_EQUIPMENT_QUIVER_GOOD
+
TRACK_CONSTRUCTED_WOOD_NS
SQUADS_EQUIPMENT_SHIELD_WARNING
+
TRACK_CONSTRUCTED_WOOD_E
SQUADS_EQUIPMENT_ARMOR_WARNING
+
TRACK_CONSTRUCTED_WOOD_W
SQUADS_EQUIPMENT_FLASK_GOOD
+
TRACK_CONSTRUCTED_WOOD_S
SQUADS_EQUIPMENT_WEAPON_WARNING
+
TRACK_CONSTRUCTED_WOOD_N
SQUADS_EQUIPMENT_GLOVES_WARNING
+
TRACK_CONSTRUCTED_STONE_NSWE
SQUADS_EQUIPMENT_SHOES_WARNING
+
TRACK_CONSTRUCTED_STONE_SWE
SQUADS_EQUIPMENT_PANTS_WARNING
+
TRACK_CONSTRUCTED_STONE_NWE
SQUADS_EQUIPMENT_HELMET_WARNING
+
TRACK_CONSTRUCTED_WOOD_NWE
SQUADS_EQUIPMENT_BACKPACK_WARNING
+
TRACK_CONSTRUCTED_WOOD_NSE
SQUADS_EQUIPMENT_FLASK_WARNING
+
TRACK_CONSTRUCTED_WOOD_NSW
SQUADS_EQUIPMENT_QUIVER_WARNING
+
TRACK_CONSTRUCTED_WOOD_WE
SQUADS_EQUIPMENT_AMMO_WARNING
+
TRACK_CONSTRUCTED_WOOD_SE
SQUADS_EQUIPMENT_ARMOR_MISSING
+
TRACK_CONSTRUCTED_WOOD_SW
SQUADS_EQUIPMENT_PANTS_MISSING
+
TRACK_CONSTRUCTED_WOOD_NE
SQUADS_EQUIPMENT_WEAPON_MISSING
+
TRACK_CONSTRUCTED_WOOD_NW
SQUADS_EQUIPMENT_SHIELD_MISSING
+
ROLLERS_STONE_NW_1
SQUADS_EQUIPMENT_SHOES_MISSING
+
ROLLERS_STONE_NE_1
SQUADS_EQUIPMENT_QUIVER_MISSING
+
ROLLERS_STONE_SW_1
SQUADS_EQUIPMENT_HELMET_MISSING
+
ROLLERS_STONE_SE_1
SQUADS_EQUIPMENT_GLOVES_MISSING
+
ROLLERS_STONE_WE_1
SQUADS_EQUIPMENT_FLASK_MISSING
+
ROLLERS_STONE_NS_1
BUTTON_FREE_PAINT_ACTIVE
+
TRACK_CONSTRUCTED_WOOD_NSWE
SQUADS_EQUIPMENT_AMMO_MISSING
+
TRACK_CONSTRUCTED_WOOD_SWE
SQUADS_EQUIPMENT_BACKPACK_MISSING
+
ROLLERS_STONE_E_1
BUTTON_PAINT_RECTANGLE_INACTIVE
+
ROLLERS_STONE_N_1
BUTTON_CLICK_ACTIVE
+
ROLLERS_STONE_S_1
BUTTON_FREE_PAINT_INACTIVE
+
ROLLERS_STONE_NSWE_1
BUTTON_PAINT_RECTANGLE_ACTIVE
+
ROLLERS_STONE_NWE_1
BUTTON_FREE_PAINT_BORDER_INACTIVE
+
ROLLERS_STONE_SWE_1
BUTTON_PAINT_RECTANGLE_BORDER_ACTIVE
+
ROLLERS_STONE_NSE_1
BUTTON_CLICK_INACTIVE
+
ROLLERS_STONE_NSW_1
BUTTON_FREE_PAINT_BORDER_ACTIVE
+
ROLLERS_STONE_NSW_2
BUILDING_SHEET_FARM_INACTIVE_OPTION
+
ROLLERS_STONE_NW_2
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_ON
+
ROLLERS_STONE_NE_2
BUTTON_PAINT_RECTANGLE_BORDER_INACTIVE
+
ROLLERS_STONE_SW_2
BUILDING_SHEET_FARM_ACTIVE_OPTION
+
ROLLERS_STONE_SE_2
RECENTER_SURFACE
+
ROLLERS_STONE_WE_2
RECENTER_DEEPEST
+
ROLLERS_STONE_NS_2
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_OFF
+
ROLLERS_STONE_W_1
RECENTER_HOTKEYS
+
ROLLERS_STONE_W_2
RECENTER_REMOVE_OR_CLEAR
+
ROLLERS_STONE_E_2
ARENA_INCREASE_TEAM
+
ROLLERS_STONE_N_2
RECENTER_RECENTER
+
ROLLERS_STONE_S_2
RECENTER_SET_LOCATION
+
ROLLERS_STONE_NSWE_2
ARENA_DECREASE_SKILL
+
ROLLERS_STONE_NWE_2
ARENA_INCREASE_EQUIPMENT
+
ROLLERS_STONE_SWE_2
ARENA_DECREASE_TEAM
+
ROLLERS_STONE_NSE_2
ARENA_INCREASE_SKILL
+
ROLLERS_WOOD_NSE_1
ARENA_CONDITION_UNASSIGNED
+
ROLLERS_WOOD_NSW_1
ARENA_FLUIDS_WATER_UNSELECTED
+
ROLLERS_WOOD_NW_1
ARENA_DECREASE_EQUIPMENT
+
ROLLERS_WOOD_NE_1
ARENA_CONDITION_ASSIGNED
+
ROLLERS_WOOD_SW_1
ARENA_FLUIDS_MAGMA_SELECTED
+
ROLLERS_WOOD_SE_1
ARENA_FLUIDS_REMOVE_UNSELECTED
+
ROLLERS_WOOD_WE_1
ARENA_FLUIDS_WATER_SELECTED
+
ROLLERS_WOOD_NS_1
ARENA_FLUIDS_MAGMA_UNSELECTED
+
TREE_HEAVY_BRANCH_we
ARENA_FLUIDS_SNOW_SELECTED
+
TREE_HEAVY_BRANCH_se
ARENA_FLUIDS_MUD_UNSELECTED
+
TREE_HEAVY_BRANCH_ne
ARENA_FLUIDS_REMOVE_SELECTED
+
TREE_HEAVY_BRANCH_sw
ARENA_FLUIDS_SNOW_UNSELECTED
+
TREE_HEAVY_BRANCH_nw
INVENTORY_ASSIGNED_SYMBOL
+
TREE_HEAVY_BRANCH_ns
UNIT_SHEET_CUSTOMIZE
+
TREE_HEAVY_BRANCH_swe
INVENTORY_ASSIGNED_CLOTHING
+
TREE_HEAVY_BRANCH_nwe
INVENTORY_ASSIGNED_TOOL
+
TREE_HEAVY_BRANCH_NSW_e
UNIT_SHEET_CAMERA_ACTIVE
+
TREE_HEAVY_BRANCH_NSW
PETS_LIVESTOCK_ASSIGN_TRAINER
+
TREE_HEAVY_BRANCH_NSE_w
UNIT_SHEET_EXPEL
+
TREE_HEAVY_BRANCH_NSE
UNIT_SHEET_CAMERA_INACTIVE
+
TREE_HEAVY_BRANCH_e
PETS_LIVESTOCK_HUNT_TRAINING_INACTIVE
+
TREE_HEAVY_BRANCH_w
PETS_LIVESTOCK_HUNT_TRAINING_ACTIVE
+
TREE_HEAVY_BRANCH_s
PETS_LIVESTOCK_WAR_TRAINING_INACTIVE
+
TREE_HEAVY_BRANCH_n
PETS_LIVESTOCK_WAR_TRAINING_ACTIVE
+
TREE_HEAVY_BRANCH_NW_e
PETS_LIVESTOCK_AVAILABLE_AS_PET
+
TREE_HEAVY_BRANCH_NW_s
PETS_LIVESTOCK_SLAUGHTER_INACTIVE
+
TREE_HEAVY_BRANCH_NW_se
PETS_LIVESTOCK_ASSIGN_WORK_ANIMAL
+
TREE_HEAVY_BRANCH_NW
PETS_LIVESTOCK_UNAVAILABLE_AS_PET
+
TREE_HEAVY_BRANCH_SWE_n
PETS_LIVESTOCK_GELD_ACTIVE
+
TREE_HEAVY_BRANCH_SWE
BUILDING_SHEET_ASSIGN_WORKER
+
TREE_HEAVY_BRANCH_NWE_s
PETS_LIVESTOCK_SLAUGHTER_ACTIVE
+
TREE_HEAVY_BRANCH_NWE
PETS_LIVESTOCK_GELD_INACTIVE
+
TREE_HEAVY_BRANCH_SW_e
ASSIGN_TRADE_SELECTED
+
TREE_HEAVY_BRANCH_SW_n
ASSIGN_TRADE_NOT_SELECTED
+
TREE_HEAVY_BRANCH_SW_ne
BUILDING_SHEET_CLEAR_WORKER
+
TREE_HEAVY_BRANCH_SW
BUILDING_SHEET_REMOVE
+
TREE_HEAVY_BRANCH_NE_w
ASSIGN_TRADE_PROHIBITED
+
TREE_HEAVY_BRANCH_NE_s
BUTTON_FILTER_NAME
+
TREE_HEAVY_BRANCH_NE_sw
ASSIGN_TRADE_IN_DEPOT
+
TREE_HEAVY_BRANCH_NE
ASSIGN_TRADE_BEING_BROUGHT
+
TREE_HEAVY_BRANCH_NS_e
PETITIONS_LIGHT
+
TREE_HEAVY_BRANCH_NS_w
GRID_CELL_INACTIVE
+
TREE_HEAVY_BRANCH_NS_we
SIEGE_LIGHT
+
TREE_HEAVY_BRANCH_NS
DIPLOMACY_LIGHT
+
TREE_HEAVY_BRANCH_SE_w
LEGENDS_TAB_PAGE_LEFT
+
TREE_HEAVY_BRANCH_SE_n
LEGENDS_TAB_PAGE_RIGHT
+
TREE_HEAVY_BRANCH_SE_nw
GRID_CELL_ACTIVE
+
TREE_HEAVY_BRANCH_SE
GRID_CELL_BUTTON
+
TREE_HEAVY_BRANCH_N_se
EMBARK_EXPAND_Y_ACTIVE
+
TREE_HEAVY_BRANCH_N_sw
EMBARK_EXPAND_Y_INACTIVE
+
TREE_HEAVY_BRANCH_N_swe
EMBARK_SELECTED
+
TREE_HEAVY_BRANCH_N
EMBARK_NOT_SELECTED
+
TREE_HEAVY_BRANCH_WE_s
HELP_BORDER
+
TREE_HEAVY_BRANCH_WE_n
HELP_CORNER
+
TREE_HEAVY_BRANCH_WE_ns
EMBARK_CONTRACT_Y_ACTIVE
+
TREE_HEAVY_BRANCH_WE
EMBARK_CONTRACT_Y_INACTIVE
+
TREE_HEAVY_BRANCH_S_ne
HELP_REVEAL
+
TREE_HEAVY_BRANCH_S_nw
LIQUID_NUMBERS_ON
+
TREE_HEAVY_BRANCH_S_nwe
HELP_CLOSE
+
TREE_HEAVY_BRANCH_S
HELP_HIDE
+
TREE_HEAVY_BRANCH_N_e
RAMP_ARROWS_OFF
+
TREE_HEAVY_BRANCH_N_w
ZOOM_IN_ON
+
TREE_HEAVY_BRANCH_N_s
LIQUID_NUMBERS_OFF
+
TREE_HEAVY_BRANCH_N_we
RAMP_ARROWS_ON
+
TREE_HEAVY_BRANCH_W_ne
ZOOM_OUT_OFF
+
TREE_HEAVY_BRANCH_W_ns
BUTTON_RECTANGLE
+
TREE_HEAVY_BRANCH_W_nse
ZOOM_IN_OFF
+
TREE_HEAVY_BRANCH_W
ZOOM_OUT_ON
+
TREE_HEAVY_BRANCH_S_e
BUTTON_RECTANGLE_DARK
+
TREE_HEAVY_BRANCH_S_w
BUTTON_ADD
+
TREE_HEAVY_BRANCH_S_n
BUTTON_RECTANGLE_SELECTED
+
TREE_HEAVY_BRANCH_S_we
BUTTON_RECTANGLE_LIGHT
+
TREE_TRUNK_N_e
BUTTON_ADD_INVALID
+
TREE_TRUNK_N_w
BUTTON_SUBTRACT
+
TREE_TRUNK_N_s
BUTTON_ADD_HOVER
+
TREE_TRUNK_N_we
BUTTON_ADD_PRESSED
+
TREE_TRUNK_N_se
BUTTON_DES_CLAIM_ACTIVE
+
TREE_TRUNK_N_sw
BUTTON_DES_CLAIM_INACTIVE
+
TREE_TRUNK_N_swe
BUTTON_DES_SMOOTH_FORTIFY_INACTIVE
+
TREE_TRUNK_WE_s
BUTTON_DES_ITEM_BUILDING
+
TREE_TRUNK_W_nse
BUTTON_DES_DUMP_ACTIVE
+
TREE_TRUNK_S_e
BUTTON_DES_DUMP_INACTIVE
+
TREE_TRUNK_S_w
BUTTON_DES_FORBID_ACTIVE
+
TREE_TRUNK_S_n
BUTTON_DES_FORBID_INACTIVE
+
TREE_TRUNK_S_we
BUTTON_DES_MELT_ACTIVE
+
TREE_TRUNK_S_ne
BUTTON_DES_MELT_INACTIVE
+
TREE_TRUNK_S_nw
BUTTON_DES_UNDUMP_ACTIVE
+
TREE_TRUNK_S_nwe
BUTTON_DES_UNDUMP_INACTIVE
+
TREE_TRUNK_E_ns
BUTTON_DES_HIDE_ACTIVE
+
TREE_TRUNK_E_nsw
BUTTON_DES_HIDE_INACTIVE
+
TREE_TRUNK_W_e
BUTTON_DES_UNMELT_ACTIVE
+
TREE_TRUNK_W_s
BUTTON_DES_UNMELT_INACTIVE
+
TREE_TRUNK_W_n
BUTTON_DES_TRAFFIC
+
TREE_TRUNK_W_se
BUTTON_DES_TRAFFIC_HIGH_ACTIVE
+
TREE_TRUNK_W_ne
BUTTON_DES_UNHIDE_ACTIVE
+
TREE_TRUNK_W_ns
BUTTON_DES_UNHIDE_INACTIVE
+
TREE_TRUNK_SLOPE_TO_N
BUTTON_DES_TRAFFIC_NORMAL_INACTIVE
+
TREE_TRUNK_THICK_INTERIOR
BUTTON_DES_TRAFFIC_LOW_ACTIVE
+
TREE_TRUNK_NSWE
BUTTON_DES_TRAFFIC_HIGH_INACTIVE
+
TREE_TRUNK_E_w
BUTTON_DES_TRAFFIC_NORMAL_ACTIVE
+
TREE_TRUNK_E_s
BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE
+
TREE_TRUNK_E_n
BUTTON_DES_ERASE
+
TREE_TRUNK_E_sw
BUTTON_DES_TRAFFIC_LOW_INACTIVE
+
TREE_TRUNK_E_nw
BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE
+
TREE_TRUNK_SLOPE_SWE
BUTTON_SETTINGS
+
TREE_TRUNK_SLOPE_NWE
BUTTON_HELP
+
TREE_TRUNK_SLOPE_NSE
BUTTON_OPEN_RIGHT
+
TREE_TRUNK_SLOPE_NSW
BUTTON_CLOSE_LEFT
+
TREE_TRUNK_SLOPE_NSWE
BUTTON_STRESS_2
+
TREE_TRUNK_SLOPE_TO_E
BUTTON_STRESS_3
+
TREE_TRUNK_SLOPE_TO_W
BUTTON_STRESS_0
+
TREE_TRUNK_SLOPE_TO_S
BUTTON_STRESS_1
+
TREE_TRUNK_SLOPE_S
BUTTON_STRESS_6
+
TREE_TRUNK_SLOPE_N
BUTTON_PLAY_ACTIVE
+
TREE_TRUNK_SLOPE_WE
BUTTON_STRESS_4
+
TREE_TRUNK_SLOPE_SE
BUTTON_STRESS_5
+
TREE_TRUNK_SLOPE_NE
BUTTON_PAUSE_INACTIVE
+
TREE_TRUNK_SLOPE_SW
BUILDING_INFO_DOOR_FORBIDDEN_ACTIVE
+
TREE_TRUNK_SLOPE_NW
BUTTON_PLAY_INACTIVE
+
TREE_TRUNK_SLOPE_NS
BUTTON_PAUSE_ACTIVE
+
TREE_BRANCH_E
BUILDING_INFO_DOOR_PERMITTED
+
TREE_BRANCH_W
BUILDING_INFO_ACTIVE
+
TREE_BRANCH_S
BUILDING_INFO_DOOR_FORBIDDEN
+
TREE_BRANCH_N
BUILDING_INFO_DOOR_PERMITTED_ACTIVE
+
TREE_BRANCH
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL
+
TREE_TRUNK_SLOPE_TOP
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE_ACTIVE
+
TREE_TRUNK_SLOPE_E
BUILDING_INFO_INACTIVE
+
TREE_TRUNK_SLOPE_W
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL_ACTIVE
+
TREE_HEAVY_BRANCH_nse
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE
+
TREE_HEAVY_BRANCH_nsw
BUILDING_INFO_ANIMAL_TRAP_MEAT_ACTIVE
+
TREE_HEAVY_BRANCH_nswe
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE
+
TREE_HEAVY_BRANCH
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE_ACTIVE
+
TREE_BRANCH_NSWE
BUILDING_INFO_ANIMAL_TRAP_FISH
+
TREE_BRANCH_SWE
BUILDING_INFO_ANIMAL_TRAP_GEM_ACTIVE
+
TREE_BRANCH_NWE
BUILDING_INFO_ANIMAL_TRAP_MEAT
+
TREE_BRANCH_WE
BUILDING_INFO_ANIMAL_TRAP_FISH_ACTIVE
+
TREE_TWIGS_FULL_N
BUILDING_INFO_ANIMAL_TRAP_NONE
+
TREE_TWIGS_FULL4
INVENTORY_ASSIGNED_SQUAD
+
TREE_TWIGS_FULL3
BUILDING_INFO_ANIMAL_TRAP_GEM
+
TREE_TWIGS_FULL2
BUILDING_INFO_ANIMAL_TRAP_NONE_ACTIVE
+
TREE_TWIGS_FULL1
BUTTON_PICTURE_BOX_SELECTED
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE
BUTTON_PICTURE_BOX_HIGHLIGHTED
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE
SCROLLBAR_OFFCENTER_SCROLLER_HOVER
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE
BUTTON_PICTURE_BOX
+
TREE_TWIGS_NSWE
BUTTON_PICTURE_BOX_DARK
+
TREE_TWIGS_FULL_SE
BUTTON_FILTER
+
TREE_TWIGS_FULL_SW
BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED
+
TREE_TWIGS_FULL_NE
BUTTON_PICTURE_BOX_LIGHT
+
TREE_TWIGS_FULL_NW
BUTTON_CATEGORY_RECTANGLE_ON_SELECTED
+
TREE_TWIGS_FULL_E
BUTTON_CATEGORY_RECTANGLE_ON
+
TREE_TWIGS_FULL_W
BUTTON_CATEGORY_RECTANGLE_SELECTED
+
TREE_TWIGS_FULL_S
BUTTON_CATEGORY_RECTANGLE
+
TREE_TWIGS_SW
CALENDAR_DAY_PAST
+
TREE_TWIGS_NE
CALENDAR_DAY_CURRENT
+
TREE_TWIGS_NW
BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED
+
TREE_TWIGS_NS
BUTTON_CATEGORY_RECTANGLE_OFF
+
TREE_TWIGS_NSW
BORDER_TOP
+
TREE_TWIGS_NSE
BORDER_BOTTOM
+
TREE_TWIGS_NWE
CALENDAR_DAY_FUTURE
+
TREE_TWIGS_SWE
BORDER_MIDDLE_INTERSECTION
+
TREE_BASE_TRUNK_N
HOVER_RECTANGLE_JOIN_W_SW
+
TREE_BASE_TRUNK_NW
HOVER_RECTANGLE_JOIN_W_S
+
TREE_TWIGS_E
BORDER_LEFT
+
TREE_TWIGS_W
BORDER_RIGHT
+
TREE_TWIGS_S
HOVER_TAB_INACTIVE
+
TREE_TWIGS_N
HOVER_TAB_INSIDE_CORNER_TOP
+
TREE_TWIGS_WE
HOVER_RECTANGLE_JOIN_E_S
+
TREE_TWIGS_SE
HOVER_RECTANGLE_JOIN_E_SE
+
TREE_BASE_SHADOW_NW
BOTTOM_BUTTON_BORDER_W
+
TREE_BASE_TRUNK_SE
BOTTOM_BUTTON_BORDER_N
+
TREE_BASE_TRUNK_S
HOVER_TAB_INSIDE_CORNER_BOTTOM
+
TREE_BASE_TRUNK_SW
BOTTOM_BUTTON_BORDER_NW
+
TREE_BASE_TRUNK_E
BOTTOM_BUTTON_BORDER_E
+
TREE_BASE_TRUNK
LEGENDS_TAB_CLOSE_INACTIVE
+
TREE_BASE_TRUNK_W
BOTTOM_BUTTON_BORDER_INTERIOR
+
TREE_BASE_TRUNK_NE
BOTTOM_BUTTON_BORDER_NE
+
TREE_CAP_WALL_THICK_N
EMBARK_EXPAND_X_INACTIVE
+
TREE_BASE_SHADOW_SE
EMBARK_CONTRACT_X_ACTIVE
+
TREE_BASE_SHADOW_S
LEGENDS_TAB_CLOSE_ACTIVE
+
TREE_BASE_SHADOW_SW
EMBARK_EXPAND_X_ACTIVE
+
TREE_BASE_SHADOW_E
INTERIOR_BORDER_N_S_W_E
+
TREE_BASE_SHADOW_W
INTERIOR_BORDER_N_W_E
+
TREE_BASE_SHADOW_NE
EMBARK_CONTRACT_X_INACTIVE
+
TREE_BASE_SHADOW_N
BUTTON_RECTANGLE_DIVIDER
+
TREE_CAP_WALL_N_S_E
INTERIOR_BORDER_N_S
+
TREE_CAP_WALL_THICK_SE
INTERFACE_BACKGROUND
+
TREE_CAP_WALL_THICK_SW
INTERIOR_BORDER_S_W_E
+
TREE_CAP_WALL_THICK_NE
INTERIOR_BORDER_W_E
+
TREE_CAP_WALL_THICK_NW
SORT_DESCENDING_ACTIVE
+
TREE_CAP_WALL_THICK_W
SORT_DESCENDING_INACTIVE
+
TREE_CAP_WALL_THICK_E
SORT_ASCENDING_ACTIVE
+
TREE_CAP_WALL_THICK_S
SORT_ASCENDING_INACTIVE
+
TREE_CAP_WALL_N_S
SCROLLBAR_UP_HOVER
+
TREE_CAP_WALL_S_E
SCROLLBAR_UP_PRESSED
+
TREE_CAP_WALL_S_W
SORT_TEXT_ACTIVE
+
TREE_CAP_WALL_N_E
SORT_TEXT_INACTIVE
+
TREE_CAP_WALL_N_W
SCROLLBAR_TOP_SCROLLER
+
TREE_CAP_WALL_S_W_E
SCROLLBAR_TOP_SCROLLER_HOVER
+
TREE_CAP_WALL_N_W_E
SCROLLBAR_DOWN_HOVER
+
TREE_CAP_WALL_N_S_W
SCROLLBAR_DOWN_PRESSED
+
TREE_HEAVY_BRANCH_E_nw
SCROLLBAR_BLANK_SCROLLER
+
TREE_HEAVY_BRANCH_E_ns
SCROLLBAR_BLANK_SCROLLER_HOVER
+
TREE_HEAVY_BRANCH_E_nsw
SCROLLBAR_BOTTOM_SCROLLER
+
TREE_HEAVY_BRANCH_E
SCROLLBAR_BOTTOM_SCROLLER_HOVER
+
TREE_HEAVY_BRANCH_W_e
BUTTON_SUBTRACT_INVALID
+
TREE_HEAVY_BRANCH_W_s
BUTTON_EXPANDER_CLOSED
+
TREE_HEAVY_BRANCH_W_n
BUTTON_SUBTRACT_HOVER
+
TREE_HEAVY_BRANCH_W_se
BUTTON_SUBTRACT_PRESSED
+
TREE_LEAFLESS_TWIGS_FULL_W
TAB_SELECTED
+
TREE_LEAFLESS_TWIGS_FULL_S
SHORT_TAB
+
TREE_LEAFLESS_TWIGS_FULL_N
BUTTON_EXPANDER_OPEN
+
TREE_HEAVY_BRANCH_NSWE
SHORT_SUBTAB_SELECTED
+
TREE_HEAVY_BRANCH_E_w
SHORT_SUBSUBTAB
+
TREE_HEAVY_BRANCH_E_s
SHORT_TAB_SELECTED
+
TREE_HEAVY_BRANCH_E_n
SHORT_SUBTAB
+
TREE_HEAVY_BRANCH_E_sw
HORIZONTAL_OPTION_ACTIVE
+
TREE_LEAFLESS_TWIGS_NWE
HORIZONTAL_OPTION_INACTIVE
+
TREE_LEAFLESS_TWIGS_SWE
SHORT_SUBSUBTAB_SELECTED
+
TREE_LEAFLESS_TWIGS_NSWE
HORIZONTAL_OPTION_LEFT_ORNAMENT
+
TREE_LEAFLESS_TWIGS_FULL_SE
HORIZONTAL_OPTION_RIGHT_ORNAMENT
+
TREE_LEAFLESS_TWIGS_FULL_SW
BUILDING_JOBS_REPEAT
+
TREE_LEAFLESS_TWIGS_FULL_NE
HORIZONTAL_OPTION_REMOVE
+
TREE_LEAFLESS_TWIGS_FULL_NW
HORIZONTAL_OPTION_CONFIRM
+
TREE_LEAFLESS_TWIGS_FULL_E
BUILDING_JOBS_DO_NOW_ACTIVE
+
TREE_LEAFLESS_TWIGS_WE
BUILDING_JOBS_SUSPENDED
+
TREE_LEAFLESS_TWIGS_SE
BUILDING_JOBS_REPEAT_ACTIVE
+
TREE_LEAFLESS_TWIGS_SW
BUILDING_JOBS_DO_NOW
+
TREE_LEAFLESS_TWIGS_NE
BUILDING_JOBS_REMOVE
+
TREE_LEAFLESS_TWIGS_NW
BUILDING_JOBS_REMOVE_WORKER
+
TREE_LEAFLESS_TWIGS_NS
BUILDING_JOBS_SUSPENDED_ACTIVE
+
TREE_LEAFLESS_TWIGS_NSW
BUILDING_JOBS_PRIORITY_UP
+
TREE_LEAFLESS_TWIGS_NSE
BUILDING_SHORT_ITEM_TASK
+
TREE_OVERLEAVES_TRUNK_NWE
BUILDING_ITEM_TASK
+
TREE_OVERLEAVES_TRUNK_NSW
BUILDING_JOBS_ACTIVE
+
TREE_OVERLEAVES_TRUNK_NSE
BUILDING_JOBS_QUOTA
+
TREE_LEAFLESS_TWIGS
BUILDING_ITEM_ANIMAL
+
TREE_LEAFLESS_TWIGS_E
BUILDING_ITEM_BAIT
+
TREE_LEAFLESS_TWIGS_W
BUILDING_ITEM_INCORPORATED
+
TREE_LEAFLESS_TWIGS_S
BUILDING_ITEM_TRADE
+
TREE_LEAFLESS_TWIGS_N
BUILDING_ITEM_OTHER
+
TREE_OVERLEAVES_TRUNK_N
STOCKS_RECENTER
+
TREE_OVERLEAVES_TRUNK_WE
BUILDING_ITEM_LOADED
+
TREE_OVERLEAVES_TRUNK_NS
BUILDING_ITEM_DEAD
+
TREE_OVERLEAVES_TRUNK_SE
STOCKS_FORBID_ACTIVE
+
TREE_OVERLEAVES_TRUNK_SW
STOCKS_DUMP
+
TREE_OVERLEAVES_TRUNK_NE
STOCKS_VIEW_ITEM
+
TREE_OVERLEAVES_TRUNK_NW
STOCKS_FORBID
+
TREE_OVERLEAVES_TRUNK_SWE
STOCKS_MELT_ACTIVE
+
TREE_OVERLEAVES_HEAVY_BRANCH_E
STOCKS_HIDE
+
TREE_OVERLEAVES_HEAVY_BRANCH_W
STOCKS_DUMP_ACTIVE
+
TREE_OVERLEAVES_HEAVY_BRANCH_S
STOCKS_MELT
+
TREE_OVERLEAVES_HEAVY_BRANCH_N
SHORT_FORBID_ACTIVE
+
TREE_OVERLEAVES_TRUNK_NSWE
SHORT_DUMP
+
TREE_OVERLEAVES_TRUNK_E
STOCKS_HIDE_ACTIVE
+
TREE_OVERLEAVES_TRUNK_W
SHORT_FORBID
+
TREE_OVERLEAVES_TRUNK_S
SHORT_MELT_ACTIVE
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW
SHORT_HIDE
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE
SHORT_DUMP_ACTIVE
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE
SHORT_MELT
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW
SLIDER
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE
SLIDER_HOVER
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW
SHORT_HIDE_ACTIVE
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE
SLIDER_BACKGROUND
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS
SCROLLBAR_SMALL_SCROLLER_HOVER
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_AUTUMN
SCROLLBAR_OFFCENTER_SCROLLER
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_AUTUMN
SCROLLBAR
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_AUTUMN
SCROLLBAR_SMALL_SCROLLER
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_8T
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_9T
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_6T
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_7T
+
TREE_OVERLEAVES_TRUNK_NSWE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_2B
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_3B
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_10T
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_1B
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_6B
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_7B
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_4B
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_5B
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_10B
+
TREE_TWIGS_FULL_W_FRUIT
AMMO_GRAPHICS
+
TREE_TWIGS_FULL_S_FRUIT
TRAPCOMP_GRAPHICS_UPRIGHT_8B
+
TREE_TWIGS_FULL_N_FRUIT
TRAPCOMP_GRAPHICS_UPRIGHT_9B
+
TREE_TWIGS_FULL4_FRUIT
AMMO_GRAPHICS_STRAIGHT_WOOD
+
TREE_TWIGS_FULL3_FRUIT
AMMO_GRAPHICS_DIAGONAL_DEFAULT
+
TREE_TWIGS_FULL2_FRUIT
Unknown ammo graphics weapon token:
+
TREE_TWIGS_FULL1_FRUIT
AMMO_GRAPHICS_STRAIGHT_DEFAULT
+
TREE_TWIGS_FRUIT
Unknown siegeammo graphics weapon token:
+
TREE_TWIGS_NWE_FRUIT
SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT
+
TREE_TWIGS_SWE_FRUIT
AMMO_GRAPHICS_DIAGONAL_WOOD
+
TREE_TWIGS_NSWE_FRUIT
SIEGEAMMO_GRAPHICS
+
TREE_TWIGS_FULL_SE_FRUIT
SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD
+
TREE_TWIGS_FULL_SW_FRUIT
WEAPON_GRAPHICS
+
TREE_TWIGS_FULL_NE_FRUIT
SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD
+
TREE_TWIGS_FULL_NW_FRUIT
SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT
+
TREE_TWIGS_FULL_E_FRUIT
WEAPON_GRAPHICS_MATERIAL
+
TREE_TWIGS_WE_FRUIT
WEAPON_GRAPHICS_WOOD
+
TREE_TWIGS_SE_FRUIT
Unknown weapon graphics weapon token:
+
TREE_TWIGS_SW_FRUIT
WEAPON_GRAPHICS_DEFAULT
+
TREE_TWIGS_NE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_1T
+
TREE_TWIGS_NW_FRUIT
WEAPON_GRAPHICS_UPRIGHT_2T
+
TREE_TWIGS_NS_FRUIT
WEAPON_GRAPHICS_WOOD_GROWN
+
TREE_TWIGS_NSW_FRUIT
WEAPON_GRAPHICS_WEAPON_TRAP
+
TREE_TWIGS_NSE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_5T
+
TREE_OVERLEAVES_TRUNK_SWE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_6T
+
TREE_OVERLEAVES_TRUNK_NWE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_3T
+
TREE_OVERLEAVES_TRUNK_NSW_FRUIT
WEAPON_GRAPHICS_UPRIGHT_4T
+
TREE_OVERLEAVES_TRUNK_NSE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_9T
+
TREE_TWIGS_E_FRUIT
WEAPON_GRAPHICS_UPRIGHT_10T
+
TREE_TWIGS_W_FRUIT
WEAPON_GRAPHICS_UPRIGHT_7T
+
TREE_TWIGS_S_FRUIT
WEAPON_GRAPHICS_UPRIGHT_8T
+
TREE_TWIGS_N_FRUIT
WEAPON_GRAPHICS_UPRIGHT_3B
+
TREE_OVERLEAVES_TRUNK_S_FRUIT
WEAPON_GRAPHICS_UPRIGHT_4B
+
TREE_OVERLEAVES_TRUNK_N_FRUIT
WEAPON_GRAPHICS_UPRIGHT_1B
+
TREE_OVERLEAVES_TRUNK_WE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_2B
+
TREE_OVERLEAVES_TRUNK_NS_FRUIT
WEAPON_GRAPHICS_UPRIGHT_7B
+
TREE_OVERLEAVES_TRUNK_SE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_8B
+
TREE_OVERLEAVES_TRUNK_SW_FRUIT
WEAPON_GRAPHICS_UPRIGHT_5B
+
TREE_OVERLEAVES_TRUNK_NE_FRUIT
WEAPON_GRAPHICS_UPRIGHT_6B
+
TREE_OVERLEAVES_TRUNK_NW_FRUIT
FOOD_CONTAINER_GRAPHICS
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FRUIT
TOOL_GRAPHICS
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_FRUIT
WEAPON_GRAPHICS_UPRIGHT_9B
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_FRUIT
WEAPON_GRAPHICS_UPRIGHT_10B
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_FRUIT
LIST_ICON
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_FRUIT
TOOL_GRAPHICS_HIVE_BLD
+
TREE_OVERLEAVES_TRUNK_NSWE_FRUIT
Unknown tool graphics tool token:
+
TREE_OVERLEAVES_TRUNK_E_FRUIT
ADD_TOOL_GRAPHICS
+
TREE_OVERLEAVES_TRUNK_W_FRUIT
TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID
+
TREE_CAP_RAMP_N_S_W_E
TOOL_GRAPHICS_CONTAINER_STONE_LIQUID
+
TREE_CAP_FLOOR_4
TOOL_GRAPHICS_HIVE_BLD_IN_USE
+
TREE_CAP_FLOOR_3
TOOL_GRAPHICS_HIVE_BLD_PRODUCTS
+
TREE_CAP_FLOOR_2
SCROLLBAR_SKY
+
TREE_CAP_FLOOR_1
SCROLLBAR_GROUND
+
TREE_CAP_THICK_INTERIOR
SCROLLBAR_CENTER_SCROLLER
+
TREE_CAP_WALL_N_S_W_E
SCROLLBAR_CENTER_SCROLLER_HOVER
+
TREE_CAP_WALL_W_E
SHAPE_GRAPHICS_LARGE_GEM
+
TREE_CAP_RAMP_S_E
Unknown gem shape token:
+
TREE_CAP_RAMP_S_W
SCROLLBAR_UNDERGROUND
+
TREE_CAP_RAMP_N_E
BUTTON_FILTER_NO_MAG_RIGHT
+
TREE_CAP_RAMP_N_W
Unknown workshop graphics workshop token:
+
TREE_CAP_RAMP_S_W_E
CUSTOM_FURNACE_GRAPHICS
+
TREE_CAP_RAMP_N_W_E
SHAPE_GRAPHICS_SMALL_GEM
+
TREE_CAP_RAMP_N_S_W
CUSTOM_WORKSHOP_GRAPHICS
+
TREE_CAP_RAMP_N_S_E
STATUE_ITEM_GRAPHICS: Unknown item subtype token:
+
TREE_TWIGS_FULL1_AUTUMN
STATUE_CREATURE_GRAPHICS
+
TREE_TWIGS_AUTUMN
Unknown furnace graphics furnace token:
+
TREE_CAP_RAMP_E
STATUE_ITEM_GRAPHICS
+
TREE_CAP_RAMP_W
Unknown statue creature caste token:
+
TREE_CAP_RAMP_S
STATUE_SHAPE_GRAPHICS
+
TREE_CAP_RAMP_N
Unknown statue creature token:
+
TREE_CAP_RAMP_W_E
STATUE_CREATURE_CASTE_GRAPHICS
+
TREE_CAP_RAMP_N_S
CHEESE_GRAPHICS
+
TREE_TWIGS_FULL_NW_AUTUMN
cheese graphics
+
TREE_TWIGS_FULL_E_AUTUMN
Unknown statue shape token:
+
TREE_TWIGS_FULL_W_AUTUMN
Statue shape adj not recognized:
+
TREE_TWIGS_FULL_S_AUTUMN
BOULDER_GRAPHICS
+
TREE_TWIGS_FULL_N_AUTUMN
boulder graphics
+
TREE_TWIGS_FULL4_AUTUMN
Unknown cheese graphics material:
+
TREE_TWIGS_FULL3_AUTUMN
CHEESE_GRAPHICS_ALT
+
TREE_TWIGS_FULL2_AUTUMN
rough gem graphics
+
TREE_TWIGS_NSW_AUTUMN
Unknown rough gem graphics material:
+
TREE_TWIGS_NSE_AUTUMN
Unknown boulder graphics material:
+
TREE_TWIGS_NWE_AUTUMN
ROUGH_GEM_GRAPHICS
+
TREE_TWIGS_SWE_AUTUMN
Unknown bar graphics material:
+
TREE_TWIGS_NSWE_AUTUMN
WOOD_GRAPHICS
+
TREE_TWIGS_FULL_SE_AUTUMN
BARS_GRAPHICS
+
TREE_TWIGS_FULL_SW_AUTUMN
bar graphics
+
TREE_TWIGS_FULL_NE_AUTUMN
FOOD_GRAPHICS
+
TREE_TWIGS_S_AUTUMN
Unknown food graphics food token:
+
TREE_TWIGS_N_AUTUMN
wood graphics
+
TREE_TWIGS_WE_AUTUMN
Unknown wood graphics material:
+
TREE_TWIGS_SE_AUTUMN
GLOVES_GRAPHICS
+
TREE_TWIGS_SW_AUTUMN
Unknown gloves graphics gloves token:
+
TREE_TWIGS_NE_AUTUMN
ARMOR_GRAPHICS
+
TREE_TWIGS_NW_AUTUMN
Unknown armor graphics armor token:
+
TREE_TWIGS_NS_AUTUMN
PANTS_GRAPHICS
+
TREE_OVERLEAVES_TRUNK_NE_AUTUMN
Unknown pants graphics pants token:
+
TREE_OVERLEAVES_TRUNK_NW_AUTUMN
HELM_GRAPHICS
+
TREE_OVERLEAVES_TRUNK_SWE_AUTUMN
Unknown helm graphics helm token:
+
TREE_OVERLEAVES_TRUNK_NWE_AUTUMN
SHIELD_GRAPHICS
+
TREE_OVERLEAVES_TRUNK_NSW_AUTUMN
Unknown shield graphics shield token:
+
TREE_OVERLEAVES_TRUNK_NSE_AUTUMN
SHOES_GRAPHICS
+
TREE_TWIGS_E_AUTUMN
Unknown shoes graphics shoes token:
+
TREE_TWIGS_W_AUTUMN
TOY_GRAPHICS
+
TREE_OVERLEAVES_TRUNK_E_AUTUMN
Unknown toy graphics toy token:
+
TREE_OVERLEAVES_TRUNK_W_AUTUMN
SHOES_GRAPHICS_METAL
+
TREE_OVERLEAVES_TRUNK_S_AUTUMN
SHIELD_GRAPHICS_WOODEN
+
TREE_OVERLEAVES_TRUNK_N_AUTUMN
TRAPCOMP_GRAPHICS_WEAPON_TRAP
+
TREE_OVERLEAVES_TRUNK_WE_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_1T
+
TREE_OVERLEAVES_TRUNK_NS_AUTUMN
TRAPCOMP_GRAPHICS
+
TREE_OVERLEAVES_TRUNK_SE_AUTUMN
Unknown trapcomp graphics trapcomp token:
+
TREE_OVERLEAVES_TRUNK_SW_AUTUMN
TRAPCOMP_GRAPHICS_UPRIGHT_4T
+
GRASS_4
TRAPCOMP_GRAPHICS_UPRIGHT_5T
+
GRASS_3
TRAPCOMP_GRAPHICS_UPRIGHT_2T
+
GRASS_2
TRAPCOMP_GRAPHICS_UPRIGHT_3T
+
GRASS_1
FORTIFICATION_OPEN_NE
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FLOWER
FORTIFICATION_OPEN_SW
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FLOWER
FORTIFICATION_OPEN_WE
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FLOWER
FORTIFICATION_OPEN_NW
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FLOWER
FORTIFICATION_WOOD_OPEN_NSWE
+
GRASS_9
FORTIFICATION_WOOD_OPEN_NSW
+
GRASS_8
FORTIFICATION_OPEN_SE
+
GRASS_7
FORTIFICATION_WOOD
+
GRASS_6
FORTIFICATION_WOOD_OPEN_SWE
+
GRASS_5D
FORTIFICATION_WOOD_OPEN_NS
+
GRASS_5C
FORTIFICATION_WOOD_OPEN_NSE
+
GRASS_5B
FORTIFICATION_WOOD_OPEN_NWE
+
GRASS_5
FORTIFICATION_WOOD_OPEN_NE
+
STONE_FLOOR_5D
FORTIFICATION_WOOD_OPEN_SW
+
STONE_FLOOR_5C
FORTIFICATION_WOOD_OPEN_WE
+
STONE_FLOOR_5B
FORTIFICATION_WOOD_OPEN_NW
+
STONE_FLOOR_5
FORTIFICATION_ICE_OPEN_NSWE
+
STONE_FLOOR_4
FORTIFICATION_ICE_OPEN_NSW
+
STONE_FLOOR_3
FORTIFICATION_WOOD_OPEN_SE
+
STONE_FLOOR_2
FORTIFICATION_ICE
+
STONE_FLOOR_1
FORTIFICATION_ICE_OPEN_SWE
+
GLASS_GREEN_FLOOR
FORTIFICATION_ICE_OPEN_NS
+
SMOOTH_ICE_FLOOR
FORTIFICATION_ICE_OPEN_NSE
+
ROUGH_ICE_FLOOR
FORTIFICATION_ICE_OPEN_NWE
+
WOOD_FLOOR
FORTIFICATION_ICE_OPEN_NE
+
STONE_FLOOR_9
FORTIFICATION_ICE_OPEN_SW
+
STONE_FLOOR_8
FORTIFICATION_ICE_OPEN_WE
+
STONE_FLOOR_7
FORTIFICATION_ICE_OPEN_NW
+
STONE_FLOOR_6
FLOW_DUST
+
SAND_FLOOR_5B
FLOW_WATER_MIST
+
SAND_FLOOR_5
FORTIFICATION_ICE_OPEN_SE
+
SAND_FLOOR_4
FLOW_MIASMA
+
SAND_FLOOR_3
FLOW_VAPOR
+
SAND_FLOOR_2
FLOW_DRAGONFIRE
+
SAND_FLOOR_1
FLOW_LAVA_MIST
+
GLASS_CRYSTAL_FLOOR
FLOW_BOILING
+
GLASS_CLEAR_FLOOR
FLOW_ITEM
+
SAND_YELLOW_FLOOR_2
UNIT_SELECTOR_PASTURE
+
SAND_YELLOW_FLOOR_1
FLOW_FIRE
+
SAND_FLOOR_9
FLOW_SMOKE
+
SAND_FLOOR_8
CREATURE_IS_TRAVELING
+
SAND_FLOOR_7
BUILDING_ICON_WORKSHOPS
+
SAND_FLOOR_6
UNIT_SELECTOR_PIT
+
SAND_FLOOR_5D
UNIT_SELECTOR_POND
+
SAND_FLOOR_5C
BUILDING_ICON_WALLS_FLOORS
+
SAND_YELLOW_FLOOR_7
BUILDING_ICON_MACHINES_FLUIDS
+
SAND_YELLOW_FLOOR_6
BUILDING_ICON_FURNITURE
+
SAND_YELLOW_FLOOR_5D
BUILDING_ICON_DOORS_HATCHES
+
SAND_YELLOW_FLOOR_5C
BUILDING_ICON_MILITARY
+
SAND_YELLOW_FLOOR_5B
BUILDING_ICON_TRADE_DEPOT
+
SAND_YELLOW_FLOOR_5
BUILDING_ICON_CAGES_RESTRAINT
+
SAND_YELLOW_FLOOR_4
BUILDING_ICON_TRAPS
+
SAND_YELLOW_FLOOR_3
BUILDING_ICON_WORKSHOP_METALSMITH
+
SAND_WHITE_FLOOR_5B
BUILDING_ICON_WORKSHOPS_FURNACES
+
SAND_WHITE_FLOOR_5
BUILDING_ICON_WORKSHOP_CARPENTER
+
SAND_WHITE_FLOOR_4
BUILDING_ICON_WORKSHOP_MASON
+
SAND_WHITE_FLOOR_3
BUILDING_ICON_WORKSHOPS_CLOTHING
+
SAND_WHITE_FLOOR_2
BUILDING_ICON_WORKSHOPS_FARMING
+
SAND_WHITE_FLOOR_1
BUILDING_ICON_WORKSHOP_CRAFTS
+
SAND_YELLOW_FLOOR_9
BUILDING_ICON_WORKSHOP_JEWELER
+
SAND_YELLOW_FLOOR_8
BUILDING_ICON_WORKSHOP_SIEGE
+
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FRUIT
BUILDING_ICON_WORKSHOP_ASHERY
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FRUIT
BUILDING_ICON_WORKSHOP_BOWYER
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FRUIT
BUILDING_ICON_WORKSHOP_MECHANIC
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FRUIT
TOOL_GRAPHICS_CONTAINER_WOOD_ITEM
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FRUIT
TOOL_GRAPHICS_CONTAINER_STONE_ITEM
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FRUIT
TOOL_GRAPHICS_CONTAINER_METAL_LIQUID
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FRUIT
TOOL_GRAPHICS_CONTAINER_LIQUID
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FRUIT
TOOL_GRAPHICS_STONE
+
TREE_TWIGS_FULL_N_FLOWER
TOOL_GRAPHICS_METAL
+
TREE_TWIGS_FULL4_FLOWER
TOOL_GRAPHICS_CONTAINER_METAL_ITEM
+
TREE_TWIGS_FULL3_FLOWER
TOOL_GRAPHICS_WOOD
+
TREE_TWIGS_FULL2_FLOWER
TOOL_GRAPHICS_STONE_VARIANT
+
TREE_TWIGS_FULL1_FLOWER
TOOL_GRAPHICS_METAL_VARIANT
+
TREE_TWIGS_FLOWER
TOOL_GRAPHICS_GLASS
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FRUIT
TOOL_GRAPHICS_WOOD_VARIANT
+
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FRUIT
TOOL_GRAPHICS_SPIKES
+
TREE_TWIGS_NSWE_FLOWER
TOOL_GRAPHICS_RINGS
+
TREE_TWIGS_FULL_SE_FLOWER
TOOL_GRAPHICS_GLASS_VARIANT
+
TREE_TWIGS_FULL_SW_FLOWER
TOOL_GRAPHICS_DAMAGE
+
TREE_TWIGS_FULL_NE_FLOWER
TOOL_GRAPHICS_BANDS
+
TREE_TWIGS_FULL_NW_FLOWER
TOOL_GRAPHICS_BLOOD
+
TREE_TWIGS_FULL_E_FLOWER
TOOL_GRAPHICS_STUDS
+
TREE_TWIGS_FULL_W_FLOWER
TOOL_GRAPHICS_ENGRAVING
+
TREE_TWIGS_FULL_S_FLOWER
TOOL_GRAPHICS_MUD
+
TREE_TWIGS_SW_FLOWER
TOOL_GRAPHICS_SHAPE
+
TREE_TWIGS_NE_FLOWER
TOOL_GRAPHICS_VOMIT
+
TREE_TWIGS_NW_FLOWER
TOOL_GRAPHICS_WATER
+
TREE_TWIGS_NS_FLOWER
TILE_GRAPHICS
+
TREE_TWIGS_NSW_FLOWER
CUSTOM_SYMBOL
+
TREE_TWIGS_NSE_FLOWER
Shape token not recognized:
+
TREE_TWIGS_NWE_FLOWER
TILE_GRAPHICS_RECTANGLE
+
TREE_TWIGS_SWE_FLOWER
GRASS_STAIR_DOWN
+
TREE_OVERLEAVES_TRUNK_NSW_FLOWER
STONE_STAIR_UPDOWN
+
TREE_OVERLEAVES_TRUNK_NSE_FLOWER
GRASS_STAIR_UPDOWN
+
TREE_TWIGS_E_FLOWER
GRASS_STAIR_UP
+
TREE_TWIGS_W_FLOWER
DIRT_STAIR_UPDOWN
+
TREE_TWIGS_S_FLOWER
DIRT_STAIR_UP
+
TREE_TWIGS_N_FLOWER
STONE_STAIR_UP
+
TREE_TWIGS_WE_FLOWER
STONE_STAIR_DOWN
+
TREE_TWIGS_SE_FLOWER
SAND_STAIR_UP
+
TREE_OVERLEAVES_TRUNK_WE_FLOWER
SAND_STAIR_DOWN
+
TREE_OVERLEAVES_TRUNK_NS_FLOWER
DIRT_STAIR_DOWN
+
TREE_OVERLEAVES_TRUNK_SE_FLOWER
SAND_STAIR_UPDOWN
+
TREE_OVERLEAVES_TRUNK_SW_FLOWER
SAND_Y_STAIR_DOWN
+
TREE_OVERLEAVES_TRUNK_NE_FLOWER
SAND_W_STAIR_UPDOWN
+
TREE_OVERLEAVES_TRUNK_NW_FLOWER
SAND_Y_STAIR_UPDOWN
+
TREE_OVERLEAVES_TRUNK_SWE_FLOWER
SAND_Y_STAIR_UP
+
TREE_OVERLEAVES_TRUNK_NWE_FLOWER
SAND_R_STAIR_UPDOWN
+
TREE_OVERLEAVES_HEAVY_BRANCH_W_FLOWER
SAND_R_STAIR_UP
+
TREE_OVERLEAVES_HEAVY_BRANCH_S_FLOWER
SAND_W_STAIR_UP
+
TREE_OVERLEAVES_HEAVY_BRANCH_N_FLOWER
SAND_W_STAIR_DOWN
+
TREE_OVERLEAVES_TRUNK_NSWE_FLOWER
SAND_B_STAIR_UP
+
TREE_OVERLEAVES_TRUNK_E_FLOWER
SAND_B_STAIR_DOWN
+
TREE_OVERLEAVES_TRUNK_W_FLOWER
SAND_R_STAIR_DOWN
+
TREE_OVERLEAVES_TRUNK_S_FLOWER
SAND_B_STAIR_UPDOWN
+
TREE_OVERLEAVES_TRUNK_N_FLOWER
PALETTE_STAIR_DOWN
+
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FLOWER
SMOOTH_FLOOR
+
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FLOWER
PALETTE_STAIR_UPDOWN
+
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FLOWER
PALETTE_STAIR_UP
+
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FLOWER
FORTIFICATION_OPEN_NSWE
+
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FLOWER
FORTIFICATION_OPEN_NSW
+
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FLOWER
WORKSHOP_FLOOR
+
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FLOWER
FORTIFICATION
+
TREE_OVERLEAVES_HEAVY_BRANCH_E_FLOWER
FORTIFICATION_OPEN_SWE
+
OUT_OF_BOUNDS_CURSOR
FORTIFICATION_OPEN_NS
+
ERROR_CURSOR_CURSOR
FORTIFICATION_OPEN_NSE
+
ILLEGAL_JUMP_CURSOR
FORTIFICATION_OPEN_NWE
+
LEGAL_JUMP_CURSOR
BUILDING_ICON_TRAP_STONE
+
TALK_CURSOR
BUILDING_ICON_TRAP_WEAPON
+
LOOK_CURSOR
BUILDING_ICON_ANIMAL_TRAP
+
RAMP_DOWN_ARROW
BUILDING_ICON_PRESSURE_PLATE
+
RAMP_UP_ARROW
BUILDING_ICON_ARCHERY_TARGET
+
RECTANGLE_CURSOR_INTERIOR
BUILDING_ICON_WEAPON_RACK
+
RECTANGLE_CURSOR_W
BUILDING_ICON_TRAP_CAGE
+
RECTANGLE_CURSOR_N_S_E
BUILDING_ICON_WEAPON
+
RECTANGLE_CURSOR_N_S
BUILDING_ICON_CATAPULT
+
RECTANGLE_CURSOR_N_S_W
BUILDING_ICON_WAGON
+
RECTANGLE_CURSOR_N_E
BUILDING_ICON_ARMOR_STAND
+
RECTANGLE_CURSOR_N
BUILDING_ICON_BALLISTA
+
RECTANGLE_CURSOR_N_W
PLANNED_CONSTRUCTION_FLOOR
+
RECTANGLE_CURSOR_N_S_W_E
PLANNED_CONSTRUCTION_STAIR_UP
+
RECTANGLE_CURSOR_W_E
PLANNED_CONSTRUCTION_FORTIFICATION
+
RECTANGLE_CURSOR_S_E
PLANNED_CONSTRUCTION_WALL
+
RECTANGLE_CURSOR_S
PLANNED_CONSTRUCTION_RAMP
+
RECTANGLE_CURSOR_S_W
PLANNED_CONSTRUCTION_TRACK_N
+
RECTANGLE_CURSOR_S_W_E
PLANNED_CONSTRUCTION_STAIR_DOWN
+
RECTANGLE_CURSOR_N_W_E
PLANNED_CONSTRUCTION_STAIR_UPDOWN
+
RECTANGLE_CURSOR_E
PLANNED_CONSTRUCTION_TRACK_E
+
RECTANGLE_CURSOR_UNPASSABLE_INTERIOR
PLANNED_CONSTRUCTION_TRACK_NS
+
RECTANGLE_CURSOR_UNPASSABLE_W
PLANNED_CONSTRUCTION_TRACK_S
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_E
PLANNED_CONSTRUCTION_TRACK_W
+
RECTANGLE_CURSOR_UNPASSABLE_N_S
PLANNED_CONSTRUCTION_TRACK_SE
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_W
PLANNED_CONSTRUCTION_TRACK_SW
+
RECTANGLE_CURSOR_UNPASSABLE_N_E
PLANNED_CONSTRUCTION_TRACK_NE
+
RECTANGLE_CURSOR_UNPASSABLE_N
PLANNED_CONSTRUCTION_TRACK_NW
+
RECTANGLE_CURSOR_UNPASSABLE_N_W
PLANNED_CONSTRUCTION_TRACK_NSW
+
RECTANGLE_CURSOR_UNPASSABLE_N_S_W_E
PLANNED_CONSTRUCTION_TRACK_NWE
+
RECTANGLE_CURSOR_UNPASSABLE_W_E
PLANNED_CONSTRUCTION_TRACK_WE
+
RECTANGLE_CURSOR_UNPASSABLE_S_E
PLANNED_CONSTRUCTION_TRACK_NSE
+
RECTANGLE_CURSOR_UNPASSABLE_S
PLANNED_CONSTRUCTION_TRACK_RN
+
RECTANGLE_CURSOR_UNPASSABLE_S_W
PLANNED_CONSTRUCTION_TRACK_RS
+
RECTANGLE_CURSOR_UNPASSABLE_S_W_E
PLANNED_CONSTRUCTION_TRACK_SWE
+
RECTANGLE_CURSOR_UNPASSABLE_N_W_E
PLANNED_CONSTRUCTION_TRACK_NSWE
+
RECTANGLE_CURSOR_UNPASSABLE_E
PLANNED_CONSTRUCTION_TRACK_RNS
+
RECTANGLE_CURSOR_WATER_INTERIOR
PLANNED_CONSTRUCTION_TRACK_RNE
+
RECTANGLE_CURSOR_WATER_W
PLANNED_CONSTRUCTION_TRACK_RW
+
RECTANGLE_CURSOR_WATER_N_S_E
PLANNED_CONSTRUCTION_TRACK_RE
+
RECTANGLE_CURSOR_WATER_N_S
PLANNED_CONSTRUCTION_TRACK_RSW
+
RECTANGLE_CURSOR_WATER_N_S_W
PLANNED_CONSTRUCTION_TRACK_RWE
+
RECTANGLE_CURSOR_WATER_N_E
PLANNED_CONSTRUCTION_TRACK_RNW
+
RECTANGLE_CURSOR_WATER_N
PLANNED_CONSTRUCTION_TRACK_RSE
+
RECTANGLE_CURSOR_WATER_N_W
PLANNED_CONSTRUCTION_TRACK_RNWE
+
RECTANGLE_CURSOR_WATER_N_S_W_E
PLANNED_CONSTRUCTION_TRACK_RSWE
+
RECTANGLE_CURSOR_WATER_W_E
PLANNED_CONSTRUCTION_TRACK_RNSE
+
RECTANGLE_CURSOR_WATER_S_E
PLANNED_CONSTRUCTION_TRACK_RNSW
+
RECTANGLE_CURSOR_WATER_S
ZONE_INACTIVE_N_W
+
RECTANGLE_CURSOR_WATER_S_W
ZONE_INACTIVE_N_E
+
RECTANGLE_CURSOR_WATER_S_W_E
PLANNED_CONSTRUCTION_TRACK_RNSWE
+
RECTANGLE_CURSOR_WATER_N_W_E
ZONE_INACTIVE_N_S_W_E
+
RECTANGLE_CURSOR_WATER_E
ZONE_INACTIVE_N
+
RECTANGLE_CURSOR_FAILURE_INTERIOR
ZONE_INACTIVE_E
+
RECTANGLE_CURSOR_FAILURE_W
ZONE_INACTIVE_S_E
+
RECTANGLE_CURSOR_FAILURE_N_S_E
ZONE_INACTIVE_S_W
+
RECTANGLE_CURSOR_FAILURE_N_S
ZONE_INACTIVE_N_S
+
RECTANGLE_CURSOR_FAILURE_N_S_W
ZONE_INACTIVE_W_E
+
RECTANGLE_CURSOR_FAILURE_N_E
ZONE_INACTIVE_W
+
RECTANGLE_CURSOR_FAILURE_N
ZONE_INACTIVE_S
+
RECTANGLE_CURSOR_FAILURE_N_W
ZONE_INACTIVE_N_S_W
+
SAND_BLACK_FLOOR_2
ZONE_INACTIVE_N_S_E
+
SAND_BLACK_FLOOR_1
ZONE_INACTIVE_N_W_E
+
SAND_WHITE_FLOOR_9
ZONE_INACTIVE_S_W_E
+
SAND_WHITE_FLOOR_8
BUILDING_ICON_FURNACE_GLASS
+
SAND_WHITE_FLOOR_7
BUILDING_ICON_FURNACE_KILN
+
SAND_WHITE_FLOOR_6
BUILDING_ICON_FURNACE_WOOD
+
SAND_WHITE_FLOOR_5D
BUILDING_ICON_FURNACE_SMELTER
+
SAND_WHITE_FLOOR_5C
BUILDING_ICON_WORKSHOP_CLOTHES
+
SAND_BLACK_FLOOR_7
BUILDING_ICON_WORKSHOP_DYER
+
SAND_BLACK_FLOOR_6
BUILDING_ICON_WORKSHOP_LEATHER
+
SAND_BLACK_FLOOR_5D
BUILDING_ICON_WORKSHOP_LOOM
+
SAND_BLACK_FLOOR_5C
BUILDING_ICON_WORKSHOP_BUTCHER
+
SAND_BLACK_FLOOR_5B
BUILDING_ICON_WORKSHOP_TANNER
+
SAND_BLACK_FLOOR_5
BUILDING_ICON_FARM_PLOT
+
SAND_BLACK_FLOOR_4
BUILDING_ICON_WORKSHOP_STILL
+
SAND_BLACK_FLOOR_3
BUILDING_ICON_WORKSHOP_FARMER
+
SAND_RED_FLOOR_5B
BUILDING_ICON_WORKSHOP_QUERN
+
SAND_RED_FLOOR_5
BUILDING_ICON_WORKSHOP_FISHERY
+
SAND_RED_FLOOR_4
BUILDING_ICON_WORKSHOP_KITCHEN
+
SAND_RED_FLOOR_3
BUILDING_ICON_HIVE
+
SAND_RED_FLOOR_2
BUILDING_ICON_BED
+
SAND_RED_FLOOR_1
BUILDING_ICON_WORKSHOP_KENNEL
+
SAND_BLACK_FLOOR_9
BUILDING_ICON_NEST_BOX
+
SAND_BLACK_FLOOR_8
BUILDING_ICON_BOX
+
PEBBLES_FLOOR_2
BUILDING_ICON_CABINET
+
PEBBLES_FLOOR_1
BUILDING_ICON_CHAIR
+
SAND_RED_FLOOR_9
BUILDING_ICON_TABLE
+
SAND_RED_FLOOR_8
BUILDING_ICON_STATUE
+
SAND_RED_FLOOR_7
BUILDING_ICON_TRACTION_BENCH
+
SAND_RED_FLOOR_6
BUILDING_ICON_COFFIN
+
SAND_RED_FLOOR_5D
BUILDING_ICON_SLAB
+
SAND_RED_FLOOR_5C
BUILDING_ICON_OFFERING_PLACE
+
PEBBLES_FLOOR_7
BUILDING_ICON_INSTRUMENT
+
PEBBLES_FLOOR_6
BUILDING_ICON_BOOKCASE
+
PEBBLES_FLOOR_5D
BUILDING_ICON_DISPLAY_FURNITURE
+
PEBBLES_FLOOR_5C
BUILDING_ICON_WALL
+
PEBBLES_FLOOR_5B
BUILDING_ICON_FLOOR
+
PEBBLES_FLOOR_5
BUILDING_ICON_DOOR
+
PEBBLES_FLOOR_4
BUILDING_ICON_HATCH
+
PEBBLES_FLOOR_3
BUILDING_ICON_BRIDGE
+
DIRT_FLOOR_1
BUILDING_ICON_ROAD_PAVED
+
FURROWED_SOIL_4
BUILDING_ICON_RAMP
+
FURROWED_SOIL_3
BUILDING_ICON_STAIRS
+
FURROWED_SOIL_2
BUILDING_ICON_GRATE_WALL
+
FURROWED_SOIL_1
BUILDING_ICON_GRATE_FLOOR
+
METAL_FLOOR
BUILDING_ICON_ROAD_DIRT
+
PEBBLES_FLOOR_9
BUILDING_ICON_FORTIFICATION
+
PEBBLES_FLOOR_8
BUILDING_ICON_WINDOW_GLASS
+
DIRT_FLOOR_6
BUILDING_ICON_WINDOW_GEM
+
DIRT_FLOOR_5D
BUILDING_ICON_BARS_VERTICAL
+
DIRT_FLOOR_5C
BUILDING_ICON_BARS_FLOORS
+
DIRT_FLOOR_5B
BUILDING_ICON_TRACK_STOP
+
DIRT_FLOOR_5
BUILDING_ICON_LEVER
+
DIRT_FLOOR_4
BUILDING_ICON_SUPPORT
+
DIRT_FLOOR_3
BUILDING_ICON_TRACK
+
DIRT_FLOOR_2
BUILDING_ICON_SCREW_PUMP
+
ANGEL_ICON
BUILDING_ICON_WATER_WHEEL
+
NIGHT_CREATURE_ICON
BUILDING_ICON_WELL
+
DEMON_ICON
BUILDING_ICON_FLOODGATE
+
TITAN_ICON
BUILDING_ICON_AXLE_HORIZONTAL
+
FORGOTTEN_BEAST_ICON
BUILDING_ICON_AXLE_VERTICAL
+
DIRT_FLOOR_9
BUILDING_ICON_WINDMILL
+
DIRT_FLOOR_8
BUILDING_ICON_GEAR_ASSEMBLY
+
DIRT_FLOOR_7
BUILDING_ICON_RESTRAINT
+
OVERLAY_RAMP_WITH_WALL_N_W
BUILDING_ICON_CAGE
+
OVERLAY_RAMP_WITH_WALL_N_S
BUILDING_ICON_WORKSHOP_MILLSTONE
+
OVERLAY_RAMP_WITH_WALL_S_W_E
BUILDING_ICON_ROLLERS
+
OVERLAY_RAMP_WITH_WALL_N_W_E
ZONE_DINING_HALL
+
OVERLAY_RAMP_WITH_WALL_N_S_W
ZONE_OFFICE
+
OVERLAY_RAMP_WITH_WALL_N_S_E
ZONE_GENERAL
+
OVERLAY_RAMP_WITH_WALL_N_S_E_W
ZONE_BEDROOM
+
VIEWPORT_GRID
ZONE_DORMITORY
+
OVERLAY_RAMP_WITH_WALL_E
ZONE_DUNGEON
+
OVERLAY_RAMP_WITH_WALL_W
ZONE_ARCHERY_RANGE
+
OVERLAY_RAMP_WITH_WALL_S
ZONE_BARRACKS
+
OVERLAY_RAMP_WITH_WALL_N
ZONE_FISHING
+
OVERLAY_RAMP_WITH_WALL_W_E
ZONE_GATHER
+
OVERLAY_RAMP_WITH_WALL_S_E
ZONE_TOMB
+
OVERLAY_RAMP_WITH_WALL_S_W
ZONE_WATER_SOURCE
+
OVERLAY_RAMP_WITH_WALL_N_E
ZONE_PIT
+
OVERLAY_RAMP_WITH_WALL_NW_SW
ZONE_SAND
+
OVERLAY_RAMP_WITH_WALL_SW_SE
ZONE_DUMP
+
OVERLAY_RAMP_WITH_WALL_NE_SE
ZONE_PEN
+
OVERLAY_RAMP_WITH_WALL_NW_NE
ZONE_HOSPITAL
+
OVERLAY_RAMP_WITH_WALL_NE
ZONE_ANIMAL_TRAINING
+
OVERLAY_RAMP_WITH_WALL_SE
ZONE_CLAY
+
OVERLAY_RAMP_WITH_WALL_SW
ZONE_MEETING
+
OVERLAY_RAMP_WITH_WALL_NW
ZONE_LIBRARY
+
OVERLAY_RAMP_WITH_WALL_W_NE
ZONE_GUILDHALL
+
OVERLAY_RAMP_WITH_WALL_S_NW
ZONE_MULTI
+
OVERLAY_RAMP_WITH_WALL_E_SW
ZONE_TAVERN
+
OVERLAY_RAMP_WITH_WALL_E_NW
ZONE_TEMPLE
+
OVERLAY_RAMP_WITH_WALL_N_SW
ZONE_TEMPLE_COMPLEX
+
OVERLAY_RAMP_WITH_WALL_W_SE
ZONE_GRAND_GUILDHALL
+
OVERLAY_RAMP_WITH_WALL_S_NE
ZONE_SHRINE
+
OVERLAY_RAMP_OTHER
GUTS_S_1
+
OVERLAY_RAMP_WITH_WALL_S_NW_NE
GUTS_S_2
+
OVERLAY_RAMP_WITH_WALL_E_NW_SW
GUTS_N_1
+
OVERLAY_RAMP_WITH_WALL_N_SW_SE
GUTS_N_2
+
OVERLAY_RAMP_WITH_WALL_N_E_SW
GUTS_E_1
+
OVERLAY_RAMP_WITH_WALL_N_W_SE
GUTS_E_2
+
OVERLAY_RAMP_WITH_WALL_S_W_NE
GUTS_W_1
+
OVERLAY_RAMP_WITH_WALL_S_E_NW
GUTS_W_2
+
OVERLAY_RAMP_WITH_WALL_N_SE
GUTS_SW_1
+
OVERLAY_RAMP_WITH_WALL_NE_SW_SE
GUTS_SW_2
+
OVERLAY_RAMP_WITH_WALL_NW_SW_SE
GUTS_NW_1
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SE
GUTS_NW_2
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SW
GUTS_SE_1
+
OVERLAY_RAMP_WITH_WALL_NW_NE_SW_SE
GUTS_SE_2
+
OVERLAY_RAMP_WITH_WALL_NE_SW
GUTS_NE_1
+
OVERLAY_RAMP_WITH_WALL_NW_SE
GUTS_NE_2
+
OVERLAY_RAMP_WITH_WALL_W_NE_SE
STOCKPILE_N
+
GRASS_RAMP_WITH_WALL_N_E
STOCKPILE_S
+
GRASS_RAMP_WITH_WALL_N_W
STOCKPILE_FLOOR
+
GRASS_RAMP_WITH_WALL_N_S
STOCKPILE_N_UP
+
GRASS_RAMP_WITH_WALL_S_W_E
STOCKPILE_E_UP
+
GRASS_RAMP_WITH_WALL_N_W_E
STOCKPILE_E
+
GRASS_RAMP_WITH_WALL_N_S_W
STOCKPILE_W_UP
+
GRASS_RAMP_WITH_WALL_N_S_E
STOCKPILE_W
+
GRASS_RAMP_WITH_WALL_N_S_E_W
STOCKPILE_ANIMALS
+
GRASS_RAMP_WITH_WALL_NW
STOCKPILE_ARMOR
+
GRASS_RAMP_WITH_WALL_E
STOCKPILE_BLANK
+
GRASS_RAMP_WITH_WALL_W
STOCKPILE_AMMO
+
GRASS_RAMP_WITH_WALL_S
STOCKPILE_COINS
+
GRASS_RAMP_WITH_WALL_N
STOCKPILE_CORPSES
+
GRASS_RAMP_WITH_WALL_W_E
STOCKPILE_BARS
+
GRASS_RAMP_WITH_WALL_S_E
STOCKPILE_CLOTH
+
GRASS_RAMP_WITH_WALL_S_W
STOCKPILE_FURNITURE
+
RECTANGLE_CURSOR_FAILURE_N_S_W_E
STOCKPILE_GEMS
+
RECTANGLE_CURSOR_FAILURE_W_E
STOCKPILE_FINISHED_GOODS
+
RECTANGLE_CURSOR_FAILURE_S_E
STOCKPILE_FOOD
+
RECTANGLE_CURSOR_FAILURE_S
ZONE_INACTIVE_SELECTED_N_W
+
RECTANGLE_CURSOR_FAILURE_S_W
ZONE_INACTIVE_SELECTED_N_E
+
RECTANGLE_CURSOR_FAILURE_S_W_E
ZONE_INACTIVE
+
RECTANGLE_CURSOR_FAILURE_N_W_E
ZONE_INACTIVE_SELECTED_N_S_W_E
+
RECTANGLE_CURSOR_FAILURE_E
ZONE_INACTIVE_SELECTED_N
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_INTERIOR
ZONE_INACTIVE_SELECTED_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W
ZONE_INACTIVE_SELECTED_S_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_E
ZONE_INACTIVE_SELECTED_S_W
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S
ZONE_INACTIVE_SELECTED_N_S
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W
ZONE_INACTIVE_SELECTED_W_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_E
ZONE_INACTIVE_SELECTED_W
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N
ZONE_INACTIVE_SELECTED_S
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W
ZONE_INACTIVE_SELECTED_N_S_W
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W_E
ZONE_INACTIVE_SELECTED_N_S_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W_E
ZONE_INACTIVE_SELECTED_N_W_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_E
ZONE_INACTIVE_SELECTED_S_W_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S
ZONE_ACTIVE_N_W
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W
ZONE_ACTIVE_N_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W_E
ZONE_INACTIVE_SELECTED
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W_E
ZONE_ACTIVE_N_S_W_E
+
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_E
ZONE_ACTIVE_N
+
RECTANGLE_CURSOR_FAILURE_WATER_INTERIOR
ZONE_ACTIVE_E
+
RECTANGLE_CURSOR_FAILURE_WATER_W
ZONE_ACTIVE_S_E
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_E
ZONE_ACTIVE_S_W
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S
ZONE_ACTIVE_N_S
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W
ZONE_ACTIVE_W_E
+
RECTANGLE_CURSOR_FAILURE_WATER_N_E
ZONE_ACTIVE_W
+
RECTANGLE_CURSOR_FAILURE_WATER_N
ZONE_ACTIVE_S
+
RECTANGLE_CURSOR_FAILURE_WATER_N_W
ZONE_ACTIVE_N_S_W
+
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W_E
ZONE_ACTIVE_N_S_E
+
RECTANGLE_CURSOR_FAILURE_WATER_W_E
ZONE_ACTIVE_N_W_E
+
RECTANGLE_CURSOR_FAILURE_WATER_S_E
ZONE_ACTIVE_S_W_E
+
RECTANGLE_CURSOR_FAILURE_WATER_S
ZONE_SELECTED_N_W
+
RECTANGLE_CURSOR_FAILURE_WATER_S_W
ZONE_SELECTED_N_E
+
RECTANGLE_CURSOR_FAILURE_WATER_S_W_E
ZONE_ACTIVE
+
RECTANGLE_CURSOR_FAILURE_WATER_N_W_E
ZONE_SELECTED_N_S_W_E
+
RECTANGLE_CURSOR_FAILURE_WATER_E
ZONE_SELECTED_N
+
RECTANGLE_CURSOR_BAD_INTERIOR
ZONE_SELECTED_E
+
RECTANGLE_CURSOR_BAD_W
ZONE_SELECTED_S_E
+
RECTANGLE_CURSOR_BAD_N_S_E
ZONE_SELECTED_S_W
+
RECTANGLE_CURSOR_BAD_N_S
ZONE_SELECTED_N_S
+
RECTANGLE_CURSOR_BAD_N_S_W
ZONE_SELECTED_W_E
+
RECTANGLE_CURSOR_BAD_N_E
ZONE_SELECTED_W
+
RECTANGLE_CURSOR_BAD_N
ZONE_SELECTED_S
+
RECTANGLE_CURSOR_BAD_N_W
ZONE_SELECTED_N_S_W
+
RECTANGLE_CURSOR_BAD_N_S_W_E
ZONE_SELECTED_N_S_E
+
RECTANGLE_CURSOR_BAD_W_E
ZONE_SELECTED_N_W_E
+
RECTANGLE_CURSOR_BAD_S_E
ZONE_SELECTED_S_W_E
+
RECTANGLE_CURSOR_BAD_S
ZONE_GENERAL_N_W
+
RECTANGLE_CURSOR_BAD_S_W
ZONE_GENERAL_N_E
+
RECTANGLE_CURSOR_BAD_S_W_E
ZONE_SELECTED
+
RECTANGLE_CURSOR_BAD_N_W_E
ZONE_GENERAL_N_S_W_E
+
RECTANGLE_CURSOR_BAD_E
ZONE_GENERAL_N
+
PATROL_ROUTE_LINE
ZONE_GENERAL_E
+
PATROL_ROUTE_POINT
ZONE_GENERAL_S_E
+
TARGET_INDICATOR_3
ZONE_GENERAL_S_W
+
TARGET_INDICATOR_2
ZONE_GENERAL_N_S
+
TARGET_INDICATOR_1
ZONE_GENERAL_W_E
+
RECENTER_INDICATOR_3
ZONE_GENERAL_W
+
RECENTER_INDICATOR_2
ZONE_GENERAL_S
+
RECENTER_INDICATOR_1
ZONE_GENERAL_N_S_W
+
SOIL_RAMP_WITH_WALL_NW_SE
ZONE_GENERAL_N_S_E
+
SOIL_RAMP_WITH_WALL_W_NE_SE
ZONE_GENERAL_N_W_E
+
SOIL_RAMP_WITH_WALL_S_NW_NE
ZONE_GENERAL_S_W_E
+
SOIL_RAMP_WITH_WALL_E_NW_SW
WORKSHOP_JEWELER
+
SOIL_RAMP_WITH_WALL_N_SW_SE
WORKSHOP_METALSMITH
+
SOIL_RAMP_WITH_WALL_N_E_SW
WORKSHOP_MASON
+
SOIL_RAMP_WITH_WALL_N_W_SE
WORKSHOP_CRAFTS
+
SOIL_RAMP_WITH_WALL_S_W_NE
WORKSHOP_MECHANIC
+
SAND_BEIGE_RAMP_WITH_WALL_N_S_E
WORKSHOP_SIEGE
+
SAND_BEIGE_RAMP_WITH_WALL_N_S_E_W
WORKSHOP_MAGMAFORGE
+
SOIL_RAMP_WITH_WALL_NE_SW_SE
WORKSHOP_BOWYER
+
SOIL_RAMP_WITH_WALL_NW_SW_SE
WORKSHOP_LEATHER
+
SOIL_RAMP_WITH_WALL_NW_NE_SE
WORKSHOP_TANNER
+
SOIL_RAMP_WITH_WALL_NW_NE_SW
WORKSHOP_SIEGE_OVERLAY
+
SOIL_RAMP_WITH_WALL_NW_NE_SW_SE
WORKSHOP_BUTCHER
+
SOIL_RAMP_WITH_WALL_NE_SW
WORKSHOP_STILL
+
SAND_BEIGE_RAMP_WITH_WALL_S_E
WORKSHOP_LOOM
+
SAND_BEIGE_RAMP_WITH_WALL_S_W
WORKSHOP_CLOTHES
+
SAND_BEIGE_RAMP_WITH_WALL_N_E
WORKSHOP_FISHERY
+
SAND_BEIGE_RAMP_WITH_WALL_N_W
WORKSHOP_KITCHEN
+
SAND_BEIGE_RAMP_WITH_WALL_N_S
WORKSHOP_ASHERY
+
SAND_BEIGE_RAMP_WITH_WALL_S_W_E
WORKSHOP_KENNEL
+
SAND_BEIGE_RAMP_WITH_WALL_N_W_E
WORKSHOP_KENNEL_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_N_S_W
TRADE_DEPOT_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_SE
FURNACE_WOOD
+
SAND_BEIGE_RAMP_WITH_WALL_SW
WORKSHOP_DYER
+
SAND_BEIGE_RAMP_WITH_WALL_NW
TRADE_DEPOT
+
SAND_BEIGE_RAMP_WITH_WALL_E
FURNACE_KILN
+
SAND_BEIGE_RAMP_WITH_WALL_W
FURNACE_SMELTER_LAVA
+
SAND_BEIGE_RAMP_WITH_WALL_S
FURNACE_SMELTER
+
SAND_BEIGE_RAMP_WITH_WALL_N
FURNACE_GLASS
+
SAND_BEIGE_RAMP_WITH_WALL_W_E
WORKSHOP_CUSTOM_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_W_SE
WORKSHOP_CARPENTER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_S_NE
FURNACE_GLASS_LAVA
+
SAND_BEIGE_RAMP_OTHER
FURNACE_KILN_LAVA
+
SAND_BEIGE_RAMP_WITH_WALL_NW_SW
WORKSHOP_CRAFTS_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_SW_SE
WORKSHOP_JEWELER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_NE_SE
WORKSHOP_FARMER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_NW_NE
WORKSHOP_MASON_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_NE
WORKSHOP_BOWYER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_S_W_NE
WORKSHOP_MECHANIC_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_S_E_NW
WORKSHOP_METALSMITH_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_N_SE
WORKSHOP_MAGMAFORGE_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_W_NE
WORKSHOP_TANNER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_S_NW
WORKSHOP_CLOTHES_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_E_SW
WORKSHOP_BUTCHER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_E_NW
WORKSHOP_LEATHER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_N_SW
WORKSHOP_LOOM_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_NE_SW
WORKSHOP_KITCHEN_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_NW_SE
WORKSHOP_FISHERY_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_W_NE_SE
WORKSHOP_STILL_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_S_NW_NE
FURNACE_WOOD_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_E_NW_SW
FURNACE_SMELTER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_N_SW_SE
WORKSHOP_ASHERY_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_N_E_SW
WORKSHOP_DYER_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_N_W_SE
FURNACE_SMELTER_LAVA_OVERLAY
+
SAND_BLACK_RAMP_WITH_WALL_N_S_W
FURNACE_GLASS_LAVA_OVERLAY
+
SAND_BLACK_RAMP_WITH_WALL_N_S_E
FURNACE_GLASS_OVERLAY
+
SAND_BLACK_RAMP_WITH_WALL_N_S_E_W
FURNACE_KILN_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_NE_SW_SE
FARMPLOT_PLANTED
+
SAND_BEIGE_RAMP_WITH_WALL_NW_SW_SE
BALLISTA_N
+
SAND_BEIGE_RAMP_WITH_WALL_NW_NE_SE
FURNACE_KILN_LAVA_OVERLAY
+
SAND_BEIGE_RAMP_WITH_WALL_NW_NE_SW
FARMPLOT
+
SAND_BEIGE_RAMP_WITH_WALL_NW_NE_SW_SE
BALLISTA_E
+
GRASS_RAMP_OTHER
CATAPULT_N
+
GRASS_RAMP_WITH_WALL_NW_SW
BALLISTA_S
+
GRASS_RAMP_WITH_WALL_SW_SE
BALLISTA_W
+
GRASS_RAMP_WITH_WALL_NE_SE
STOCKPILE_SHEETS
+
GRASS_RAMP_WITH_WALL_NW_NE
STOCKPILE_STONE
+
GRASS_RAMP_WITH_WALL_NE
STOCKPILE_LEATHER
+
GRASS_RAMP_WITH_WALL_SE
STOCKPILE_REFUSE
+
GRASS_RAMP_WITH_WALL_SW
STOCKPILE_CUSTOM
+
GRASS_RAMP_WITH_WALL_N_SE
STOCKPILE_ICON_BLANK
+
GRASS_RAMP_WITH_WALL_W_NE
STOCKPILE_WEAPONS
+
GRASS_RAMP_WITH_WALL_S_NW
STOCKPILE_WOOD
+
GRASS_RAMP_WITH_WALL_E_SW
STOCKPILE_ICON_ARMOR
+
GRASS_RAMP_WITH_WALL_E_NW
STOCKPILE_ICON_BARS
+
GRASS_RAMP_WITH_WALL_N_SW
STOCKPILE_ICON_AMMO
+
GRASS_RAMP_WITH_WALL_W_SE
STOCKPILE_ICON_ANIMALS
+
GRASS_RAMP_WITH_WALL_S_NE
STOCKPILE_ICON_CORPSES
+
GRASS_RAMP_WITH_WALL_W_NE_SE
STOCKPILE_ICON_FINISHED_GOODS
+
GRASS_RAMP_WITH_WALL_S_NW_NE
STOCKPILE_ICON_CLOTH
+
GRASS_RAMP_WITH_WALL_E_NW_SW
STOCKPILE_ICON_COINS
+
GRASS_RAMP_WITH_WALL_N_SW_SE
STOCKPILE_ICON_GEMS
+
GRASS_RAMP_WITH_WALL_N_E_SW
STOCKPILE_ICON_LEATHER
+
GRASS_RAMP_WITH_WALL_N_W_SE
STOCKPILE_ICON_FOOD
+
GRASS_RAMP_WITH_WALL_S_W_NE
STOCKPILE_ICON_FURNITURE
+
GRASS_RAMP_WITH_WALL_S_E_NW
STOCKPILE_ICON_STONE
+
SOIL_RAMP_WITH_WALL_N_S_E_W
STOCKPILE_ICON_WEAPONS
+
GRASS_RAMP_WITH_WALL_NE_SW_SE
STOCKPILE_ICON_REFUSE
+
GRASS_RAMP_WITH_WALL_NW_SW_SE
STOCKPILE_ICON_SHEETS
+
GRASS_RAMP_WITH_WALL_NW_NE_SE
STOCKPILE_ICON_ALL
+
GRASS_RAMP_WITH_WALL_NW_NE_SW
STOCKPILE_ICON_SIGNLESS_BLANK
+
GRASS_RAMP_WITH_WALL_NW_NE_SW_SE
STOCKPILE_ICON_WOOD
+
GRASS_RAMP_WITH_WALL_NE_SW
STOCKPILE_ICON_CUSTOM
+
GRASS_RAMP_WITH_WALL_NW_SE
STOCKPILE_ICON_SIGNLESS_ARMOR
+
SOIL_RAMP_WITH_WALL_S_W
STOCKPILE_ICON_SIGNLESS_BARS
+
SOIL_RAMP_WITH_WALL_N_E
STOCKPILE_ICON_SIGNLESS_AMMO
+
SOIL_RAMP_WITH_WALL_N_W
STOCKPILE_ICON_SIGNLESS_ANIMALS
+
SOIL_RAMP_WITH_WALL_N_S
STOCKPILE_ICON_SIGNLESS_CORPSES
+
SOIL_RAMP_WITH_WALL_S_W_E
STOCKPILE_ICON_SIGNLESS_FINISHED_GOODS
+
SOIL_RAMP_WITH_WALL_N_W_E
STOCKPILE_ICON_SIGNLESS_CLOTH
+
SOIL_RAMP_WITH_WALL_N_S_W
STOCKPILE_ICON_SIGNLESS_COINS
+
SOIL_RAMP_WITH_WALL_N_S_E
STOCKPILE_ICON_SIGNLESS_GEMS
+
SOIL_RAMP_WITH_WALL_SW
STOCKPILE_ICON_SIGNLESS_LEATHER
+
SOIL_RAMP_WITH_WALL_NW
STOCKPILE_ICON_SIGNLESS_FOOD
+
SOIL_RAMP_WITH_WALL_E
STOCKPILE_ICON_SIGNLESS_FURNITURE
+
SOIL_RAMP_WITH_WALL_W
STOCKPILE_ICON_SIGNLESS_STONE
+
SOIL_RAMP_WITH_WALL_S
STOCKPILE_ICON_SIGNLESS_WEAPONS
+
SOIL_RAMP_WITH_WALL_N
STOCKPILE_ICON_SIGNLESS_REFUSE
+
SOIL_RAMP_WITH_WALL_W_E
STOCKPILE_ICON_SIGNLESS_SHEETS
+
SOIL_RAMP_WITH_WALL_S_E
STOCKPILE_ICON_SIGNLESS_ALL
+
SOIL_RAMP_WITH_WALL_S_NE
UNIT_STATUS
+
SOIL_RAMP_OTHER
STOCKPILE_ICON_SIGNLESS_WOOD
+
SOIL_RAMP_WITH_WALL_NW_SW
STOCKPILE_ICON_SIGNLESS_CUSTOM
+
SOIL_RAMP_WITH_WALL_SW_SE
WAGON_S
+
SOIL_RAMP_WITH_WALL_NE_SE
WAGON_W
+
SOIL_RAMP_WITH_WALL_NW_NE
WAGON_BLD
+
SOIL_RAMP_WITH_WALL_NE
WAGON_N
+
SOIL_RAMP_WITH_WALL_SE
WAGON_GOODS_N
+
SOIL_RAMP_WITH_WALL_S_E_NW
WAGON_GOODS_S
+
SOIL_RAMP_WITH_WALL_N_SE
WAGON_E
+
SOIL_RAMP_WITH_WALL_W_NE
WAGON_GOODS_BLD
+
SOIL_RAMP_WITH_WALL_S_NW
WORKSHOP_QUERN
+
SOIL_RAMP_WITH_WALL_E_SW
WORKSHOP_MILLSTONE
+
SOIL_RAMP_WITH_WALL_E_NW
WAGON_GOODS_E
+
SOIL_RAMP_WITH_WALL_N_SW
WAGON_GOODS_W
+
SOIL_RAMP_WITH_WALL_W_SE
WORKSHOP_CARPENTER
+
SAND_RED_RAMP_WITH_WALL_E_NW
WORKSHOP_FARMER
+
SAND_RED_RAMP_WITH_WALL_N_SW
WORKSHOP_MILLSTONE_TURNING
+
SAND_RED_RAMP_WITH_WALL_W_SE
WORKSHOP_CUSTOM
+
SAND_RED_RAMP_WITH_WALL_S_NE
UPRIGHT_WEAPON_RETRACTED_5
+
SAND_RED_RAMP_OTHER
UPRIGHT_WEAPON_RETRACTED_6
+
SAND_RED_RAMP_WITH_WALL_NW_SW
UPRIGHT_WEAPON_RETRACTED_3
+
SAND_RED_RAMP_WITH_WALL_SW_SE
UPRIGHT_WEAPON_RETRACTED_4
+
SAND_RED_RAMP_WITH_WALL_NE_SE
UPRIGHT_WEAPON_RETRACTED_9
+
SAND_RED_RAMP_WITH_WALL_N_E_SW
UPRIGHT_WEAPON_RETRACTED_10
+
SAND_RED_RAMP_WITH_WALL_N_W_SE
UPRIGHT_WEAPON_RETRACTED_7
+
SAND_RED_RAMP_WITH_WALL_S_W_NE
UPRIGHT_WEAPON_RETRACTED_8
+
SAND_RED_RAMP_WITH_WALL_S_E_NW
AXLE_HORIZONTAL_NS_1
+
SAND_RED_RAMP_WITH_WALL_N_SE
AXLE_HORIZONTAL_NS_2
+
SAND_RED_RAMP_WITH_WALL_W_NE
DEBRIS_1
+
SAND_RED_RAMP_WITH_WALL_S_NW
DEBRIS_2
+
SAND_RED_RAMP_WITH_WALL_E_SW
GEAR_ASSEMBLY_1
+
SAND_RED_RAMP_WITH_WALL_NW_NE_SW
GEAR_ASSEMBLY_2
+
SAND_RED_RAMP_WITH_WALL_NW_NE_SW_SE
AXLE_HORIZONTAL_WE_1
+
SAND_RED_RAMP_WITH_WALL_NE_SW
AXLE_HORIZONTAL_WE_2
+
SAND_RED_RAMP_WITH_WALL_NW_SE
AXLE_HORIZONTAL_NS_FITTINGS_1
+
SAND_RED_RAMP_WITH_WALL_W_NE_SE
AXLE_HORIZONTAL_NS_FITTINGS_2
+
SAND_RED_RAMP_WITH_WALL_S_NW_NE
AXLE_VERTICAL_1
+
SAND_RED_RAMP_WITH_WALL_E_NW_SW
AXLE_VERTICAL_2
+
SAND_RED_RAMP_WITH_WALL_N_SW_SE
GEAR_ASSEMBLY_SOUTH_AXLE_1
+
SAND_TAN_RAMP_WITH_WALL_S_W_E
GEAR_ASSEMBLY_SOUTH_AXLE_2
+
SAND_TAN_RAMP_WITH_WALL_N_W_E
AXLE_HORIZONTAL_WE_FITTINGS_1
+
SAND_TAN_RAMP_WITH_WALL_N_S_W
AXLE_HORIZONTAL_WE_FITTINGS_2
+
SAND_TAN_RAMP_WITH_WALL_N_S_E
WINDMILL_N_1
+
SAND_TAN_RAMP_WITH_WALL_N_S_E_W
WINDMILL_N_2
+
SAND_RED_RAMP_WITH_WALL_NE_SW_SE
AXLE_VERTICAL_FITTINGS_1
+
SAND_RED_RAMP_WITH_WALL_NW_SW_SE
AXLE_VERTICAL_FITTINGS_2
+
SAND_RED_RAMP_WITH_WALL_NW_NE_SE
WINDMILL_W_1
+
SAND_TAN_RAMP_WITH_WALL_S
WINDMILL_W_2
+
SAND_TAN_RAMP_WITH_WALL_N
WINDMILL_S_1
+
SAND_TAN_RAMP_WITH_WALL_W_E
WINDMILL_S_2
+
SAND_TAN_RAMP_WITH_WALL_S_E
WINDMILL_NW_1
+
SAND_TAN_RAMP_WITH_WALL_S_W
WINDMILL_NW_2
+
SAND_TAN_RAMP_WITH_WALL_N_E
WINDMILL_E_1
+
SAND_TAN_RAMP_WITH_WALL_N_W
WINDMILL_E_2
+
SAND_TAN_RAMP_WITH_WALL_N_S
WINDMILL_SW_1
+
SAND_TAN_RAMP_WITH_WALL_NE_SE
WINDMILL_SW_2
+
SAND_TAN_RAMP_WITH_WALL_NW_NE
WINDMILL_NE_1
+
SAND_TAN_RAMP_WITH_WALL_NE
WINDMILL_NE_2
+
SAND_TAN_RAMP_WITH_WALL_SE
WATER_WHEEL_NS_1
+
SAND_TAN_RAMP_WITH_WALL_SW
WATER_WHEEL_NS_2
+
SAND_TAN_RAMP_WITH_WALL_NW
WINDMILL_SE_1
+
SAND_TAN_RAMP_WITH_WALL_E
WINDMILL_SE_2
+
SAND_TAN_RAMP_WITH_WALL_W
SCREWPUMP_E_1
+
SAND_TAN_RAMP_WITH_WALL_E_SW
SCREWPUMP_E_2
+
SAND_TAN_RAMP_WITH_WALL_E_NW
WATER_WHEEL_WE_1
+
SAND_TAN_RAMP_WITH_WALL_N_SW
WATER_WHEEL_WE_2
+
SAND_TAN_RAMP_WITH_WALL_W_SE
SCREWPUMP_N_1
+
SAND_TAN_RAMP_WITH_WALL_S_NE
SCREWPUMP_N_2
+
SAND_TAN_RAMP_OTHER
SCREWPUMP_W_1
+
SAND_TAN_RAMP_WITH_WALL_NW_SW
SCREWPUMP_W_2
+
SAND_TAN_RAMP_WITH_WALL_SW_SE
SCREWPUMP_AXLE_1
+
SAND_TAN_RAMP_WITH_WALL_N_SW_SE
SCREWPUMP_AXLE_2
+
SAND_TAN_RAMP_WITH_WALL_N_E_SW
SCREWPUMP_S_1
+
SAND_TAN_RAMP_WITH_WALL_N_W_SE
SCREWPUMP_S_2
+
SAND_TAN_RAMP_WITH_WALL_S_W_NE
SOIL_WALL_N_3
+
SAND_TAN_RAMP_WITH_WALL_S_E_NW
SOIL_WALL_N_4
+
SAND_TAN_RAMP_WITH_WALL_N_SE
SOIL_WALL_N_1
+
SAND_TAN_RAMP_WITH_WALL_W_NE
SOIL_WALL_N_2
+
SAND_TAN_RAMP_WITH_WALL_S_NW
SOIL_WALL_S_3
+
SAND_BLACK_RAMP_WITH_WALL_W_E
SOIL_WALL_S_4
+
SAND_BLACK_RAMP_WITH_WALL_S_E
SOIL_WALL_S_1
+
SAND_BLACK_RAMP_WITH_WALL_S_W
SOIL_WALL_S_2
+
SAND_BLACK_RAMP_WITH_WALL_N_E
CATAPULT_E
+
SAND_BLACK_RAMP_WITH_WALL_N_W
LEVER_SET
+
SAND_BLACK_RAMP_WITH_WALL_N_S
CATAPULT_S
+
SAND_BLACK_RAMP_WITH_WALL_S_W_E
CATAPULT_W
+
SAND_BLACK_RAMP_WITH_WALL_N_W_E
TRACK_STOP_STONE_WE
+
SAND_BLACK_RAMP_WITH_WALL_NE
TRACK_STOP_STONE_SE
+
SAND_BLACK_RAMP_WITH_WALL_SE
LEVER_PULLED
+
SAND_BLACK_RAMP_WITH_WALL_SW
TRACK_STOP_STONE_NS
+
SAND_BLACK_RAMP_WITH_WALL_NW
TRACK_STOP_STONE_NW
+
SAND_BLACK_RAMP_WITH_WALL_E
TRACK_STOP_STONE_NSW
+
SAND_BLACK_RAMP_WITH_WALL_W
TRACK_STOP_STONE_SW
+
SAND_BLACK_RAMP_WITH_WALL_S
TRACK_STOP_STONE_NE
+
SAND_BLACK_RAMP_WITH_WALL_N
TRACK_STOP_STONE_NWE
+
SAND_BLACK_RAMP_WITH_WALL_N_SW
TRACK_STOP_STONE_NSWE
+
SAND_BLACK_RAMP_WITH_WALL_W_SE
TRACK_STOP_STONE_NSE
+
SAND_BLACK_RAMP_WITH_WALL_S_NE
TRACK_STOP_STONE_SWE
+
SAND_BLACK_RAMP_OTHER
TRACK_STOP_STONE_E
+
SAND_BLACK_RAMP_WITH_WALL_NW_SW
TRACK_STOP_STONE_W
+
SAND_BLACK_RAMP_WITH_WALL_SW_SE
TRACK_STOP_STONE_S
+
SAND_BLACK_RAMP_WITH_WALL_NE_SE
TRACK_STOP_STONE_N
+
SAND_BLACK_RAMP_WITH_WALL_NW_NE
TRACK_STOP_WOOD_SE
+
SAND_BLACK_RAMP_WITH_WALL_N_W_SE
TRACK_STOP_WOOD_SW
+
SAND_BLACK_RAMP_WITH_WALL_S_W_NE
TRACK_STOP_WOOD_NS
+
SAND_BLACK_RAMP_WITH_WALL_S_E_NW
TRACK_STOP_WOOD_WE
+
SAND_BLACK_RAMP_WITH_WALL_N_SE
TRACK_STOP_WOOD_NSW
+
SAND_BLACK_RAMP_WITH_WALL_W_NE
TRACK_STOP_WOOD_NSE
+
SAND_BLACK_RAMP_WITH_WALL_S_NW
TRACK_STOP_WOOD_NE
+
SAND_BLACK_RAMP_WITH_WALL_E_SW
TRACK_STOP_WOOD_NW
+
SAND_BLACK_RAMP_WITH_WALL_E_NW
TRACK_STOP_WOOD_NSWE
+
SAND_BLACK_RAMP_WITH_WALL_NW_NE_SW_SE
TRACK_STOP_WOOD_S
+
SAND_BLACK_RAMP_WITH_WALL_NE_SW
TRACK_STOP_WOOD_SWE
+
SAND_BLACK_RAMP_WITH_WALL_NW_SE
TRACK_STOP_WOOD_NWE
+
SAND_BLACK_RAMP_WITH_WALL_W_NE_SE
TRACK_STOP_WOOD_W
+
SAND_BLACK_RAMP_WITH_WALL_S_NW_NE
TRAP_CAGE
+
SAND_BLACK_RAMP_WITH_WALL_E_NW_SW
TRACK_STOP_WOOD_N
+
SAND_BLACK_RAMP_WITH_WALL_N_SW_SE
TRACK_STOP_WOOD_E
+
SAND_BLACK_RAMP_WITH_WALL_N_E_SW
TRAP_STONE
+
SAND_RED_RAMP_WITH_WALL_N_W_E
TRAP_STONE_TOP
+
SAND_RED_RAMP_WITH_WALL_N_S_W
TRAP_CAGE_TOP
+
SAND_RED_RAMP_WITH_WALL_N_S_E
TRAP_CAGE_UNLOADED
+
SAND_RED_RAMP_WITH_WALL_N_S_E_W
TRAP_WEAPON_UNLOADED
+
SAND_BLACK_RAMP_WITH_WALL_NE_SW_SE
TRAP_WEAPON_GENERIC_PIKE
+
SAND_BLACK_RAMP_WITH_WALL_NW_SW_SE
TRAP_STONE_UNLOADED
+
SAND_BLACK_RAMP_WITH_WALL_NW_NE_SE
TRAP_WEAPON
+
SAND_BLACK_RAMP_WITH_WALL_NW_NE_SW
TRAP_WEAPON_GENERIC_SWORD
+
SAND_RED_RAMP_WITH_WALL_N
TRAP_WEAPON_GENERIC_AXE
+
SAND_RED_RAMP_WITH_WALL_W_E
TRAP_WEAPON_GENERIC_SPEAR
+
SAND_RED_RAMP_WITH_WALL_S_E
TRAP_WEAPON_GENERIC_WHIP
+
SAND_RED_RAMP_WITH_WALL_S_W
TRAP_WEAPON_GENERIC_DAGGER
+
SAND_RED_RAMP_WITH_WALL_N_E
TRAP_WEAPON_GENERIC_CROSSBOW
+
SAND_RED_RAMP_WITH_WALL_N_W
TRAP_WEAPON_GENERIC_MACE
+
SAND_RED_RAMP_WITH_WALL_N_S
TRAP_WEAPON_GENERIC_HAMMER
+
SAND_RED_RAMP_WITH_WALL_S_W_E
TRAP_PLATE_READY
+
SAND_RED_RAMP_WITH_WALL_NW_NE
TRAP_PLATE_PRESSED
+
SAND_RED_RAMP_WITH_WALL_NE
TRAP_WEAPON_GENERIC_BOW
+
SAND_RED_RAMP_WITH_WALL_SE
TRAP_WEAPON_GENERIC_BLOWGUN
+
SAND_RED_RAMP_WITH_WALL_SW
TRAP_PLATE_READY_WATER
+
SAND_RED_RAMP_WITH_WALL_NW
TRAP_PLATE_PRESSED_WATER
+
SAND_RED_RAMP_WITH_WALL_E
TRAP_PLATE_READY_MINECART
+
SAND_RED_RAMP_WITH_WALL_W
TRAP_PLATE_PRESSED_MINECART
+
SAND_RED_RAMP_WITH_WALL_S
UPRIGHT_WEAPON_RETRACTED_1
+
SAND_YELLOW_RAMP_WITH_WALL_E
UPRIGHT_WEAPON_RETRACTED_2
+
SAND_YELLOW_RAMP_WITH_WALL_W
TRAP_PLATE_READY_MAGMA
+
SAND_YELLOW_RAMP_WITH_WALL_S
TRAP_PLATE_PRESSED_MAGMA
+
SAND_YELLOW_RAMP_WITH_WALL_N
WORN1_STONE_WALL_W_E_3
+
SAND_YELLOW_RAMP_WITH_WALL_W_E
WORN1_STONE_WALL_W_E_4
+
SAND_YELLOW_RAMP_WITH_WALL_S_E
WORN1_STONE_WALL_W_E_1
+
SAND_YELLOW_RAMP_WITH_WALL_S_W
WORN1_STONE_WALL_W_E_2
+
SAND_YELLOW_RAMP_WITH_WALL_N_E
WORN1_STONE_WALL_N_S_3
+
SAND_YELLOW_RAMP_WITH_WALL_NW_SW
WORN1_STONE_WALL_N_S_4
+
SAND_YELLOW_RAMP_WITH_WALL_SW_SE
WORN1_STONE_WALL_N_S_1
+
SAND_YELLOW_RAMP_WITH_WALL_NE_SE
WORN1_STONE_WALL_N_S_2
+
SAND_YELLOW_RAMP_WITH_WALL_NW_NE
WORN2_STONE_WALL_N_3
+
SAND_YELLOW_RAMP_WITH_WALL_NE
WORN2_STONE_WALL_N_4
+
SAND_YELLOW_RAMP_WITH_WALL_SE
WORN2_STONE_WALL_N_1
+
SAND_YELLOW_RAMP_WITH_WALL_SW
WORN2_STONE_WALL_N_2
+
SAND_YELLOW_RAMP_WITH_WALL_NW
WORN2_STONE_WALL_S_3
+
SAND_YELLOW_RAMP_WITH_WALL_W_NE
WORN2_STONE_WALL_S_4
+
SAND_YELLOW_RAMP_WITH_WALL_S_NW
WORN2_STONE_WALL_S_1
+
SAND_YELLOW_RAMP_WITH_WALL_E_SW
WORN2_STONE_WALL_S_2
+
SAND_YELLOW_RAMP_WITH_WALL_E_NW
WORN2_STONE_WALL_E_3
+
SAND_YELLOW_RAMP_WITH_WALL_N_SW
WORN2_STONE_WALL_E_4
+
SAND_YELLOW_RAMP_WITH_WALL_W_SE
WORN2_STONE_WALL_E_1
+
SAND_YELLOW_RAMP_WITH_WALL_S_NE
WORN2_STONE_WALL_E_2
+
SAND_YELLOW_RAMP_OTHER
WORN2_STONE_WALL_W_3
+
SAND_YELLOW_RAMP_WITH_WALL_S_NW_NE
WORN2_STONE_WALL_W_4
+
SAND_YELLOW_RAMP_WITH_WALL_E_NW_SW
WORN2_STONE_WALL_W_1
+
SAND_YELLOW_RAMP_WITH_WALL_N_SW_SE
WORN2_STONE_WALL_W_2
+
SAND_YELLOW_RAMP_WITH_WALL_N_E_SW
WORN2_STONE_WALL_NE
+
SAND_YELLOW_RAMP_WITH_WALL_N_W_SE
WORN2_STONE_WALL_SW
+
SAND_YELLOW_RAMP_WITH_WALL_S_W_NE
WORN2_STONE_WALL_SE
+
SAND_YELLOW_RAMP_WITH_WALL_S_E_NW
WORN2_STONE_WALL_NW
+
SAND_YELLOW_RAMP_WITH_WALL_N_SE
WORN2_STONE_WALL_S_E
+
SAND_YELLOW_RAMP_WITH_WALL_NE_SW_SE
WORN2_STONE_WALL_N_E
+
SAND_YELLOW_RAMP_WITH_WALL_NW_SW_SE
WORN2_STONE_WALL_S_W
+
SAND_YELLOW_RAMP_WITH_WALL_NW_NE_SE
WORN2_STONE_WALL_N_W
+
SAND_YELLOW_RAMP_WITH_WALL_NW_NE_SW
WORN2_STONE_WALL_S_W_E
+
SAND_YELLOW_RAMP_WITH_WALL_NW_NE_SW_SE
WORN2_STONE_WALL_N_S_W
+
SAND_YELLOW_RAMP_WITH_WALL_NE_SW
WORN2_STONE_WALL_N_S_E
+
SAND_YELLOW_RAMP_WITH_WALL_NW_SE
WORN2_STONE_WALL_N_W_E
+
SAND_YELLOW_RAMP_WITH_WALL_W_NE_SE
WORN2_STONE_WALL_N_S_W_E_3
+
STONE_RAMP_WITH_WALL_N_E
WORN2_STONE_WALL_N_S_W_E_4
+
STONE_RAMP_WITH_WALL_N_W
WORN2_STONE_WALL_N_S_W_E_1
+
STONE_RAMP_WITH_WALL_N_S
WORN2_STONE_WALL_N_S_W_E_2
+
STONE_RAMP_WITH_WALL_S_W_E
WORN2_STONE_WALL_W_E_3
+
STONE_RAMP_WITH_WALL_N_W_E
WORN2_STONE_WALL_W_E_4
+
STONE_RAMP_WITH_WALL_N_S_W
WORN2_STONE_WALL_W_E_1
+
STONE_RAMP_WITH_WALL_N_S_E
WORN2_STONE_WALL_W_E_2
+
STONE_RAMP_WITH_WALL_N_S_E_W
WORN2_STONE_WALL_N_S_3
+
STONE_RAMP_WITH_WALL_NW
WORN2_STONE_WALL_N_S_4
+
STONE_RAMP_WITH_WALL_E
WORN2_STONE_WALL_N_S_1
+
STONE_RAMP_WITH_WALL_W
WORN2_STONE_WALL_N_S_2
+
STONE_RAMP_WITH_WALL_S
WORN3_STONE_WALL_N_3
+
STONE_RAMP_WITH_WALL_N
WORN3_STONE_WALL_N_4
+
STONE_RAMP_WITH_WALL_W_E
WORN3_STONE_WALL_N_1
+
STONE_RAMP_WITH_WALL_S_E
WORN3_STONE_WALL_N_2
+
STONE_RAMP_WITH_WALL_S_W
WORN3_STONE_WALL_S_3
+
STONE_RAMP_OTHER
WORN3_STONE_WALL_S_4
+
STONE_RAMP_WITH_WALL_NW_SW
WORN3_STONE_WALL_S_1
+
STONE_RAMP_WITH_WALL_SW_SE
WORN3_STONE_WALL_S_2
+
STONE_RAMP_WITH_WALL_NE_SE
WORN3_STONE_WALL_E_3
+
STONE_RAMP_WITH_WALL_NW_NE
WORN3_STONE_WALL_E_4
+
STONE_RAMP_WITH_WALL_NE
WORN3_STONE_WALL_E_1
+
STONE_RAMP_WITH_WALL_SE
WORN3_STONE_WALL_E_2
+
STONE_RAMP_WITH_WALL_SW
WORN3_STONE_WALL_W_3
+
SAND_TAN_RAMP_WITH_WALL_NW_NE_SE
WORN3_STONE_WALL_W_4
+
SAND_TAN_RAMP_WITH_WALL_NW_NE_SW
WORN3_STONE_WALL_W_1
+
SAND_TAN_RAMP_WITH_WALL_NW_NE_SW_SE
WORN3_STONE_WALL_W_2
+
SAND_TAN_RAMP_WITH_WALL_NE_SW
SOIL_WALL_E_3
+
SAND_TAN_RAMP_WITH_WALL_NW_SE
SOIL_WALL_E_4
+
SAND_TAN_RAMP_WITH_WALL_W_NE_SE
SOIL_WALL_E_1
+
SAND_TAN_RAMP_WITH_WALL_S_NW_NE
SOIL_WALL_E_2
+
SAND_TAN_RAMP_WITH_WALL_E_NW_SW
SOIL_WALL_W_3
+
SAND_WHITE_RAMP_WITH_WALL_N_S
SOIL_WALL_W_4
+
SAND_WHITE_RAMP_WITH_WALL_S_W_E
SOIL_WALL_W_1
+
SAND_WHITE_RAMP_WITH_WALL_N_W_E
SOIL_WALL_W_2
+
SAND_WHITE_RAMP_WITH_WALL_N_S_W
SOIL_WALL_NE
+
SAND_WHITE_RAMP_WITH_WALL_N_S_E
SOIL_WALL_SW
+
SAND_WHITE_RAMP_WITH_WALL_N_S_E_W
SOIL_WALL_SE
+
SAND_TAN_RAMP_WITH_WALL_NE_SW_SE
SOIL_WALL_NW
+
SAND_TAN_RAMP_WITH_WALL_NW_SW_SE
SOIL_WALL_S_E
+
SAND_WHITE_RAMP_WITH_WALL_W
SOIL_WALL_N_E
+
SAND_WHITE_RAMP_WITH_WALL_S
SOIL_WALL_S_W
+
SAND_WHITE_RAMP_WITH_WALL_N
SOIL_WALL_N_W
+
SAND_WHITE_RAMP_WITH_WALL_W_E
SOIL_WALL_S_W_E
+
SAND_WHITE_RAMP_WITH_WALL_S_E
SOIL_WALL_N_S_W
+
SAND_WHITE_RAMP_WITH_WALL_S_W
SOIL_WALL_N_S_E
+
SAND_WHITE_RAMP_WITH_WALL_N_E
SOIL_WALL_N_W_E
+
SAND_WHITE_RAMP_WITH_WALL_N_W
SOIL_WALL_N_S_W_E_3
+
SAND_WHITE_RAMP_WITH_WALL_SW_SE
SOIL_WALL_N_S_W_E_4
+
SAND_WHITE_RAMP_WITH_WALL_NE_SE
SOIL_WALL_N_S_W_E_1
+
SAND_WHITE_RAMP_WITH_WALL_NW_NE
SOIL_WALL_N_S_W_E_2
+
SAND_WHITE_RAMP_WITH_WALL_NE
SOIL_WALL_W_E_3
+
SAND_WHITE_RAMP_WITH_WALL_SE
SOIL_WALL_W_E_4
+
SAND_WHITE_RAMP_WITH_WALL_SW
SOIL_WALL_W_E_1
+
SAND_WHITE_RAMP_WITH_WALL_NW
SOIL_WALL_W_E_2
+
SAND_WHITE_RAMP_WITH_WALL_E
SOIL_WALL_N_S_3
+
SAND_WHITE_RAMP_WITH_WALL_S_NW
SOIL_WALL_N_S_4
+
SAND_WHITE_RAMP_WITH_WALL_E_SW
SOIL_WALL_N_S_1
+
SAND_WHITE_RAMP_WITH_WALL_E_NW
SOIL_WALL_N_S_2
+
SAND_WHITE_RAMP_WITH_WALL_N_SW
WORN1_STONE_WALL_N_3
+
SAND_WHITE_RAMP_WITH_WALL_W_SE
WORN1_STONE_WALL_N_4
+
SAND_WHITE_RAMP_WITH_WALL_S_NE
WORN1_STONE_WALL_N_1
+
SAND_WHITE_RAMP_OTHER
WORN1_STONE_WALL_N_2
+
SAND_WHITE_RAMP_WITH_WALL_NW_SW
WORN1_STONE_WALL_S_3
+
SAND_WHITE_RAMP_WITH_WALL_E_NW_SW
WORN1_STONE_WALL_S_4
+
SAND_WHITE_RAMP_WITH_WALL_N_SW_SE
WORN1_STONE_WALL_S_1
+
SAND_WHITE_RAMP_WITH_WALL_N_E_SW
WORN1_STONE_WALL_S_2
+
SAND_WHITE_RAMP_WITH_WALL_N_W_SE
WORN1_STONE_WALL_E_3
+
SAND_WHITE_RAMP_WITH_WALL_S_W_NE
WORN1_STONE_WALL_E_4
+
SAND_WHITE_RAMP_WITH_WALL_S_E_NW
WORN1_STONE_WALL_E_1
+
SAND_WHITE_RAMP_WITH_WALL_N_SE
WORN1_STONE_WALL_E_2
+
SAND_WHITE_RAMP_WITH_WALL_W_NE
WORN1_STONE_WALL_W_3
+
SAND_WHITE_RAMP_WITH_WALL_NW_SW_SE
WORN1_STONE_WALL_W_4
+
SAND_WHITE_RAMP_WITH_WALL_NW_NE_SE
WORN1_STONE_WALL_W_1
+
SAND_WHITE_RAMP_WITH_WALL_NW_NE_SW
WORN1_STONE_WALL_W_2
+
SAND_WHITE_RAMP_WITH_WALL_NW_NE_SW_SE
WORN1_STONE_WALL_NE
+
SAND_WHITE_RAMP_WITH_WALL_NE_SW
WORN1_STONE_WALL_SW
+
SAND_WHITE_RAMP_WITH_WALL_NW_SE
WORN1_STONE_WALL_SE
+
SAND_WHITE_RAMP_WITH_WALL_W_NE_SE
WORN1_STONE_WALL_NW
+
SAND_WHITE_RAMP_WITH_WALL_S_NW_NE
WORN1_STONE_WALL_S_E
+
SAND_YELLOW_RAMP_WITH_WALL_N_W
WORN1_STONE_WALL_N_E
+
SAND_YELLOW_RAMP_WITH_WALL_N_S
WORN1_STONE_WALL_S_W
+
SAND_YELLOW_RAMP_WITH_WALL_S_W_E
WORN1_STONE_WALL_N_W
+
SAND_YELLOW_RAMP_WITH_WALL_N_W_E
WORN1_STONE_WALL_S_W_E
+
SAND_YELLOW_RAMP_WITH_WALL_N_S_W
WORN1_STONE_WALL_N_S_W
+
SAND_YELLOW_RAMP_WITH_WALL_N_S_E
WORN1_STONE_WALL_N_S_E
+
SAND_YELLOW_RAMP_WITH_WALL_N_S_E_W
WORN1_STONE_WALL_N_W_E
+
SAND_WHITE_RAMP_WITH_WALL_NE_SW_SE
WORN1_STONE_WALL_N_S_W_E_3
+
COMBAT_ANIMATION_SWISH
WORN1_STONE_WALL_N_S_W_E_4
+
MULTILEVEL_RAMP_WITH_WALL_NE_SW_SE
WORN1_STONE_WALL_N_S_W_E_1
+
MULTILEVEL_RAMP_WITH_WALL_NW_SW_SE
WORN1_STONE_WALL_N_S_W_E_2
+
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SE
MOSS_WALL_SE
+
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW
MOSS_WALL_NW
+
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW_SE
MOSS_WALL_E
+
MULTILEVEL_RAMP_WITH_WALL_NE_SW
MOSS_WALL_W
+
MULTILEVEL_RAMP_WITH_WALL_NW_SE
MOSS_WALL_S_W
+
NOT_YOURS
MOSS_WALL_N_W
+
YOURS
MOSS_WALL_NE
+
UNINTELLIGIBLE_MESS
MOSS_WALL_SW
+
TRACKING_SYMBOL
MOSS_WALL_N_S_E
+
COMBAT_ANIMATION_SPARKS
MOSS_WALL_N_W_E
+
PARRY
MOSS_WALL_S_E
+
MISS
MOSS_WALL_N_E
+
HIT
MOSS_WALL_N_S_W_E
+
BEAST_IMPRINT
MOSS_WALL_W_E
+
HUMANOID_IMPRINT
MOSS_WALL_S_W_E
+
FOOTWEAR_LIQUID_PRINT
MOSS_WALL_N_S_W
+
BEAST_LIQUID_PRINT
ROOT_WALL_S
+
HUMANOID_LIQUID_PRINT
ROOT_WALL_E
+
BROKEN_VEGETATION
MOSS_WALL_N_S
+
VAGUE
ROOT_WALL_N
+
MID
ROOT_WALL_NW
+
DIRECT_DOWN
ROOT_WALL_NE
+
DIRECT
ROOT_WALL_W
+
STEALTH_VISION
ROOT_WALL_SE
+
VAMPIRE_SENSE_MARKER
ROOT_WALL_N_W
+
DODGE_AWAY
ROOT_WALL_S_E
+
MOVE
ROOT_WALL_SW
+
MOVE_INDICATOR
ROOT_WALL_S_W
+
FOOTWEAR_IMPRINT
ROOT_WALL_N_W_E
+
RAMP_DOWN
ROOT_WALL_S_W_E
+
RAMP_UP
ROOT_WALL_N_E
+
UPDOWN
ROOT_WALL_N_S_E
+
MEMORY_MAP
ROOT_WALL_W_E
+
PERIPHERAL_UP
ROOT_WALL_N_S
+
PERIPHERAL_DOWN
ROOT_WALL_N_S_W
+
PERIPHERAL
ROOT_WALL_N_S_W_E
+
DIRECT_UP
SAND_WALL_E
+
VOCALIZATION_SMALL
SAND_WALL_W
+
COMBAT_LARGE
SAND_WALL_N
+
COMBAT_SMALL
SAND_WALL_S
+
MOVEMENT_LARGE
SAND_WALL_NE
+
MOVEMENT_SMALL
SAND_WALL_SW
+
SOUND_INDICATOR
SAND_WALL_SE
+
AIR
SAND_WALL_NW
+
FLOOR
SAND_WALL_S_E
+
PREACHING
SAND_WALL_N_E
+
DANCING
SAND_WALL_S_W
+
MUSICAL_VOICE
SAND_WALL_N_W
+
POEM_RECITATION
SAND_WALL_S_W_E
+
STORYTELLING
SAND_WALL_N_S_W
+
GRINDING_MECHANISM_LARGE
SAND_WALL_N_S_E
+
GRINDING_MECHANISM_SMALL
SAND_WALL_N_W_E
+
VOCALIZATION_LARGE
SAND_WALL_N_S
+
GRINDING_MECHANISM_LARGE_OLD
SAND_Y_WALL_N
+
GRINDING_MECHANISM_SMALL_OLD
SAND_WALL_N_S_W_E
+
VOCALIZATION_LARGE_OLD
SAND_WALL_W_E
+
VOCALIZATION_SMALL_OLD
SAND_Y_WALL_W
+
COMBAT_LARGE_OLD
SAND_Y_WALL_SE
+
COMBAT_SMALL_OLD
SAND_Y_WALL_S
+
MOVEMENT_LARGE_OLD
SAND_Y_WALL_E
+
MOVEMENT_SMALL_OLD
SAND_Y_WALL_SW
+
STONE_RAMP_WITH_WALL_N_SE
SAND_Y_WALL_S_W
+
STONE_RAMP_WITH_WALL_W_NE
SAND_Y_WALL_NW
+
STONE_RAMP_WITH_WALL_S_NW
SAND_Y_WALL_NE
+
STONE_RAMP_WITH_WALL_E_SW
WORN3_STONE_WALL_NE
+
STONE_RAMP_WITH_WALL_E_NW
WORN3_STONE_WALL_SW
+
STONE_RAMP_WITH_WALL_N_SW
WORN3_STONE_WALL_SE
+
STONE_RAMP_WITH_WALL_W_SE
WORN3_STONE_WALL_NW
+
STONE_RAMP_WITH_WALL_S_NE
WORN3_STONE_WALL_S_E
+
STONE_RAMP_WITH_WALL_W_NE_SE
WORN3_STONE_WALL_N_E
+
STONE_RAMP_WITH_WALL_S_NW_NE
WORN3_STONE_WALL_S_W
+
STONE_RAMP_WITH_WALL_E_NW_SW
WORN3_STONE_WALL_N_W
+
STONE_RAMP_WITH_WALL_N_SW_SE
WORN3_STONE_WALL_S_W_E
+
STONE_RAMP_WITH_WALL_N_E_SW
WORN3_STONE_WALL_N_S_W
+
STONE_RAMP_WITH_WALL_N_W_SE
WORN3_STONE_WALL_N_S_E
+
STONE_RAMP_WITH_WALL_S_W_NE
WORN3_STONE_WALL_N_W_E
+
STONE_RAMP_WITH_WALL_S_E_NW
WORN3_STONE_WALL_N_S_W_E_3
+
MULTILEVEL_AIR
WORN3_STONE_WALL_N_S_W_E_4
+
STONE_RAMP_WITH_WALL_NE_SW_SE
WORN3_STONE_WALL_N_S_W_E_1
+
STONE_RAMP_WITH_WALL_NW_SW_SE
WORN3_STONE_WALL_N_S_W_E_2
+
STONE_RAMP_WITH_WALL_NW_NE_SE
WORN3_STONE_WALL_W_E_3
+
STONE_RAMP_WITH_WALL_NW_NE_SW
WORN3_STONE_WALL_W_E_4
+
STONE_RAMP_WITH_WALL_NW_NE_SW_SE
WORN3_STONE_WALL_W_E_1
+
STONE_RAMP_WITH_WALL_NE_SW
WORN3_STONE_WALL_W_E_2
+
STONE_RAMP_WITH_WALL_NW_SE
WORN3_STONE_WALL_N_S_3
+
MULTILEVEL_RAMP_WITH_WALL_N_E
WORN3_STONE_WALL_N_S_4
+
MULTILEVEL_RAMP_WITH_WALL_N_W
WORN3_STONE_WALL_N_S_1
+
MULTILEVEL_RAMP_WITH_WALL_N_S
WORN3_STONE_WALL_N_S_2
+
MULTILEVEL_RAMP_WITH_WALL_S_W_E
SMOOTHED_STONE_WALL_E
+
MULTILEVEL_RAMP_WITH_WALL_N_W_E
SMOOTHED_STONE_WALL_W
+
MULTILEVEL_RAMP_WITH_WALL_N_S_W
SMOOTHED_STONE_WALL_N
+
MULTILEVEL_RAMP_WITH_WALL_N_S_E
SMOOTHED_STONE_WALL_S
+
MULTILEVEL_RAMP_WITH_WALL_N_S_E_W
SMOOTHED_STONE_WALL_NE
+
MULTILEVEL_RAMP_WITH_WALL_NW
SMOOTHED_STONE_WALL_SW
+
MULTILEVEL_RAMP_WITH_WALL_E
SMOOTHED_STONE_WALL_SE
+
MULTILEVEL_RAMP_WITH_WALL_W
SMOOTHED_STONE_WALL_NW
+
MULTILEVEL_RAMP_WITH_WALL_S
SMOOTHED_STONE_WALL_S_E
+
MULTILEVEL_RAMP_WITH_WALL_N
SMOOTHED_STONE_WALL_N_E
+
MULTILEVEL_RAMP_WITH_WALL_W_E
SMOOTHED_STONE_WALL_S_W
+
MULTILEVEL_RAMP_WITH_WALL_S_E
SMOOTHED_STONE_WALL_N_W
+
MULTILEVEL_RAMP_WITH_WALL_S_W
SMOOTHED_STONE_WALL_S_W_E
+
MULTILEVEL_RAMP_OTHER
SMOOTHED_STONE_WALL_N_S_W
+
MULTILEVEL_RAMP_WITH_WALL_NW_SW
SMOOTHED_STONE_WALL_N_S_E
+
MULTILEVEL_RAMP_WITH_WALL_SW_SE
SMOOTHED_STONE_WALL_N_W_E
+
MULTILEVEL_RAMP_WITH_WALL_NE_SE
SMOOTHED_STONE_WALL_N_S
+
MULTILEVEL_RAMP_WITH_WALL_NW_NE
ENGRAVED_STONE_WALL_N
+
MULTILEVEL_RAMP_WITH_WALL_NE
SMOOTHED_STONE_WALL_N_S_W_E
+
MULTILEVEL_RAMP_WITH_WALL_SE
SMOOTHED_STONE_WALL_W_E
+
MULTILEVEL_RAMP_WITH_WALL_SW
ENGRAVED_STONE_WALL_W
+
MULTILEVEL_RAMP_WITH_WALL_N_SE
ENGRAVED_STONE_WALL_SE
+
MULTILEVEL_RAMP_WITH_WALL_W_NE
ENGRAVED_STONE_WALL_S
+
MULTILEVEL_RAMP_WITH_WALL_S_NW
ENGRAVED_STONE_WALL_E
+
MULTILEVEL_RAMP_WITH_WALL_E_SW
ENGRAVED_STONE_WALL_SW
+
MULTILEVEL_RAMP_WITH_WALL_E_NW
ENGRAVED_STONE_WALL_S_W
+
MULTILEVEL_RAMP_WITH_WALL_N_SW
ENGRAVED_STONE_WALL_NW
+
MULTILEVEL_RAMP_WITH_WALL_W_SE
ENGRAVED_STONE_WALL_NE
+
MULTILEVEL_RAMP_WITH_WALL_S_NE
ENGRAVED_STONE_WALL_N_E
+
MULTILEVEL_RAMP_WITH_WALL_W_NE_SE
ENGRAVED_STONE_WALL_N_S_E
+
MULTILEVEL_RAMP_WITH_WALL_S_NW_NE
ENGRAVED_STONE_WALL_N_W
+
MULTILEVEL_RAMP_WITH_WALL_E_NW_SW
ENGRAVED_STONE_WALL_S_E
+
MULTILEVEL_RAMP_WITH_WALL_N_SW_SE
ENGRAVED_STONE_WALL_N_S_W
+
MULTILEVEL_RAMP_WITH_WALL_N_E_SW
ENGRAVED_STONE_WALL_N_S_W_E
+
MULTILEVEL_RAMP_WITH_WALL_N_W_SE
ENGRAVED_STONE_WALL_N_W_E
+
MULTILEVEL_RAMP_WITH_WALL_S_W_NE
ENGRAVED_STONE_WALL_S_W_E
+
MULTILEVEL_RAMP_WITH_WALL_S_E_NW
MOSS_WALL_N
+
RIVER_BED_N_E
MOSS_WALL_S
+
RIVER_BED_N_W
ENGRAVED_STONE_WALL_W_E
+
RIVER_BED_E
ENGRAVED_STONE_WALL_N_S
+
RIVER_BED_W
SAND_R_WALL_N_S
+
RIVER_BED_S
MAGMA_WALL_N
+
RIVER_BED_N
SAND_R_WALL_N_S_W_E
+
RIVER_BED
SAND_R_WALL_W_E
+
RIVER_TO_E
MAGMA_WALL_W
+
RIVER_BED_NE_SW
MAGMA_WALL_SE
+
RIVER_BED_SE
MAGMA_WALL_S
+
RIVER_BED_SW
MAGMA_WALL_E
+
RIVER_BED_NE
MAGMA_WALL_SW
+
RIVER_BED_NW
MAGMA_WALL_S_W
+
RIVER_BED_SOURCE
MAGMA_WALL_NW
+
RIVER_BED_S_W
MAGMA_WALL_NE
+
RIVER_BED_S_E
MAGMA_WALL_N_E
+
BROOK_TO_W
MAGMA_WALL_N_S_E
+
BROOK_TO_S
MAGMA_WALL_N_W
+
BROOK_TO_N
MAGMA_WALL_S_E
+
BROOK_TO_SE
MAGMA_WALL_N_S_W
+
BROOK_TO_SW
MAGMA_WALL_N_S_W_E
+
BROOK_TO_NE
MAGMA_WALL_N_W_E
+
BROOK_TO_NW
MAGMA_WALL_S_W_E
+
RIVER_BED_NW_SE
ICE_WALL_N
+
BROOK_BED_N_E
ICE_WALL_S
+
BROOK_BED_N_W
MAGMA_WALL_W_E
+
BROOK_BED_E
MAGMA_WALL_N_S
+
BROOK_BED_W
ICE_WALL_SE
+
BROOK_BED_S
ICE_WALL_NW
+
BROOK_BED_N
ICE_WALL_E
+
BROOK_BED
ICE_WALL_W
+
BROOK_TO_E
ICE_WALL_S_W
+
ITEM_BRANCH
ICE_WALL_N_W
+
BROOK_BED_SE
ICE_WALL_NE
+
BROOK_BED_SW
ICE_WALL_SW
+
BROOK_BED_NE
ICE_WALL_N_S_E
+
BROOK_BED_NW
ICE_WALL_N_W_E
+
BROOK_BED_SOURCE
ICE_WALL_S_E
+
BROOK_BED_S_W
ICE_WALL_N_E
+
BROOK_BED_S_E
ICE_WALL_N_S_W_E
+
ITEM_ROUGH_GEM_VALUE_20
ICE_WALL_W_E
+
ITEM_ROUGH_GEM_VALUE_15
ICE_WALL_S_W_E
+
ITEM_ROUGH_GEM_VALUE_10
ICE_WALL_N_S_W
+
ITEM_ROUGH_GEM_VALUE_5
SMOOTHED_ICE_WALL_S
+
ITEM_ROUGH_GEM_VALUE_3
SMOOTHED_ICE_WALL_E
+
ITEM_ROUGH_GEM_VALUE_2
ICE_WALL_N_S
+
ITEM_ROUGH_GEM
SMOOTHED_ICE_WALL_N
+
ITEM_WOOD
SMOOTHED_ICE_WALL_NW
+
ITEM_BARS_SOAP
SMOOTHED_ICE_WALL_NE
+
ITEM_BARS
SMOOTHED_ICE_WALL_W
+
ITEM_ROCK
SMOOTHED_ICE_WALL_SE
+
ITEM_BOULDER
SMOOTHED_ICE_WALL_N_W
+
ITEM_ROUGH_GEM_VALUE_60
SMOOTHED_ICE_WALL_S_E
+
ITEM_ROUGH_GEM_VALUE_40
SMOOTHED_ICE_WALL_SW
+
ITEM_ROUGH_GEM_VALUE_30
SMOOTHED_ICE_WALL_S_W
+
ITEM_ROUGH_GEM_VALUE_25
SMOOTHED_ICE_WALL_N_W_E
+
ITEM_HATCH_COVER_METAL
SMOOTHED_ICE_WALL_S_W_E
+
ITEM_HATCH_COVER_WOOD_OPEN
SMOOTHED_ICE_WALL_N_E
+
ITEM_HATCH_COVER_WOOD
SMOOTHED_ICE_WALL_N_S_E
+
ITEM_HATCH_COVER_STONE_OPEN
SMOOTHED_ICE_WALL_W_E
+
ITEM_HATCH_COVER_STONE
SMOOTHED_ICE_WALL_N_S
+
ITEM_BLOCKS
SMOOTHED_ICE_WALL_N_S_W
+
ITEM_LARGE_GEM
SMOOTHED_ICE_WALL_N_S_W_E
+
ITEM_GEMS
ORE_VEIN_WALL_E
+
SPATTER_BLOOD_CYAN
ORE_VEIN_WALL_W
+
SPATTER_BLOOD_RED
ORE_VEIN_WALL_N
+
SPATTER_SNOW
ORE_VEIN_WALL_S
+
PREACHING_OLD
SAND_Y_WALL_N_E
+
DANCING_OLD
SAND_Y_WALL_N_S_E
+
MUSICAL_VOICE_OLD
SAND_Y_WALL_N_W
+
POEM_RECITATION_OLD
SAND_Y_WALL_S_E
+
STORYTELLING_OLD
SAND_Y_WALL_N_S_W
+
SPATTER_LEAVES
SAND_Y_WALL_N_S_W_E
+
SPATTER_FRUIT_LARGE
SAND_Y_WALL_N_W_E
+
SPATTER_FRUIT_SMALL
SAND_Y_WALL_S_W_E
+
SPATTER_FRUIT
SAND_W_WALL_N
+
SPATTER_DUST
SAND_W_WALL_S
+
SPATTER_BLOOD_ICHOR
SAND_Y_WALL_W_E
+
SPATTER_BLOOD_GOO
SAND_Y_WALL_N_S
+
SPATTER_BLOOD_MAGENTA
SAND_W_WALL_SE
+
FULL_NSWE_C
SAND_W_WALL_NW
+
FULL_NSWE_B
SAND_W_WALL_E
+
FULL_NSWE_A
SAND_W_WALL_W
+
SPATTER_WATER
SAND_W_WALL_S_W
+
SPATTER_SLIME
SAND_W_WALL_N_W
+
SPATTER_VOMIT
SAND_W_WALL_NE
+
SPATTER_MUD
SAND_W_WALL_SW
+
SPATTER_MAGMA
SAND_W_WALL_N_S_E
+
FULL_W
SAND_W_WALL_N_W_E
+
FULL_S
SAND_W_WALL_S_E
+
FULL_N
SAND_W_WALL_N_E
+
FULL_WE
SAND_W_WALL_N_S_W_E
+
FULL_NS
SAND_W_WALL_W_E
+
FULL_ISOLATED
SAND_W_WALL_S_W_E
+
FULL_NSWE_E
SAND_W_WALL_N_S_W
+
FULL_NSWE_D
SAND_B_WALL_S
+
FULL_NWE
SAND_B_WALL_E
+
FULL_NSE
SAND_W_WALL_N_S
+
FULL_NSW
SAND_B_WALL_N
+
FULL_SE
SAND_B_WALL_NW
+
FULL_SW
SAND_B_WALL_NE
+
FULL_NE
SAND_B_WALL_W
+
FULL_NW
SAND_B_WALL_SE
+
FULL_E
SAND_B_WALL_N_W
+
PARTIAL_2C
SAND_B_WALL_S_E
+
PARTIAL_2B
SAND_B_WALL_SW
+
PARTIAL_2A
SAND_B_WALL_S_W
+
PARTIAL_1D
SAND_B_WALL_N_W_E
+
PARTIAL_1C
SAND_B_WALL_S_W_E
+
PARTIAL_1B
SAND_B_WALL_N_E
+
PARTIAL_1A
SAND_B_WALL_N_S_E
+
FULL_SWE
SAND_B_WALL_W_E
+
PARTIAL_4C
SAND_B_WALL_N_S
+
PARTIAL_4B
SAND_B_WALL_N_S_W
+
PARTIAL_4A
SAND_B_WALL_N_S_W_E
+
PARTIAL_3D
SAND_R_WALL_E
+
PARTIAL_3C
SAND_R_WALL_W
+
PARTIAL_3B
SAND_R_WALL_N
+
PARTIAL_3A
SAND_R_WALL_S
+
PARTIAL_2D
SAND_R_WALL_NE
+
RIVER_TO_W
SAND_R_WALL_SW
+
RIVER_TO_S
SAND_R_WALL_SE
+
RIVER_TO_N
SAND_R_WALL_NW
+
RIVER_TO_SE
SAND_R_WALL_S_E
+
RIVER_TO_SW
SAND_R_WALL_N_E
+
RIVER_TO_NE
SAND_R_WALL_S_W
+
RIVER_TO_NW
SAND_R_WALL_N_W
+
PARTIAL_4D
SAND_R_WALL_S_W_E
+
ITEM_DOOR_WOOD_CLOSED
SAND_R_WALL_N_S_W
+
ITEM_DOOR_GLASS_OPEN
SAND_R_WALL_N_S_E
+
ITEM_DOOR_GLASS
SAND_R_WALL_N_W_E
+
ITEM_DOOR_METAL_OPEN
METAL_BARS_WALL_N_W_E
+
ITEM_DOOR_METAL
METAL_BARS_WALL_S_W_E
+
ITEM_DOOR_WOOD_OPEN
METAL_BARS_WALL_N_E
+
ITEM_DOOR_WOOD
METAL_BARS_WALL_N_S_E
+
ITEM_DOOR_STONE_OPEN
METAL_BARS_WALL_W_E
+
ITEM_DOOR_ENGRAVING
METAL_BARS_WALL_N_S
+
ITEM_DOOR_STUDS
METAL_BARS_WALL_N_S_W
+
ITEM_DOOR_RINGS
METAL_BARS_WALL_N_S_W_E
+
ITEM_DOOR_SPIKES
GEM_A_WALL_E
+
ITEM_DOOR_VARIANT
GEM_A_WALL_W
+
ITEM_DOOR_GLASS_CLOSED
GEM_A_WALL_N
+
ITEM_DOOR_METAL_CLOSED
GEM_A_WALL_S
+
ITEM_DOOR_STONE_CLOSED
GEM_A_WALL_NE
+
ITEM_CHAIN_METAL
GEM_A_WALL_SW
+
ITEM_DOOR_FORBIDDEN
GEM_A_WALL_SE
+
ITEM_DOOR_MUD
GEM_A_WALL_NW
+
ITEM_DOOR_WATER
GEM_A_WALL_S_E
+
ITEM_DOOR_VOMIT
GEM_A_WALL_N_E
+
ITEM_DOOR_BLOOD
GEM_A_WALL_S_W
+
ITEM_DOOR_DAMAGE
GEM_A_WALL_N_W
+
ITEM_DOOR_BANDS
GEM_A_WALL_S_W_E
+
ITEM_INSTRUMENT_KEYBOARD_BUILDING
GEM_A_WALL_N_S_W
+
ITEM_GOBLET_WOOD
GEM_A_WALL_N_S_E
+
ITEM_GOBLET_STONE
GEM_A_WALL_N_W_E
+
ITEM_GOBLET_METAL
GEM_A_WALL_N_S
+
ITEM_FLASK_GLASS
GEM_B_WALL_N
+
ITEM_FLASK_LEATHER
GEM_A_WALL_N_S_W_E
+
ITEM_FLASK_METAL
GEM_A_WALL_W_E
+
ITEM_CHAIN_ROPE
GEM_B_WALL_W
+
ITEM_GENERATED_TOOL
GEM_B_WALL_SE
+
ITEM_INSTRUMENT_PERCUSSION_HANDHELD
GEM_B_WALL_S
+
ITEM_INSTRUMENT_WIND_HANDHELD
GEM_B_WALL_E
+
ITEM_INSTRUMENT_STRINGED_HANDHELD
GEM_B_WALL_SW
+
ITEM_INSTRUMENT_KEYBOARD_HANDHELD
GEM_B_WALL_S_W
+
ITEM_INSTRUMENT_PERCUSSION_BUILDING
GEM_B_WALL_NW
+
ITEM_INSTRUMENT_WIND_BUILDING
GEM_B_WALL_NE
+
ITEM_INSTRUMENT_STRINGED_BUILDING
GEM_B_WALL_N_E
+
ITEM_CAGE_GLASS_OCCUPIED
GEM_B_WALL_N_S_E
+
ITEM_CAGE_METAL_OCCUPIED
GEM_B_WALL_N_W
+
ITEM_CAGE_WOOD_OCCUPIED
GEM_B_WALL_S_E
+
ITEM_CAGE_GLASS
GEM_B_WALL_N_S_W
+
ITEM_CAGE_METAL
GEM_B_WALL_N_S_W_E
+
ITEM_CAGE_WOOD
GEM_B_WALL_N_W_E
+
ITEM_WINDOW_GEM
GEM_B_WALL_S_W_E
+
ITEM_WINDOW_GLASS
GEM_C_WALL_N
+
LIQUID_FOR_BARREL_METAL
GEM_C_WALL_S
+
ITEM_BARREL_METAL_LIQUID
GEM_B_WALL_W_E
+
LIQUID_FOR_BARREL_WOOD
GEM_B_WALL_N_S
+
ITEM_BARREL_WOOD_LIQUID
GEM_C_WALL_SE
+
ITEM_BARREL_METAL_EMPTY
GEM_C_WALL_NW
+
ITEM_BARREL_WOOD_EMPTY
GEM_C_WALL_E
+
ITEM_BARREL_METAL
GEM_C_WALL_W
+
ITEM_BARREL_WOOD
GEM_C_WALL_S_W
+
ITEM_BARREL_TOP_FISH
GEM_C_WALL_N_W
+
ITEM_BARREL_TOP_MEAT
GEM_C_WALL_NE
+
ITEM_BARREL_TOP_CHEESE
GEM_C_WALL_SW
+
ITEM_BARREL_TOP_MEAL
GEM_C_WALL_N_S_E
+
ITEM_BARREL_TOP_PLANT_SUBTERRANEAN
GEM_C_WALL_N_W_E
+
ITEM_BARREL_TOP_PLANT
GEM_C_WALL_S_E
+
ITEM_BARREL_METAL_ITEM
GEM_C_WALL_N_E
+
ITEM_BARREL_WOOD_ITEM
GEM_C_WALL_N_S_W_E
+
ITEM_HATCH_COVER_VARIANT
GEM_C_WALL_W_E
+
ITEM_HATCH_COVER_GLASS_CLOSED
GEM_C_WALL_S_W_E
+
ITEM_HATCH_COVER_METAL_CLOSED
GEM_C_WALL_N_S_W
+
ITEM_HATCH_COVER_STONE_CLOSED
ORE_VEIN_WALL_NE
+
ITEM_HATCH_COVER_WOOD_CLOSED
ORE_VEIN_WALL_SW
+
ITEM_HATCH_COVER_GLASS_OPEN
ORE_VEIN_WALL_SE
+
ITEM_HATCH_COVER_GLASS
ORE_VEIN_WALL_NW
+
ITEM_HATCH_COVER_METAL_OPEN
ORE_VEIN_WALL_S_E
+
ITEM_HATCH_COVER_VOMIT
ORE_VEIN_WALL_N_E
+
ITEM_HATCH_COVER_BLOOD
ORE_VEIN_WALL_S_W
+
ITEM_HATCH_COVER_DAMAGE
ORE_VEIN_WALL_N_W
+
ITEM_HATCH_COVER_BANDS
ORE_VEIN_WALL_S_W_E
+
ITEM_HATCH_COVER_ENGRAVING
ORE_VEIN_WALL_N_S_W
+
ITEM_HATCH_COVER_STUDS
ORE_VEIN_WALL_N_S_E
+
ITEM_HATCH_COVER_RINGS
ORE_VEIN_WALL_N_W_E
+
ITEM_HATCH_COVER_SPIKES
ORE_VEIN_WALL_N_S
+
ITEM_FLOODGATE_WOOD_OPEN
ROCK_BLOCKS_WALL_N
+
ITEM_FLOODGATE_WOOD
ORE_VEIN_WALL_N_S_W_E
+
ITEM_FLOODGATE_STONE_OPEN
ORE_VEIN_WALL_W_E
+
ITEM_FLOODGATE_STONE
ROCK_BLOCKS_WALL_W
+
ITEM_GRATE
ROCK_BLOCKS_WALL_SE
+
ITEM_HATCH_COVER_FORBIDDEN
ROCK_BLOCKS_WALL_S
+
ITEM_HATCH_COVER_MUD
ROCK_BLOCKS_WALL_E
+
ITEM_HATCH_COVER_WATER
ROCK_BLOCKS_WALL_SW
+
ITEM_FLOODGATE_GLASS_CLOSED
ROCK_BLOCKS_WALL_S_W
+
ITEM_FLOODGATE_METAL_CLOSED
ROCK_BLOCKS_WALL_NW
+
ITEM_FLOODGATE_STONE_CLOSED
ROCK_BLOCKS_WALL_NE
+
ITEM_FLOODGATE_WOOD_CLOSED
ROCK_BLOCKS_WALL_N_E
+
ITEM_FLOODGATE_GLASS_OPEN
ROCK_BLOCKS_WALL_N_S_E
+
ITEM_FLOODGATE_GLASS
ROCK_BLOCKS_WALL_N_W
+
ITEM_FLOODGATE_METAL_OPEN
ROCK_BLOCKS_WALL_S_E
+
ITEM_FLOODGATE_METAL
ROCK_BLOCKS_WALL_N_S_W
+
ITEM_FLOODGATE_BLOOD
ROCK_BLOCKS_WALL_N_S_W_E
+
ITEM_FLOODGATE_DAMAGE
ROCK_BLOCKS_WALL_N_W_E
+
ITEM_FLOODGATE_BANDS
ROCK_BLOCKS_WALL_S_W_E
+
ITEM_FLOODGATE_ENGRAVING
WOODEN_WALL_N
+
ITEM_FLOODGATE_STUDS
WOODEN_WALL_S
+
ITEM_FLOODGATE_RINGS
ROCK_BLOCKS_WALL_W_E
+
ITEM_FLOODGATE_SPIKES
ROCK_BLOCKS_WALL_N_S
+
ITEM_FLOODGATE_VARIANT
WOODEN_WALL_SE
+
ITEM_GRATE_WOOD_FLOOR_CLOSED
WOODEN_WALL_NW
+
ITEM_GRATE_WOOD_FLOOR_OPEN
WOODEN_WALL_E
+
ITEM_GRATE_WOOD_WALL_CLOSED
WOODEN_WALL_W
+
ITEM_GRATE_WOOD_WALL_OPEN
WOODEN_WALL_S_W
+
ITEM_GRATE_WOOD
WOODEN_WALL_N_W
+
ITEM_FLOODGATE_MUD
WOODEN_WALL_NE
+
ITEM_FLOODGATE_WATER
WOODEN_WALL_SW
+
ITEM_FLOODGATE_VOMIT
WOODEN_WALL_N_S_E
+
ITEM_GRATE_METAL_WALL_CLOSED
WOODEN_WALL_N_W_E
+
ITEM_GRATE_METAL_WALL_OPEN
WOODEN_WALL_S_E
+
ITEM_GRATE_METAL
WOODEN_WALL_N_E
+
ITEM_GRATE_STONE_FLOOR_CLOSED
WOODEN_WALL_N_S_W_E
+
ITEM_GRATE_STONE_FLOOR_OPEN
WOODEN_WALL_W_E
+
ITEM_GRATE_STONE_WALL_CLOSED
WOODEN_WALL_S_W_E
+
ITEM_GRATE_STONE_WALL_OPEN
WOODEN_WALL_N_S_W
+
ITEM_GRATE_STONE
METAL_BARS_WALL_S
+
ITEM_DOOR_STONE
METAL_BARS_WALL_E
+
ITEM_GRATE_GLASS_FLOOR_CLOSED
WOODEN_WALL_N_S
+
ITEM_GRATE_GLASS_FLOOR_OPEN
METAL_BARS_WALL_N
+
ITEM_GRATE_GLASS_WALL_CLOSED
METAL_BARS_WALL_NW
+
ITEM_GRATE_GLASS_WALL_OPEN
METAL_BARS_WALL_NE
+
ITEM_GRATE_GLASS
METAL_BARS_WALL_W
+
ITEM_GRATE_METAL_FLOOR_CLOSED
METAL_BARS_WALL_SE
+
ITEM_GRATE_METAL_FLOOR_OPEN
METAL_BARS_WALL_N_W
+
ITEM_BIN_TOP_MECHANISMS
METAL_BARS_WALL_S_E
+
ITEM_BIN_TOP_GEMS
METAL_BARS_WALL_SW
+
ITEM_BIN_TOP_COINS
METAL_BARS_WALL_S_W
+
ITEM_BIN_TOP_POWDERS
MAGMA_2
+
ITEM_BIN_TOP_COAL
MAGMA_3
+
ITEM_BIN_TOP_BLOCKS
HIDDEN_ROCK_5
+
ITEM_BIN_TOP_BARS
MAGMA_1
+
ITEM_BIN_TOP_ARMOR_METAL
UNDERWATER_5
+
ITEM_BIN_TOP_WEAPONS
UNDERWATER_4
+
ITEM_BIN_TOP_LEATHER
UNDERWATER_7
+
ITEM_BIN_TOP_CLOTH
UNDERWATER_6
+
ITEM_BIN_TOP_SHEETS
UNDERWATER_1
+
ITEM_BIN_TOP_ROPES
UNDERMAGMA_7
+
ITEM_BIN_TOP_CHAINS
UNDERWATER_3
+
ITEM_BIN_TOP_BOOKS
UNDERWATER_2
+
ITEM_BIN_TOP_BAGS
UNDERMAGMA_4
+
SEEDS_FOR_BAG
UNDERMAGMA_3
+
LEAVES_FOR_BAG
UNDERMAGMA_6
+
POWDER_FOR_BAG
UNDERMAGMA_5
+
ITEM_BAG_IN_USE
UNDERWATER_7_LABEL
+
ITEM_BAG_EMPTY
UNDERWATER_6_LABEL
+
ITEM_BAG
UNDERMAGMA_2
+
ITEM_BIN_TOP_CRAFTS
UNDERMAGMA_1
+
ITEM_BIN_TOP_TRAP_COMPS
UNDERWATER_3_LABEL
+
ITEM_BOX_RINGS
UNDERWATER_2_LABEL
+
ITEM_BOX_SPIKES
UNDERWATER_5_LABEL
+
ITEM_BOX_VARIANT
UNDERWATER_4_LABEL
+
ITEM_BOX_GLASS
UNDERMAGMA_6_LABEL
+
ITEM_BOX_METAL
UNDERMAGMA_5_LABEL
+
ITEM_BOX_STONE
UNDERWATER_1_LABEL
+
ITEM_BOX_WOOD
UNDERMAGMA_7_LABEL
+
ITEM_BOX
UNDERMAGMA_2_LABEL
+
ITEM_BOX_MUD
UNDERMAGMA_1_LABEL
+
ITEM_BOX_WATER
UNDERMAGMA_4_LABEL
+
ITEM_BOX_VOMIT
UNDERMAGMA_3_LABEL
+
ITEM_BOX_BLOOD
UNDERWATER_EDGE_NE
+
ITEM_BOX_DAMAGE
UNDERWATER_EDGE_W
+
ITEM_BOX_BANDS
UNDERWATER_EDGE_N
+
ITEM_BOX_ENGRAVING
UNDERWATER_EDGE_NW
+
ITEM_BOX_STUDS
UNDERWATER_EDGE_SW
+
ITEM_ARMOR_STAND_STONE_EMPTY
UNDERWATER_EDGE_SE
+
ITEM_ARMOR_STAND_WOOD_EMPTY
UNDERWATER_EDGE_E
+
ITEM_WEAPON_RACK_METAL_FULL
UNDERWATER_EDGE_S
+
ITEM_WEAPON_RACK_STONE_FULL
UNDERMAGMA_EDGE_NE
+
ITEM_WEAPON_RACK_WOOD_FULL
UNDERMAGMA_EDGE_W
+
ITEM_WEAPON_RACK_METAL_EMPTY
UNDERMAGMA_EDGE_N
+
ITEM_WEAPON_RACK_STONE_EMPTY
UNDERMAGMA_EDGE_NW
+
ITEM_WEAPON_RACK_WOOD_EMPTY
UNDERMAGMA_EDGE_SW
+
ITEM_CABINET_METAL
UNDERMAGMA_EDGE_SE
+
ITEM_CABINET_STONE
UNDERMAGMA_EDGE_E
+
ITEM_CABINET_WOOD
UNDERMAGMA_EDGE_S
+
ITEM_CABINET
TRACK_CARVED_W
+
ITEM_ARMOR_STAND_METAL_FULL
TRACK_CARVED_E
+
ITEM_ARMOR_STAND_STONE_FULL
TRACK_CARVED_N
+
ITEM_ARMOR_STAND_WOOD_FULL
TRACK_CARVED_S
+
ITEM_ARMOR_STAND_METAL_EMPTY
TRACK_CARVED_NE
+
ITEM_CABINET_DAMAGE
TRACK_CARVED_SW
+
ITEM_CABINET_BANDS
TRACK_CARVED_NS
+
ITEM_CABINET_ENGRAVING
TRACK_CARVED_NW
+
ITEM_CABINET_STUDS
TRACK_CARVED_NSW
+
ITEM_CABINET_RINGS
TRACK_CARVED_NSE
+
ITEM_CABINET_SPIKES
TRACK_CARVED_SE
+
ITEM_CABINET_VARIANT
TRACK_CARVED_WE
+
ITEM_CABINET_GLASS
TRACK_CARVED_NSWE
+
ITEM_ANIMAL_TRAP_METAL
TRACK_CONSTRUCTED_STONE_N
+
ITEM_ANIMAL_TRAP_WOOD
TRACK_CARVED_NWE
+
LIQUID_FOR_BUCKET_METAL
TRACK_CARVED_SWE
+
ITEM_BUCKET_METAL
GEM_D_WALL_S
+
LIQUID_FOR_BUCKET_WOOD
GEM_D_WALL_E
+
ITEM_BUCKET_WOOD
GEM_C_WALL_N_S
+
ITEM_BUCKET
GEM_D_WALL_N
+
ITEM_BARREL_TOP_BAG
GEM_D_WALL_NW
+
ITEM_CHAIR_LEG_VARIANT
GEM_D_WALL_NE
+
ITEM_CHAIR_GLASS
GEM_D_WALL_W
+
ITEM_CHAIR_METAL
GEM_D_WALL_SE
+
ITEM_CHAIR_STONE
GEM_D_WALL_N_W
+
ITEM_CHAIR_WOOD
GEM_D_WALL_S_E
+
ITEM_CHAIR
GEM_D_WALL_SW
+
ITEM_ANIMAL_TRAP_METAL_OCCUPIED
GEM_D_WALL_S_W
+
ITEM_ANIMAL_TRAP_WOOD_OCCUPIED
GEM_D_WALL_N_W_E
+
ITEM_CHAIR_VOMIT
GEM_D_WALL_S_W_E
+
ITEM_CHAIR_BLOOD
GEM_D_WALL_N_E
+
ITEM_CHAIR_DAMAGE
GEM_D_WALL_N_S_E
+
ITEM_CHAIR_BANDS
GEM_D_WALL_W_E
+
ITEM_CHAIR_ENGRAVING
GEM_D_WALL_N_S
+
ITEM_CHAIR_STUDS
GEM_D_WALL_N_S_W
+
ITEM_CHAIR_RINGS
GEM_D_WALL_N_S_W_E
+
ITEM_CHAIR_SPIKES
STONE_WALL_N_3
+
ITEM_COFFIN_WOOD_UNUSED
STONE_WALL_N_4
+
ITEM_COFFIN_GLASS
STONE_WALL_N_1
+
ITEM_COFFIN_METAL
STONE_WALL_N_2
+
ITEM_COFFIN_STONE
STONE_WALL_S_3
+
ITEM_COFFIN_WOOD
STONE_WALL_S_4
+
ITEM_COFFIN
STONE_WALL_S_1
+
ITEM_CHAIR_MUD
STONE_WALL_S_2
+
ITEM_CHAIR_WATER
STONE_WALL_E_3
+
ITEM_TABLE_GLASS
STONE_WALL_E_4
+
ITEM_TABLE_METAL
STONE_WALL_E_1
+
ITEM_TABLE_STONE
STONE_WALL_E_2
+
ITEM_TABLE_WOOD
STONE_WALL_W_3
+
ITEM_TABLE
STONE_WALL_W_4
+
ITEM_COFFIN_GLASS_UNUSED
STONE_WALL_W_1
+
ITEM_COFFIN_METAL_UNUSED
STONE_WALL_W_2
+
ITEM_COFFIN_STONE_UNUSED
STONE_WALL_NE
+
ITEM_TABLE_BLOOD
STONE_WALL_SW
+
ITEM_TABLE_DAMAGE
STONE_WALL_SE
+
ITEM_TABLE_BANDS
STONE_WALL_NW
+
ITEM_TABLE_ENGRAVING
STONE_WALL_S_E
+
ITEM_TABLE_STUDS
STONE_WALL_N_E
+
ITEM_TABLE_RINGS
STONE_WALL_S_W
+
ITEM_TABLE_SPIKES
STONE_WALL_N_W
+
ITEM_TABLE_LEG_VARIANT
STONE_WALL_S_W_E
+
ITEM_CRUTCH
STONE_WALL_N_S_W
+
ITEM_ORTHOPEDIC_CAST
STONE_WALL_N_S_E
+
ITEM_SPLINT
STONE_WALL_N_W_E
+
ITEM_QUIVER
STONE_WALL_N_S_W_E_3
+
ITEM_BACKPACK
STONE_WALL_N_S_W_E_4
+
ITEM_TABLE_MUD
STONE_WALL_N_S_W_E_1
+
ITEM_TABLE_WATER
STONE_WALL_N_S_W_E_2
+
ITEM_TABLE_VOMIT
STONE_WALL_W_E_3
+
ITEM_BIN_TOP_ARMOR_LEATHER
STONE_WALL_W_E_4
+
ITEM_BIN_TOP_CLOTHING
STONE_WALL_W_E_1
+
ITEM_BIN_TOP_AMMO
STONE_WALL_W_E_2
+
ITEM_BIN_METAL_IN_USE
STONE_WALL_N_S_3
+
ITEM_BIN_WOOD_IN_USE
STONE_WALL_N_S_4
+
ITEM_BIN_METAL_EMPTY
STONE_WALL_N_S_1
+
ITEM_BIN_WOOD_EMPTY
STONE_WALL_N_S_2
+
ITEM_BIN
HIDDEN_ROCK_3
+
ITEM_PLANT
HIDDEN_ROCK_4
+
ITEM_ROTTEN_PLANT
HIDDEN_ROCK_1
+
ITEM_PLANT_GROWTH
HIDDEN_ROCK_2
+
ITEM_SEEDS
ROLLERS_WOOD_NSE_1
+
ITEM_REMAINS
ROLLERS_WOOD_SWE_1
+
ITEM_TRACTION_BENCH_GLASS_ROPE
ROLLERS_WOOD_NW_1
+
ITEM_TRACTION_BENCH_GLASS_CHAIN
ROLLERS_WOOD_NSW_1
+
ITEM_TRACTION_BENCH_METAL_ROPE
ROLLERS_WOOD_S_1
+
ITEM_PREPARED_MEAL
ROLLERS_WOOD_N_1
+
ITEM_MEAT
ROLLERS_WOOD_NWE_1
+
ITEM_EGG_SIZE4
ROLLERS_WOOD_NSWE_1
+
ITEM_EGG_SIZE3
ROLLERS_WOOD_NS_2
+
ITEM_EGG_SIZE2
ROLLERS_WOOD_WE_2
+
ITEM_EGG_SIZE1
ROLLERS_WOOD_E_1
+
ITEM_FISH
ROLLERS_WOOD_W_1
+
ITEM_VERMIN
ROLLERS_WOOD_NE_2
+
ITEM_MYTHICAL_REMNANT
ROLLERS_WOOD_NW_2
+
ITEM_MYTHICAL_REMNANT_DEFAULT
ROLLERS_WOOD_SE_2
+
ITEM_DEFAULT_STATUE_BOTTOM
ROLLERS_WOOD_SW_2
+
ITEM_DEFAULT_STATUE_TOP
ROLLERS_WOOD_SWE_2
+
ITEM_STATUE
ROLLERS_WOOD_NWE_2
+
ITEM_CORPSE
ROLLERS_WOOD_NSW_2
+
ITEM_CORPSE_CHUNK
ROLLERS_WOOD_NSE_2
+
ITEM_CHEESE
ROLLERS_WOOD_N_2
+
ITEM_SLAB_ENGRAVED_SHOP_CLOTH
ROLLERS_WOOD_E_2
+
ITEM_SLAB_ENGRAVED_IMPORTS_GENERAL
ROLLERS_WOOD_NSWE_2
+
ITEM_SLAB_ENGRAVED_IMPORTS_CLOTHING
ROLLERS_WOOD_S_2
+
ITEM_SLAB_ENGRAVED_IMPORTS_FOOD
EERIE_PIT
+
ITEM_SLAB_ENGRAVED_SECRET
FLOOR_ASHES
+
ITEM_SLAB_ENGRAVED_MEMORIAL
ROLLERS_WOOD_W_2
+
ITEM_SLAB_ENGRAVED
DRIFTWOOD
+
ITEM_SLAB_BLANK
FLOOR_STONE_ENGRAVED_PALETTE
+
ITEM_SLAB_ENGRAVED_SHOP_BLACKSMITH
FLOOR_STONE_BLOCK
+
ITEM_SLAB_ENGRAVED_SHOP_WEAPONSMITH_WOOD
FLOOR_STONE_ENGRAVED_NON_PALETTE
+
ITEM_SLAB_ENGRAVED_SHOP_WEAPONSMITH_METAL
TREE_TRUNK_THICK_E
+
ITEM_SLAB_ENGRAVED_SHOP_GEM_CUTTER
TREE_TRUNK_THICK_W
+
ITEM_SLAB_ENGRAVED_SHOP_BONE_CARVER
TREE_TRUNK_THICK_N
+
ITEM_SLAB_ENGRAVED_SHOP_CLOTHING_LEATHER
TREE_TRUNK_THICK_S
+
ITEM_SLAB_ENGRAVED_SHOP_CLOTHING_CLOTH
TREE_TRUNK_THICK_SW
+
ITEM_SLAB_ENGRAVED_SHOP_TANNING
TREE_TRUNK_THICK_SE
+
ITEM_SLAB_ENGRAVED_TRUE_NAME
TREE_TRUNK_THICK_NW
+
ITEM_SLAB_ENGRAVED_TAVERN
TREE_TRUNK_THICK_NE
+
ITEM_SLAB_ENGRAVED_SHOP_FURNITURE_METAL
TREE_TRUNK_NWE
+
ITEM_SLAB_ENGRAVED_SHOP_FURNITURE_STONE
TREE_TRUNK_NWE_s
+
ITEM_SLAB_ENGRAVED_SHOP_FURNITURE_WOOD
TREE_TRUNK_NSE_w
+
ITEM_SLAB_ENGRAVED_SHOP_LEATHER_ACCESSORIES
TREE_TRUNK_NSW_e
+
ITEM_SLAB_ENGRAVED_SHOP_METAL_CRAFTER
TREE_TRUNK_NW_se
+
ITEM_SLAB_ENGRAVED_SHOP_ARMORSMITH
TREE_TRUNK_NW_s
+
ITEM_STATUE_SPIKES
TREE_TRUNK_SWE
+
ITEM_STATUE_GLASS
TREE_TRUNK_SWE_n
+
ITEM_STATUE_METAL
TREE_TRUNK_NE_s
+
ITEM_STATUE_STONE
TREE_TRUNK_NE_w
+
ITEM_STATUE_WOOD
TREE_TRUNK_NW_e
+
ITEM_STATUE_ITEM
TREE_TRUNK_NE_sw
+
ITEM_MILLSTONE
TREE_TRUNK_SW_e
+
ITEM_QUERN
TREE_TRUNK_SE_nw
+
ITEM_STATUE_WATER
TREE_TRUNK_SW_ne
+
ITEM_STATUE_VOMIT
TREE_TRUNK_SW_n
+
ITEM_STATUE_BLOOD
TREE_TRUNK_NS_we
+
ITEM_STATUE_DAMAGE
TREE_TRUNK_NS_w
+
ITEM_STATUE_BANDS
TREE_TRUNK_SE_n
+
ITEM_STATUE_ENGRAVING
TREE_TRUNK_SE_w
+
ITEM_STATUE_STUDS
TREE_TRUNK_WE_ns
+
ITEM_STATUE_RINGS
TREE_TRUNK_WE_n
+
ITEM_CLOTH
TREE_TRUNK_NS_e
+
ITEM_THREAD
TREE_TRUNK_WE
+
ITEM_WEB_THICK
TRACK_CONSTRUCTED_STONE_E
+
ITEM_WEB_HARMLESS
TRACK_CONSTRUCTED_STONE_NS
+
ITEM_CABINET_MUD
TRACK_CONSTRUCTED_STONE_S
+
ITEM_CABINET_WATER
TRACK_CONSTRUCTED_STONE_W
+
ITEM_CABINET_VOMIT
TRACK_CONSTRUCTED_STONE_SW
+
ITEM_CABINET_BLOOD
TRACK_CONSTRUCTED_STONE_SE
+
ITEM_MECHANISMS
TRACK_CONSTRUCTED_STONE_NW
+
ITEM_POWDER
TRACK_CONSTRUCTED_STONE_NE
+
ITEM_LIQUID
TRACK_CONSTRUCTED_STONE_NSE
+
ITEM_BOOK_METAL
TRACK_CONSTRUCTED_STONE_NWE
+
ITEM_BOOK_WOOD
TRACK_CONSTRUCTED_STONE_WE
+
ITEM_TOTEM
TRACK_CONSTRUCTED_STONE_NSW
+
ITEM_TANNED_SKIN
TRACK_CONSTRUCTED_WOOD_N
+
ITEM_SHEET
TRACK_CONSTRUCTED_WOOD_S
+
ITEM_COINS_SINGLE
TRACK_CONSTRUCTED_STONE_SWE
+
ITEM_BALLISTA_ARROW
TRACK_CONSTRUCTED_STONE_NSWE
+
ITEM_BALLISTA_ARROWHEAD
TRACK_CONSTRUCTED_WOOD_NS
+
ITEM_ANVIL
TRACK_CONSTRUCTED_WOOD_NW
+
ITEM_BALLISTA_PARTS
TRACK_CONSTRUCTED_WOOD_W
+
ITEM_CATAPULT_PARTS
TRACK_CONSTRUCTED_WOOD_E
+
ITEM_TRAP_COMPONENT
TRACK_CONSTRUCTED_WOOD_SE
+
ITEM_PIPE_SECTION
TRACK_CONSTRUCTED_WOOD_WE
+
ITEM_CROWN_METAL
TRACK_CONSTRUCTED_WOOD_NE
+
ITEM_SCEPTER_METAL
TRACK_CONSTRUCTED_WOOD_SW
+
ITEM_AMULET_METAL
TRACK_CONSTRUCTED_WOOD_NWE
+
ITEM_FIGURINE_METAL
TRACK_CONSTRUCTED_WOOD_SWE
+
ITEM_COINS_PILE_4
TRACK_CONSTRUCTED_WOOD_NSW
+
ITEM_COINS_PILE_3
TRACK_CONSTRUCTED_WOOD_NSE
+
ITEM_COINS_PILE_2
ROLLERS_STONE_WE_1
+
ITEM_COINS_PILE_1
ROLLERS_STONE_SE_1
+
ITEM_RING_WOOD
TRACK_CONSTRUCTED_WOOD_NSWE
+
ITEM_CROWN_WOOD
ROLLERS_STONE_NS_1
+
ITEM_SCEPTER_WOOD
ROLLERS_STONE_NW_1
+
ITEM_AMULET_WOOD
ROLLERS_STONE_NSW_1
+
ITEM_FIGURINE_WOOD
ROLLERS_STONE_SW_1
+
ITEM_EARRING_METAL
ROLLERS_STONE_NE_1
+
ITEM_BRACELET_METAL
ROLLERS_STONE_NWE_1
+
ITEM_RING_METAL
ROLLERS_STONE_NSWE_1
+
ITEM_BED_SHEET_VARIANT
ROLLERS_STONE_NSE_1
+
ITEM_BED_GLASS
ROLLERS_STONE_SWE_1
+
ITEM_BED_METAL
ROLLERS_STONE_E_1
+
ITEM_BED_STONE
ROLLERS_STONE_W_1
+
ITEM_BED_WOOD
ROLLERS_STONE_S_1
+
ITEM_BED
ROLLERS_STONE_N_1
+
ITEM_EARRING_WOOD
ROLLERS_STONE_SE_2
+
ITEM_BRACELET_WOOD
ROLLERS_STONE_SW_2
+
ITEM_BED_BLOOD
ROLLERS_STONE_NS_2
+
ITEM_BED_DAMAGE
ROLLERS_STONE_WE_2
+
ITEM_BED_BANDS
ROLLERS_STONE_NSW_2
+
ITEM_BED_ENGRAVING
ROLLERS_STONE_NSE_2
+
ITEM_BED_STUDS
ROLLERS_STONE_NE_2
+
ITEM_BED_RINGS
ROLLERS_STONE_NW_2
+
ITEM_BED_SPIKES
ROLLERS_STONE_NSWE_2
+
ITEM_BED_PILLOW_VARIANT
ROLLERS_STONE_S_2
+
ITEM_TRACTION_BENCH_METAL_CHAIN
ROLLERS_STONE_SWE_2
+
ITEM_TRACTION_BENCH_WOODEN_ROPE
ROLLERS_STONE_NWE_2
+
ITEM_TRACTION_BENCH_WOODEN_CHAIN
ROLLERS_STONE_W_2
+
ITEM_TRACTION_BENCH_STONE_ROPE
ROLLERS_WOOD_NS_1
+
ITEM_TRACTION_BENCH_STONE_CHAIN
ROLLERS_STONE_N_2
+
ITEM_BED_MUD
ROLLERS_STONE_E_2
+
ITEM_BED_WATER
ROLLERS_WOOD_SW_1
+
ITEM_BED_VOMIT
ROLLERS_WOOD_NE_1
+
BLD_CHAIN_METAL_SE
ROLLERS_WOOD_WE_1
+
BLD_CHAIN_METAL_SW
ROLLERS_WOOD_SE_1
+
BLD_CHAIN_METAL_NE
TREE_HEAVY_BRANCH_ns
+
BLD_CHAIN_METAL_NW
TREE_HEAVY_BRANCH_nw
+
BLD_CHAIN_METAL_E
TREE_HEAVY_BRANCH_nwe
+
BLD_CHAIN_METAL_W
TREE_HEAVY_BRANCH_swe
+
BLD_CHAIN_METAL_S
TREE_HEAVY_BRANCH_se
+
BLD_CHAIN_METAL_N
TREE_HEAVY_BRANCH_we
+
BLD_CHAIN_METAL_SE_UNDER_ANIMAL
TREE_HEAVY_BRANCH_sw
+
BLD_CHAIN_METAL_SW_UNDER_ANIMAL
TREE_HEAVY_BRANCH_ne
+
BLD_CHAIN_METAL_NE_UNDER_ANIMAL
TREE_HEAVY_BRANCH_w
+
BLD_CHAIN_METAL_NW_UNDER_ANIMAL
TREE_HEAVY_BRANCH_e
+
BLD_CHAIN_METAL_E_UNDER_ANIMAL
TREE_HEAVY_BRANCH_n
+
BLD_CHAIN_METAL_W_UNDER_ANIMAL
TREE_HEAVY_BRANCH_s
+
BLD_CHAIN_METAL_S_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NSW
+
BLD_CHAIN_METAL_N_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NSW_e
+
BLD_CHAIN_ROPE_SW
TREE_HEAVY_BRANCH_NSE
+
BLD_CHAIN_ROPE_NE
TREE_HEAVY_BRANCH_NSE_w
+
BLD_CHAIN_ROPE_NW
TREE_HEAVY_BRANCH_SWE
+
BLD_CHAIN_ROPE_E
TREE_HEAVY_BRANCH_SWE_n
+
BLD_CHAIN_ROPE_W
TREE_HEAVY_BRANCH_NWE
+
BLD_CHAIN_ROPE_S
TREE_HEAVY_BRANCH_NWE_s
+
BLD_CHAIN_ROPE_N
TREE_HEAVY_BRANCH_NW_s
+
BLD_CHAIN_ROPE
TREE_HEAVY_BRANCH_NW_e
+
BLD_CHAIN_ROPE_SW_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NW
+
BLD_CHAIN_ROPE_NE_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NW_se
+
BLD_CHAIN_ROPE_NW_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NE_s
+
BLD_CHAIN_ROPE_E_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NE_w
+
BLD_CHAIN_ROPE_W_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NE
+
BLD_CHAIN_ROPE_S_UNDER_ANIMAL
TREE_HEAVY_BRANCH_NE_sw
+
BLD_CHAIN_ROPE_N_UNDER_ANIMAL
TREE_HEAVY_BRANCH_SW_n
+
BLD_CHAIN_ROPE_SE
TREE_HEAVY_BRANCH_SW_e
+
BLD_WELL
TREE_HEAVY_BRANCH_SW
+
BLD_ARCHERY_TARGET_WOOD
TREE_HEAVY_BRANCH_SW_ne
+
BLD_ARCHERY_TARGET_METAL
TREE_HEAVY_BRANCH_SE_n
+
BLD_ARCHERY_TARGET_STONE
TREE_HEAVY_BRANCH_SE_w
+
BLD_SUPPORT_METAL
TREE_HEAVY_BRANCH_SE
+
BLD_SUPPORT_STONE
TREE_HEAVY_BRANCH_SE_nw
+
BLD_SUPPORT_WOOD
TREE_HEAVY_BRANCH_NS_w
+
BLD_CHAIN_ROPE_SE_UNDER_ANIMAL
TREE_H
+
BLD_WELL_BUCKET_FULL_ROPE
HEAVY_BRANCH_NS_e
+
BLD_WELL_BUCKET_FULL_CHAIN
TREE_HEAVY_BRANCH_NS
+
BLD_WELL_BUCKET_EMPTY_ROPE
TREE_HEAVY_BRANCH_NS_we
+
BLD_WELL_BUCKET_EMPTY_CHAIN
TREE_HEAVY_BRANCH_WE_n
+
BLD_WELL_CHAIN
TREE_HEAVY_BRANCH_WE_s
+
BLD_WELL_ROPE
TREE_HEAVY_BRANCH_WE
+
BLD_WELL_WITH_CHAIN
TREE_HEAVY_BRANCH_WE_ns
+
BLD_WELL_WITH_ROPE
TREE_HEAVY_BRANCH_N_sw
+
BLD_VERTICAL_BARS_S
TREE_HEAVY_BRANCH_N_se
+
BLD_VERTICAL_BARS_N_BACK
TREE_HEAVY_BRANCH_N
+
BLD_VERTICAL_BARS_N_UP
TREE_HEAVY_BRANCH_N_swe
+
BLD_VERTICAL_BARS_E
TREE_HEAVY_BRANCH_N_w
+
BLD_VERTICAL_BARS_W
TREE_HEAVY_BRANCH_N_e
+
BLD_DIRT_ROAD
TREE_HEAVY_BRANCH_N_we
+
BLD_PAVED_ROAD
TREE_HEAVY_BRANCH_N_s
+
BLD_FLOOR_BARS
TREE_HEAVY_BRANCH_S_nw
+
BLD_BRIDGE_WOOD_NS_E
TREE_HEAVY_BRANCH_S_ne
+
BLD_BRIDGE_WOOD_NS_W
TREE_HEAVY_BRANCH_S
+
BLD_BRIDGE_WOOD_NS_1
TREE_HEAVY_BRANCH_S_nwe
+
BLD_BRIDGE_WOOD_NS_CENTER
TREE_HEAVY_BRANCH_S_w
+
BLD_BRIDGE_WOOD_1x1_RAISE_S
TREE_HEAVY_BRANCH_S_e
+
BLD_BRIDGE_WOOD_1x1_RAISE_N
TREE_HEAVY_BRANCH_S_we
+
BLD_BRIDGE_WOOD_1x1_RAISE_W
TREE_HEAVY_BRANCH_S_n
+
BLD_BRIDGE_WOOD_1x1_RAISE_E
TREE_HEAVY_BRANCH_W_ns
+
ITEM_STATUE_GENERIC_DUEL_BOTTOM
TREE_HEAVY_BRANCH_W_ne
+
ITEM_STATUE_GENERIC_DUEL_TOP
TREE_HEAVY_BRANCH_W
+
ITEM_STATUE_GENERIC_SHAPE_BOTTOM
TREE_HEAVY_BRANCH_W_nse
+
ITEM_STATUE_GENERIC_SHAPE_TOP
TREE_TRUNK_N_sw
+
ITEM_STATUE_GENERIC_EVENT_BOTTOM
TREE_TRUNK_N_se
+
ITEM_STATUE_GENERIC_EVENT_TOP
TREE_TRUNK_WE_s
+
ITEM_STATUE_ARTIFACT
TREE_TRUNK_N_swe
+
ITEM_STATUE_MUD
TREE_TRUNK_N_w
+
ITEM_STATUE_GENERIC_SHOT_BOTTOM
TREE_TRUNK_N_e
+
ITEM_STATUE_GENERIC_SHOT_TOP
TREE_TRUNK_N_we
+
ITEM_STATUE_GENERIC_STRIKE_DOWN_BOTTOM
TREE_TRUNK_N_s
+
ITEM_STATUE_GENERIC_STRIKE_DOWN_TOP
TREE_TRUNK_S_ne
+
ITEM_STATUE_GENERIC_CIVILIZED_BOTTOM
TREE_TRUNK_S_we
+
ITEM_STATUE_GENERIC_CIVILIZED_TOP
TREE_TRUNK_S_nwe
+
ITEM_STATUE_GENERIC_TRIUMPH_BOTTOM
TREE_TRUNK_S_nw
+
ITEM_STATUE_GENERIC_TRIUMPH_TOP
TREE_TRUNK_S_e
+
ITEM_STATUE_GENERIC_BATTLE_BOTTOM
TREE_TRUNK_W_nse
+
ITEM_STATUE_GENERIC_BATTLE_TOP
TREE_TRUNK_S_n
+
ITEM_STATUE_GENERIC_SHRUB_BOTTOM
TREE_TRUNK_S_w
+
ITEM_STATUE_GENERIC_SHRUB_TOP
TREE_TRUNK_W_se
+
ITEM_STATUE_GENERIC_TREE_BOTTOM
TREE_TRUNK_W_n
+
ITEM_STATUE_GENERIC_TREE_TOP
TREE_TRUNK_W_ns
+
ITEM_STATUE_GENERIC_ITEM_CREATION_BOTTOM
TREE_TRUNK_W_ne
+
ITEM_STATUE_GENERIC_ITEM_CREATION_TOP
TREE_TRUNK_E_nsw
+
BODYPART_INTESTINES
TREE_TRUNK_E_ns
+
BODYPART_HEART
TREE_TRUNK_W_s
+
BODYPART_LUNG
TREE_TRUNK_W_e
+
BODYPART_CARTILAGE
TREE_TRUNK_E_n
+
BODYPART_EYE
TREE_TRUNK_E_s
+
BODYPART_FAT
TREE_TRUNK_E_nw
+
ITEM_STATUE_GENERIC_SITE_BOTTOM
TREE_TRUNK_E_sw
+
ITEM_STATUE_GENERIC_SITE_TOP
TREE_TRUNK_THICK_INTERIOR
+
BODYPART_BRAIN
TREE_TRUNK_SLOPE_TO_N
+
BODYPART_NERVOUS_TISSUE
TREE_TRUNK_E_w
+
BODYPART_HAIR
TREE_TRUNK_NSWE
+
BODYPART_KIDNEY
TREE_TRUNK_SLOPE_TO_E
+
BODYPART_SPLEEN
TREE_TRUNK_SLOPE_NSWE
+
BODYPART_SWEETBREAD
TREE_TRUNK_SLOPE_TO_S
+
BODYPART_TRIPE
TREE_TRUNK_SLOPE_TO_W
+
BODYPART_LIVER
TREE_TRUNK_SLOPE_NWE
+
BODYPART_TEETH
TREE_TRUNK_SLOPE_SWE
+
BODYPART_BONE
TREE_TRUNK_SLOPE_NSW
+
BODYPART_HOOF
TREE_TRUNK_SLOPE_NSE
+
BODYPART_HORN
TREE_TRUNK_SLOPE_SW
+
BODYPART_MEAT
TREE_TRUNK_SLOPE_NE
+
BODYPART_SKIN
TREE_TRUNK_SLOPE_NS
+
BODYPART_SKULL_2
TREE_TRUNK_SLOPE_NW
+
BODYPART_SKULL_1
TREE_TRUNK_SLOPE_N
+
BODYPART_SCALE
TREE_TRUNK_SLOPE_S
+
BODYPART_SHELL
TREE_TRUNK_SLOPE_SE
+
BODYPART_SMALL_3
TREE_TRUNK_SLOPE_WE
+
BODYPART_SMALL_2
TREE_TRUNK_SLOPE_TOP
+
BODYPART_SMALL_1
TREE_BRANCH
+
BODYPART_LARGE_3
TREE_TRUNK_SLOPE_W
+
BODYPART_LARGE_2
TREE_TRUNK_SLOPE_E
+
BODYPART_LARGE_1
TREE_BRANCH_W
+
BLD_CHAIN_METAL
TREE_BRANCH_E
+
NATURAL_NEST
TREE_BRANCH_N
+
BODYPART_GIZZARD_STONE
TREE_BRANCH_S
+
BODYPART_GIZZARD
TREE_BRANCH_SWE
+
BODYPART_ANTLER
TREE_BRANCH_NSWE
+
BODYPART_WOOL
TREE_BRANCH_WE
+
BODYPART_CHITIN_2
TREE_BRANCH_NWE
+
BODYPART_CHITIN_1
TREE_HEAVY_BRANCH_nsw
+
BLD_BRIDGE_STONE_1x1_RAISE_N
TREE_HEAVY_BRANCH_nse
+
BLD_BRIDGE_STONE_1x1_RAISE_W
TREE_HEAVY_BRANCH
+
BLD_BRIDGE_STONE_1x1_RAISE_E
TREE_HEAVY_BRANCH_nswe
+
BLD_BRIDGE_WOOD_RETRACT_SE
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE
+
BLD_BRIDGE_WOOD_RETRACT_SW
TREE_TWIGS_FULL1
+
BLD_BRIDGE_WOOD_RETRACT_NW
TREE_OVERLEAVES_HEAVY_BRANCH_NWE
+
BLD_BRIDGE_WOOD_RETRACT_NE
TREE_OVERLEAVES_HEAVY_BRANCH_SWE
+
BLD_BRIDGE_WOOD_RETRACT_NSE
TREE_TWIGS_FULL4
+
BLD_BRIDGE_STONE_WE_N
TREE_TWIGS_FULL_N
+
BLD_BRIDGE_STONE_WE_1
TREE_TWIGS_FULL2
+
BLD_BRIDGE_STONE_WE_CENTER
TREE_TWIGS_FULL3
+
BLD_BRIDGE_STONE_NS_E
TREE_TWIGS_FULL_E
+
BLD_BRIDGE_STONE_NS_W
TREE_TWIGS_FULL_NW
+
BLD_BRIDGE_STONE_NS_1
TREE_TWIGS_FULL_S
+
BLD_BRIDGE_STONE_NS_CENTER
TREE_TWIGS_FULL_W
+
BLD_BRIDGE_STONE_1x1_RAISE_S
TREE_TWIGS_FULL_SE
+
BLD_BRIDGE_STONE_RAISE_S_W
TREE_TWIGS_NSWE
+
BLD_BRIDGE_STONE_RAISE_S_1
TREE_TWIGS_FULL_NE
+
BLD_BRIDGE_STONE_RAISE_S_CENTER
TREE_TWIGS_FULL_SW
+
BLD_BRIDGE_STONE_RAISE_N_E
TREE_TWIGS_NSE
+
BLD_BRIDGE_STONE_RAISE_N_W
TREE_TWIGS_NSW
+
BLD_BRIDGE_STONE_RAISE_N_1
TREE_TWIGS_SWE
+
BLD_BRIDGE_STONE_RAISE_N_CENTER
TREE_TWIGS_NWE
+
BLD_BRIDGE_STONE_WE_S
TREE_TWIGS_NE
+
BLD_BRIDGE_STONE_RAISE_E_N
TREE_TWIGS_SW
+
BLD_BRIDGE_STONE_RAISE_E_1
TREE_TWIGS_NS
+
BLD_BRIDGE_STONE_RAISE_E_CENTER
TREE_TWIGS_NW
+
BLD_BRIDGE_STONE_RAISE_W_S
TREE_TWIGS_N
+
BLD_BRIDGE_STONE_RAISE_W_N
TREE_TWIGS_S
+
BLD_BRIDGE_STONE_RAISE_W_1
TREE_TWIGS_SE
+
BLD_BRIDGE_STONE_RAISE_W_CENTER
TREE_TWIGS_WE
+
BLD_BRIDGE_STONE_RAISE_S_E
TREE_BASE_TRUNK_NW
+
BLD_BRIDGE_STONE_RAISE_S_END_W
TREE_BASE_TRUNK_N
+
BLD_BRIDGE_STONE_RAISE_S_END_1
TREE_TWIGS_W
+
BLD_BRIDGE_STONE_RAISE_S_END_CENTER
TREE_TWIGS_E
+
BLD_BRIDGE_STONE_RAISE_N_END_E
TREE_BASE_TRUNK
+
BLD_BRIDGE_STONE_RAISE_N_END_W
TREE_BASE_TRUNK_E
+
BLD_BRIDGE_STONE_RAISE_N_END_1
TREE_BASE_TRUNK_NE
+
BLD_BRIDGE_STONE_RAISE_N_END_CENTER
TREE_BASE_TRUNK_W
+
BLD_BRIDGE_STONE_RAISE_E_S
TREE_BASE_TRUNK_SE
+
BLD_BRIDGE_STONE_RAISE_E_END_N
TREE_BASE_SHADOW_NW
+
BLD_BRIDGE_STONE_RAISE_E_END_1
TREE_BASE_TRUNK_SW
+
BLD_BRIDGE_STONE_RAISE_E_END_CENTER
TREE_BASE_TRUNK_S
+
BLD_BRIDGE_STONE_RAISE_W_END_S
TREE_BASE_SHADOW_W
+
BLD_BRIDGE_STONE_RAISE_W_END_N
TREE_BASE_SHADOW_E
+
BLD_BRIDGE_STONE_RAISE_W_END_1
TREE_BASE_SHADOW_N
+
BLD_BRIDGE_STONE_RAISE_W_END_CENTER
TREE_BASE_SHADOW_NE
+
BLD_BRIDGE_STONE_RAISE_S_END_E
TREE_BASE_SHADOW_SE
+
BLD_BRIDGE_STONE_RAISED_E_N
TREE_CAP_WALL_THICK_N
+
BLD_BRIDGE_STONE_RAISED_W_S
TREE_BASE_SHADOW_SW
+
BLD_BRIDGE_STONE_RAISED_W_N
TREE_BASE_SHADOW_S
+
BLD_BRIDGE_STONE_RAISED_N_CENTER
TREE_CAP_WALL_THICK_W
+
BLD_BRIDGE_STONE_RAISED_S_CENTER
TREE_CAP_WALL_THICK_NW
+
BLD_BRIDGE_STONE_RAISED_E_CENTER
TREE_CAP_WALL_THICK_S
+
BLD_BRIDGE_STONE_RAISED_W_CENTER
TREE_CAP_WALL_THICK_E
+
BLD_BRIDGE_STONE_RAISE_E_END_S
TREE_CAP_WALL_THICK_SE
+
BLD_BRIDGE_STONE_RAISED_S_1
TREE_CAP_WALL_N_S_E
+
BLD_BRIDGE_STONE_RAISED_E_1
TREE_CAP_WALL_THICK_NE
+
BLD_BRIDGE_STONE_RAISED_W_1
TREE_CAP_WALL_THICK_SW
+
BLD_BRIDGE_STONE_RAISED_N_E
TREE_CAP_WALL_S_W_E
+
BLD_BRIDGE_STONE_RAISED_N_W
TREE_CAP_WALL_N_W
+
BLD_BRIDGE_STONE_RAISED_S_E
TREE_CAP_WALL_N_S_W
+
BLD_BRIDGE_STONE_RAISED_S_W
TREE_CAP_WALL_N_W_E
+
BLD_BRIDGE_STONE_RAISED_E_S
TREE_CAP_WALL_S_E
+
BLD_BRIDGE_WOOD_RAISE_N_E
TREE_CAP_WALL_N_S
+
BLD_BRIDGE_WOOD_RAISE_N_W
TREE_CAP_WALL_N_E
+
BLD_BRIDGE_WOOD_RAISE_N_1
TREE_CAP_WALL_S_W
+
BLD_BRIDGE_WOOD_RAISE_N_CENTER
TREE_HEAVY_BRANCH_W_s
+
BLD_BRIDGE_WOOD_WE_S
TREE_HEAVY_BRANCH_W_e
+
BLD_BRIDGE_WOOD_WE_N
TREE_HEAVY_BRANCH_W_se
+
BLD_BRIDGE_WOOD_WE_1
TREE_HEAVY_BRANCH_W_n
+
BLD_BRIDGE_WOOD_WE_CENTER
TREE_HEAVY_BRANCH_E_ns
+
BLD_BRIDGE_WOOD_RAISE_W_S
TREE_HEAVY_BRANCH_E_nw
+
BLD_BRIDGE_WOOD_RAISE_W_N
TREE_HEAVY_BRANCH_E
+
BLD_BRIDGE_WOOD_RAISE_W_1
TREE_HEAVY_BRANCH_E_nsw
+
BLD_BRIDGE_WOOD_RAISE_W_CENTER
TREE_HEAVY_BRANCH_E_s
+
BLD_BRIDGE_WOOD_RAISE_S_E
TREE_HEAVY_BRANCH_E_w
+
BLD_BRIDGE_WOOD_RAISE_S_W
TREE_HEAVY_BRANCH_E_sw
+
BLD_BRIDGE_WOOD_RAISE_S_1
TREE_HEAVY_BRANCH_E_n
+
BLD_BRIDGE_WOOD_RAISE_S_CENTER
TREE_LEAFLESS_TWIGS_FULL_S
+
BLD_BRIDGE_WOOD_RAISE_N_END_E
TREE_LEAFLESS_TWIGS_FULL_W
+
BLD_BRIDGE_WOOD_RAISE_N_END_W
TREE_HEAVY_BRANCH_NSWE
+
BLD_BRIDGE_WOOD_RAISE_N_END_1
TREE_LEAFLESS_TWIGS_FULL_N
+
BLD_BRIDGE_WOOD_RAISE_N_END_CENTER
TREE_LEAFLESS_TWIGS_FULL_NE
+
BLD_BRIDGE_WOOD_RAISE_E_S
TREE_LEAFLESS_TWIGS_FULL_SW
+
BLD_BRIDGE_WOOD_RAISE_E_N
TREE_LEAFLESS_TWIGS_FULL_E
+
BLD_BRIDGE_WOOD_RAISE_E_1
TREE_LEAFLESS_TWIGS_FULL_NW
+
BLD_BRIDGE_WOOD_RAISE_E_CENTER
TREE_LEAFLESS_TWIGS_SWE
+
BLD_BRIDGE_WOOD_RAISE_W_END_S
TREE_LEAFLESS_TWIGS_NWE
+
BLD_BRIDGE_WOOD_RAISE_W_END_N
TREE_LEAFLESS_TWIGS_FULL_SE
+
BLD_BRIDGE_WOOD_RAISE_W_END_1
TREE_LEAFLESS_TWIGS_NSWE
+
BLD_BRIDGE_WOOD_RAISE_W_END_CENTER
TREE_LEAFLESS_TWIGS_NS
+
BLD_BRIDGE_WOOD_RAISE_S_END_E
TREE_LEAFLESS_TWIGS_NW
+
BLD_BRIDGE_WOOD_RAISE_S_END_W
TREE_LEAFLESS_TWIGS_NSE
+
BLD_BRIDGE_WOOD_RAISE_S_END_1
TREE_LEAFLESS_TWIGS_NSW
+
BLD_BRIDGE_WOOD_RAISE_S_END_CENTER
TREE_LEAFLESS_TWIGS_SE
+
BLD_BRIDGE_WOOD_RAISED_N_CENTER
TREE_LEAFLESS_TWIGS_WE
+
BLD_BRIDGE_WOOD_RAISED_S_CENTER
TREE_LEAFLESS_TWIGS_NE
+
BLD_BRIDGE_WOOD_RAISED_E_CENTER
TREE_LEAFLESS_TWIGS_SW
+
BLD_BRIDGE_WOOD_RAISED_W_CENTER
TREE_LEAFLESS_TWIGS_W
+
BLD_BRIDGE_WOOD_RAISE_E_END_S
TREE_LEAFLESS_TWIGS_E
+
BLD_BRIDGE_WOOD_RAISE_E_END_N
TREE_LEAFLESS_TWIGS_N
+
BLD_BRIDGE_WOOD_RAISE_E_END_1
TREE_LEAFLESS_TWIGS_S
+
BLD_BRIDGE_WOOD_RAISE_E_END_CENTER
TREE_OVERLEAVES_TRUNK_NSW
+
BLD_BRIDGE_WOOD_RAISED_N_E
TREE_OVERLEAVES_TRUNK_NWE
+
BLD_BRIDGE_WOOD_RAISED_N_W
TREE_LEAFLESS_TWIGS
+
BLD_BRIDGE_WOOD_RAISED_S_E
TREE_OVERLEAVES_TRUNK_NSE
+
BLD_BRIDGE_WOOD_RAISED_S_W
TREE_OVERLEAVES_TRUNK_NE
+
BLD_BRIDGE_WOOD_RAISED_E_S
TREE_OVERLEAVES_TRUNK_SW
+
BLD_BRIDGE_WOOD_RAISED_E_N
TREE_OVERLEAVES_TRUNK_SWE
+
BLD_BRIDGE_WOOD_RAISED_W_S
TREE_OVERLEAVES_TRUNK_NW
+
BLD_BRIDGE_WOOD_RAISED_W_N
TREE_OVERLEAVES_TRUNK_WE
+
BLD_BRIDGE_WOOD_RETRACT_WE
TREE_OVERLEAVES_TRUNK_N
+
BLD_BRIDGE_WOOD_RETRACT_CENTER
TREE_OVERLEAVES_TRUNK_SE
+
BLD_BRIDGE_WOOD_RETRACT_1x1
TREE_OVERLEAVES_TRUNK_NS
+
BLD_BRIDGE_WOOD_CONSTRUCTION
TREE_OVERLEAVES_TRUNK_E
+
BLD_BRIDGE_WOOD_RAISED_N_1
TREE_OVERLEAVES_TRUNK_NSWE
+
BLD_BRIDGE_WOOD_RAISED_S_1
TREE_OVERLEAVES_TRUNK_S
+
BLD_BRIDGE_WOOD_RAISED_E_1
TREE_OVERLEAVES_TRUNK_W
+
BLD_BRIDGE_WOOD_RAISED_W_1
TREE_OVERLEAVES_HEAVY_BRANCH_W
+
BLD_BRIDGE_WOOD_RETRACT_NSW
TREE_OVERLEAVES_HEAVY_BRANCH_E
+
BLD_BRIDGE_WOOD_RETRACT_SWE
TREE_OVERLEAVES_HEAVY_BRANCH_N
+
BLD_BRIDGE_WOOD_RETRACT_NWE
TREE_OVERLEAVES_HEAVY_BRANCH_S
+
BLD_BRIDGE_WOOD_RETRACT_S
TREE_OVERLEAVES_HEAVY_BRANCH_NW
+
BLD_BRIDGE_WOOD_RETRACT_N
TREE_OVERLEAVES_HEAVY_BRANCH_NE
+
BLD_BRIDGE_WOOD_RETRACT_NS
TREE_OVERLEAVES_HEAVY_BRANCH_NS
+
BLD_BRIDGE_WOOD_RETRACT_E
TREE_OVERLEAVES_HEAVY_BRANCH_WE
+
BLD_BRIDGE_WOOD_RETRACT_W
TREE_OVERLEAVES_HEAVY_BRANCH_NSE
+
BLD_BRIDGE_METAL_RAISED_S_E
TREE_OVERLEAVES_HEAVY_BRANCH_NSW
+
BLD_BRIDGE_METAL_RAISED_S_W
TREE_OVERLEAVES_HEAVY_BRANCH_SW
+
BLD_BRIDGE_METAL_RAISED_E_S
TREE_OVERLEAVES_HEAVY_BRANCH_SE
+
BLD_BRIDGE_METAL_RAISED_E_N
TREE_OVERLEAVES_HEAVY_BRANCH_S_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_W_S
TREE_OVERLEAVES_HEAVY_BRANCH_W_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_W_N
TREE_OVERLEAVES_TRUNK_NSWE_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_N_CENTER
TREE_OVERLEAVES_HEAVY_BRANCH_N_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_S_CENTER
TREE_OVERLEAVES_HEAVY_BRANCH_WE_AUTUMN
+
BLD_BRIDGE_METAL_RETRACT_1x1
TREE_OVERLEAVES_HEAVY_BRANCH_NW_AUTUMN
+
BLD_BRIDGE_METAL_CONSTRUCTION
TREE_OVERLEAVES_HEAVY_BRANCH_E_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_N_1
TREE_OVERLEAVES_HEAVY_BRANCH_NS_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_S_1
TREE_OVERLEAVES_HEAVY_BRANCH_SE_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_E_1
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_W_1
TREE_OVERLEAVES_HEAVY_BRANCH_NE_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_N_E
TREE_OVERLEAVES_HEAVY_BRANCH_SW_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_N_W
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_AUTUMN
+
BLD_BRIDGE_METAL_RETRACT_NWE
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_AUTUMN
+
BLD_BRIDGE_METAL_RETRACT_S
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_AUTUMN
+
BLD_BRIDGE_METAL_RETRACT_N
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_AUTUMN
+
BLD_BRIDGE_METAL_RETRACT_NS
TREE_TWIGS_FULL2_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_E
TREE_TWIGS_FULL3_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_W
TREE_TWIGS_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_WE
TREE_TWIGS_FULL1_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_CENTER
TREE_TWIGS_FULL_S_FRUIT
+
BLD_BRIDGE_GLASS_1x1_RAISE_E
TREE_TWIGS_FULL_W_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_SE
TREE_TWIGS_FULL4_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_SW
TREE_TWIGS_FULL_N_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_NW
TREE_TWIGS_FULL_NE_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_NE
TREE_TWIGS_FULL_SW_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_NSE
TREE_TWIGS_FULL_E_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_NSW
TREE_TWIGS_FULL_NW_FRUIT
+
BLD_BRIDGE_METAL_RETRACT_SWE
TREE_TWIGS_SWE_FRUIT
+
BLD_BRIDGE_GLASS_WE_CENTER
TREE_TWIGS_NWE_FRUIT
+
BLD_BRIDGE_GLASS_NS_E
TREE_TWIGS_FULL_SE_FRUIT
+
BLD_BRIDGE_GLASS_NS_W
TREE_TWIGS_NSWE_FRUIT
+
BLD_BRIDGE_GLASS_NS_1
TREE_TWIGS_NS_FRUIT
+
BLD_BRIDGE_GLASS_NS_CENTER
TREE_TWIGS_NW_FRUIT
+
BLD_BRIDGE_GLASS_1x1_RAISE_S
TREE_TWIGS_NSE_FRUIT
+
BLD_BRIDGE_GLASS_1x1_RAISE_N
TREE_TWIGS_NSW_FRUIT
+
BLD_BRIDGE_GLASS_1x1_RAISE_W
TREE_TWIGS_SE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_CENTER
TREE_TWIGS_WE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_E
TREE_TWIGS_NE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_W
TREE_TWIGS_SW_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_1
TREE_TWIGS_W_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_CENTER
TREE_TWIGS_E_FRUIT
+
BLD_BRIDGE_GLASS_WE_S
TREE_TWIGS_N_FRUIT
+
BLD_BRIDGE_GLASS_WE_N
TREE_TWIGS_S_FRUIT
+
BLD_BRIDGE_GLASS_WE_1
TREE_OVERLEAVES_TRUNK_NWE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_E_CENTER
TREE_OVERLEAVES_TRUNK_SWE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_W_S
TREE_OVERLEAVES_TRUNK_NSE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_W_N
TREE_OVERLEAVES_TRUNK_NSW_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_W_1
TREE_OVERLEAVES_TRUNK_SW_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_W_CENTER
TREE_OVERLEAVES_TRUNK_SE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_E
TREE_OVERLEAVES_TRUNK_NW_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_W
TREE_OVERLEAVES_TRUNK_NE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_1
TREE_OVERLEAVES_TRUNK_N_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_END_CENTER
TREE_OVERLEAVES_TRUNK_S_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_END_E
TREE_OVERLEAVES_TRUNK_NS_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_END_W
TREE_OVERLEAVES_TRUNK_WE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_END_1
TREE_OVERLEAVES_TRUNK_NSWE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_N_END_CENTER
TREE_OVERLEAVES_HEAVY_BRANCH_N_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_E_S
TREE_OVERLEAVES_TRUNK_W_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_E_N
TREE_OVERLEAVES_TRUNK_E_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_E_1
TREE_OVERLEAVES_HEAVY_BRANCH_E_FRUIT
+
BLD_BRIDGE_STONE_RETRACT_NS
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FRUIT
+
BLD_BRIDGE_STONE_RETRACT_E
TREE_OVERLEAVES_HEAVY_BRANCH_S_FRUIT
+
BLD_BRIDGE_STONE_RETRACT_W
TREE_OVERLEAVES_HEAVY_BRANCH_W_FRUIT
+
BLD_BRIDGE_STONE_RETRACT_WE
TREE_CAP_THICK_INTERIOR
+
BLD_BRIDGE_STONE_RETRACT_CENTER
TREE_CAP_FLOOR_1
+
BLD_BRIDGE_STONE_RETRACT_1x1
TREE_CAP_WALL_W_E
+
BLD_BRIDGE_STONE_CONSTRUCTION
TREE_CAP_WALL_N_S_W_E
+
BLD_BRIDGE_STONE_RAISED_N_1
TREE_CAP_FLOOR_4
+
BLD_BRIDGE_STONE_RETRACT_NW
TREE_CAP_RAMP_N_S_W_E
+
BLD_BRIDGE_STONE_RETRACT_NE
TREE_CAP_FLOOR_2
+
BLD_BRIDGE_STONE_RETRACT_NSE
TREE_CAP_FLOOR_3
+
BLD_BRIDGE_STONE_RETRACT_NSW
TREE_CAP_RAMP_N_W_E
+
BLD_BRIDGE_STONE_RETRACT_SWE
TREE_CAP_RAMP_S_W_E
+
BLD_BRIDGE_STONE_RETRACT_NWE
TREE_CAP_RAMP_N_S_E
+
BLD_BRIDGE_STONE_RETRACT_S
TREE_CAP_RAMP_N_S_W
+
BLD_BRIDGE_STONE_RETRACT_N
TREE_CAP_RAMP_S_W
+
BLD_BRIDGE_METAL_NS_1
TREE_CAP_RAMP_S_E
+
BLD_BRIDGE_METAL_NS_CENTER
TREE_CAP_RAMP_N_W
+
BLD_BRIDGE_METAL_1x1_RAISE_S
TREE_CAP_RAMP_N_E
+
BLD_BRIDGE_METAL_1x1_RAISE_N
TREE_CAP_RAMP_N
+
BLD_BRIDGE_METAL_1x1_RAISE_W
TREE_CAP_RAMP_S
+
BLD_BRIDGE_METAL_1x1_RAISE_E
TREE_CAP_RAMP_N_S
+
BLD_BRIDGE_STONE_RETRACT_SE
TREE_CAP_RAMP_W_E
+
BLD_BRIDGE_STONE_RETRACT_SW
TREE_TWIGS_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_1
TREE_TWIGS_FULL1_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_CENTER
TREE_CAP_RAMP_W
+
BLD_BRIDGE_METAL_WE_S
TREE_CAP_RAMP_E
+
BLD_BRIDGE_METAL_WE_N
TREE_TWIGS_FULL4_AUTUMN
+
BLD_BRIDGE_METAL_WE_1
TREE_TWIGS_FULL_N_AUTUMN
+
BLD_BRIDGE_METAL_WE_CENTER
TREE_TWIGS_FULL2_AUTUMN
+
BLD_BRIDGE_METAL_NS_E
TREE_TWIGS_FULL3_AUTUMN
+
BLD_BRIDGE_METAL_NS_W
TREE_TWIGS_FULL_E_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_1
TREE_TWIGS_FULL_NW_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_CENTER
TREE_TWIGS_FULL_S_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_E
TREE_TWIGS_FULL_W_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_W
TREE_TWIGS_FULL_SE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_1
TREE_TWIGS_NSWE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_CENTER
TREE_TWIGS_FULL_NE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_E
TREE_TWIGS_FULL_SW_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_W
TREE_TWIGS_NSE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_END_1
TREE_TWIGS_NSW_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_END_CENTER
TREE_TWIGS_SWE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_S
TREE_TWIGS_NWE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_N
TREE_TWIGS_NE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_1
TREE_TWIGS_SW_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_CENTER
TREE_TWIGS_NS_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_S
TREE_TWIGS_NW_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_N
TREE_TWIGS_N_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_END_1
TREE_TWIGS_S_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_END_CENTER
TREE_TWIGS_SE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_END_E
TREE_TWIGS_WE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_END_W
TREE_OVERLEAVES_TRUNK_NSE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_END_1
TREE_OVERLEAVES_TRUNK_NSW_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_S_END_CENTER
TREE_TWIGS_W_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_END_E
TREE_TWIGS_E_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_N_END_W
TREE_OVERLEAVES_TRUNK_NW_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_E_CENTER
TREE_OVERLEAVES_TRUNK_NE_AUTUMN
+
BLD_BRIDGE_METAL_RAISED_W_CENTER
TREE_OVERLEAVES_TRUNK_NWE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_END_S
TREE_OVERLEAVES_TRUNK_SWE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_END_N
TREE_OVERLEAVES_TRUNK_NS_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_END_1
TREE_OVERLEAVES_TRUNK_WE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_E_END_CENTER
TREE_OVERLEAVES_TRUNK_SW_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_END_S
TREE_OVERLEAVES_TRUNK_SE_AUTUMN
+
BLD_BRIDGE_METAL_RAISE_W_END_N
TREE_OVERLEAVES_TRUNK_W_AUTUMN
+
RAMP_SHADOW_ON_FLOOR_NW_OF_CORNER_SE
TREE_OVERLEAVES_TRUNK_E_AUTUMN
+
WALL_SHADOW_END_OF_WALL_E
TREE_OVERLEAVES_TRUNK_N_AUTUMN
+
WALL_SHADOW_END_OF_WALL_W
TREE_OVERLEAVES_TRUNK_S_AUTUMN
+
WALL_SHADOW_END_OF_WALL_S
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FLOWER
+
WALL_SHADOW_END_OF_WALL_N
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FLOWER
+
WALL_SHADOW_AT_CORNER_SE
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FLOWER
+
WALL_SHADOW_AT_CORNER_NE
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FLOWER
+
WALL_SHADOW_AT_CORNER_SW
GRASS_3
+
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_SW
GRASS_4
+
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_SE
GRASS_1
+
RAMP_SHADOW_ON_FLOOR_W_OF_CORNER_SE
GRASS_2
+
RAMP_SHADOW_ON_RAMP_S
GRASS_5C
+
RAMP_SHADOW_ON_FLOOR_NE_OF_CORNER_SW
GRASS_5D
+
RAMP_SHADOW_ON_FLOOR_N_OF_CORNER_SW
GRASS_5
+
RAMP_SHADOW_ON_FLOOR_N_OF_S
GRASS_5B
+
RAMP_SHADOW_ON_FLOOR_N_OF_CORNER_SE
GRASS_8
+
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_NW
GRASS_9
+
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_NE
GRASS_6
+
RAMP_SHADOW_ON_FLOOR_W_OF_CORNER_NE
GRASS_7
+
RAMP_SHADOW_ON_FLOOR_E_OF_W
STONE_FLOOR_3
+
RAMP_SHADOW_ON_RAMP_W
STONE_FLOOR_4
+
RAMP_SHADOW_ON_RAMP_E
STONE_FLOOR_1
+
RAMP_SHADOW_ON_FLOOR_W_OF_E
STONE_FLOOR_2
+
RAMP_SHADOW_ON_FLOOR_E_OF_CORNER_SW
STONE_FLOOR_5C
+
RAMP_SHADOW_ON_RAMP_CORNER_NW_W_TRI_LIGHT
STONE_FLOOR_5D
+
RAMP_SHADOW_ON_FLOOR_SE_OF_CORNER_NW
STONE_FLOOR_5
+
RAMP_SHADOW_ON_FLOOR_S_OF_CORNER_NW
STONE_FLOOR_5B
+
RAMP_SHADOW_ON_FLOOR_S_OF_N
STONE_FLOOR_8
+
RAMP_SHADOW_ON_FLOOR_S_OF_CORNER_NE
STONE_FLOOR_9
+
RAMP_SHADOW_ON_FLOOR_SW_OF_CORNER_NE
STONE_FLOOR_6
+
RAMP_SHADOW_ON_RAMP_N
STONE_FLOOR_7
+
RAMP_SHADOW_ON_FLOOR_E_OF_CORNER_NW
SMOOTH_ICE_FLOOR
+
RAMP_SHADOW_ON_RAMP_CORNER_SW_W_TRI_LIGHT
GLASS_GREEN_FLOOR
+
RAMP_SHADOW_ON_RAMP_CORNER_NE_N_TRI_HEAVY
WOOD_FLOOR
+
RAMP_SHADOW_ON_RAMP_CORNER_NE_N_TRI_LIGHT
ROUGH_ICE_FLOOR
+
RAMP_SHADOW_ON_RAMP_CORNER_NE_E_TRI_HEAVY
SAND_FLOOR_1
+
RAMP_SHADOW_ON_RAMP_CORNER_NE_E_TRI_LIGHT
SAND_FLOOR_2
+
RAMP_SHADOW_ON_RAMP_CORNER_NW_N_TRI_HEAVY
GLASS_CLEAR_FLOOR
+
RAMP_SHADOW_ON_RAMP_CORNER_NW_N_TRI_LIGHT
GLASS_CRYSTAL_FLOOR
+
RAMP_SHADOW_ON_RAMP_CORNER_NW_W_TRI_HEAVY
SAND_FLOOR_5
+
DESIGNATION_DIG_STAIR_UPDOWN
SAND_FLOOR_5B
+
RAMP_SHADOW_ON_RAMP_CORNER_SE_S_TRI_HEAVY
SAND_FLOOR_3
+
RAMP_SHADOW_ON_RAMP_CORNER_SE_S_TRI_LIGHT
SAND_FLOOR_4
+
RAMP_SHADOW_ON_RAMP_CORNER_SE_E_TRI_HEAVY
SAND_FLOOR_6
+
RAMP_SHADOW_ON_RAMP_CORNER_SE_E_TRI_LIGHT
SAND_FLOOR_7
+
RAMP_SHADOW_ON_RAMP_CORNER_SW_S_TRI_HEAVY
SAND_FLOOR_5C
+
RAMP_SHADOW_ON_RAMP_CORNER_SW_S_TRI_LIGHT
SAND_FLOOR_5D
+
RAMP_SHADOW_ON_RAMP_CORNER_SW_W_TRI_HEAVY
SAND_YELLOW_FLOOR_1
+
DESIGNATION_GATHER
SAND_YELLOW_FLOOR_2
+
DESIGNATION_CHOP
SAND_FLOOR_8
+
DESIGNATION_DIG_STANDARD
SAND_FLOOR_9
+
DESIGNATION_DIG_REMOVE_CONSTRUCTION
SAND_YELLOW_FLOOR_5
+
DESIGNATION_DIG_CHANNEL
SAND_YELLOW_FLOOR_5B
+
DESIGNATION_DIG_RAMP
SAND_YELLOW_FLOOR_3
+
DESIGNATION_DIG_STAIR_DOWN
SAND_YELLOW_FLOOR_4
+
DESIGNATION_DIG_STAIR_UP
SAND_YELLOW_FLOOR_6
+
DESIGNATION_TRACK_NS
SAND_YELLOW_FLOOR_7
+
DESIGNATION_TRACK_E
SAND_YELLOW_FLOOR_5C
+
DESIGNATION_TRACK_W
SAND_YELLOW_FLOOR_5D
+
DESIGNATION_TRACK_S
SAND_WHITE_FLOOR_1
+
DESIGNATION_TRACK_N
SAND_WHITE_FLOOR_2
+
DESIGNATION_FORTIFY
SAND_YELLOW_FLOOR_8
+
DESIGNATION_ENGRAVE
SAND_YELLOW_FLOOR_9
+
DESIGNATION_SMOOTH
SAND_WHITE_FLOOR_5
+
BLD_BRIDGE_GLASS_RAISE_E_END_CENTER
SAND_WHITE_FLOOR_5B
+
BLD_BRIDGE_GLASS_RAISE_W_END_S
SAND_WHITE_FLOOR_3
+
BLD_BRIDGE_GLASS_RAISE_W_END_N
SAND_WHITE_FLOOR_4
+
BLD_BRIDGE_GLASS_RAISE_W_END_1
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_W_END_CENTER
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_END_E
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_END_W
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_S_END_1
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FRUIT
+
BLD_BRIDGE_GLASS_RAISED_W_N
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FRUIT
+
BLD_BRIDGE_GLASS_RAISED_N_CENTER
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FRUIT
+
BLD_BRIDGE_GLASS_RAISED_S_CENTER
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FRUIT
+
BLD_BRIDGE_GLASS_RAISED_E_CENTER
TREE_TWIGS_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_W_CENTER
TREE_TWIGS_FULL1_FLOWER
+
BLD_BRIDGE_GLASS_RAISE_E_END_S
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_E_END_N
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FRUIT
+
BLD_BRIDGE_GLASS_RAISE_E_END_1
TREE_TWIGS_FULL4_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_W_1
TREE_TWIGS_FULL_N_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_N_E
TREE_TWIGS_FULL2_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_N_W
TREE_TWIGS_FULL3_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_S_E
TREE_TWIGS_FULL_E_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_S_W
TREE_TWIGS_FULL_NW_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_E_S
TREE_TWIGS_FULL_S_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_E_N
TREE_TWIGS_FULL_W_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_W_S
TREE_TWIGS_FULL_SE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_W
TREE_TWIGS_NSWE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_WE
TREE_TWIGS_FULL_NE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_CENTER
TREE_TWIGS_FULL_SW_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_1x1
TREE_TWIGS_NSE_FLOWER
+
BLD_BRIDGE_GLASS_CONSTRUCTION
TREE_TWIGS_NSW_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_N_1
TREE_TWIGS_SWE_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_S_1
TREE_TWIGS_NWE_FLOWER
+
BLD_BRIDGE_GLASS_RAISED_E_1
TREE_TWIGS_NE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_NSE
TREE_TWIGS_SW_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_NSW
TREE_TWIGS_NS_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_SWE
TREE_TWIGS_NW_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_NWE
TREE_TWIGS_N_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_S
TREE_TWIGS_S_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_N
TREE_TWIGS_SE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_NS
TREE_TWIGS_WE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_E
TREE_OVERLEAVES_TRUNK_NSE_FLOWER
+
VERMIN_LIGHT_SWARM_LARGE
TREE_OVERLEAVES_TRUNK_NSW_FLOWER
+
VERMIN_SWARM_SMALL
TREE_TWIGS_W_FLOWER
+
VERMIN_SWARM_MEDIUM
TREE_TWIGS_E_FLOWER
+
VERMIN_SWARM_LARGE
TREE_OVERLEAVES_TRUNK_NW_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_SE
TREE_OVERLEAVES_TRUNK_NE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_SW
TREE_OVERLEAVES_TRUNK_NWE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_NW
TREE_OVERLEAVES_TRUNK_SWE_FLOWER
+
BLD_BRIDGE_GLASS_RETRACT_NE
TREE_OVERLEAVES_TRUNK_NS_FLOWER
+
WALL_SHADOW_NEAR_N_OPEN_NW
TREE_OVERLEAVES_TRUNK_WE_FLOWER
+
WALL_SHADOW_STRAIGHT_E
TREE_OVERLEAVES_TRUNK_SW_FLOWER
+
WALL_SHADOW_STRAIGHT_W
TREE_OVERLEAVES_TRUNK_SE_FLOWER
+
WALL_SHADOW_STRAIGHT_S
TREE_OVERLEAVES_TRUNK_W_FLOWER
+
WALL_SHADOW_STRAIGHT_N
TREE_OVERLEAVES_TRUNK_E_FLOWER
+
VERMIN_LIGHT
TREE_OVERLEAVES_TRUNK_N_FLOWER
+
VERMIN_LIGHT_SWARM_SMALL
TREE_OVERLEAVES_TRUNK_S_FLOWER
+
VERMIN_LIGHT_SWARM_MEDIUM
TREE_OVERLEAVES_HEAVY_BRANCH_S_FLOWER
+
WALL_SHADOW_AT_CORNER_NW
TREE_OVERLEAVES_HEAVY_BRANCH_W_FLOWER
+
WALL_SHADOW_NEAR_E_OPEN_SE
TREE_OVERLEAVES_TRUNK_NSWE_FLOWER
+
WALL_SHADOW_NEAR_E_OPEN_NE
TREE_OVERLEAVES_HEAVY_BRANCH_N_FLOWER
+
WALL_SHADOW_NEAR_W_OPEN_SW
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FLOWER
+
WALL_SHADOW_NEAR_W_OPEN_NW
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FLOWER
+
WALL_SHADOW_NEAR_S_OPEN_SE
TREE_OVERLEAVES_HEAVY_BRANCH_E_FLOWER
+
WALL_SHADOW_NEAR_S_OPEN_SW
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FLOWER
+
WALL_SHADOW_NEAR_N_OPEN_NE
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FLOWER
+
SWAMP_EVILSAV
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FLOWER
+
MARSH_GOOD
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FLOWER
+
MARSH_GOODSAV
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FLOWER
+
MARSH_EVIL
RECTANGLE_CURSOR_W
+
MARSH_EVILSAV
RECTANGLE_CURSOR_INTERIOR
+
MARSH
RECTANGLE_CURSOR_N_S
+
TUNDRA_GOOD
RECTANGLE_CURSOR_N_S_E
+
TUNDRA_GOODSAV
RECTANGLE_CURSOR_S_W_E
+
BADLANDS_GOOD
RECTANGLE_CURSOR_S_W
+
BADLANDS_GOODSAV
RECTANGLE_CURSOR_E
+
BADLANDS_EVIL
RECTANGLE_CURSOR_N_W_E
+
BADLANDS_EVILSAV
RECTANGLE_CURSOR_W_E
+
BADLANDS
RECTANGLE_CURSOR_N_S_W_E
+
SWAMP_GOOD
RECTANGLE_CURSOR_S
+
SWAMP_GOODSAV
RECTANGLE_CURSOR_S_E
+
SWAMP_EVIL
RECTANGLE_CURSOR_UNPASSABLE_N_E
+
ROCKY_PLAINS_EVIL
RECTANGLE_CURSOR_UNPASSABLE_N_S_W
+
ROCKY_PLAINS_EVILSAV
RECTANGLE_CURSOR_UNPASSABLE_N_W
+
ROCKY_PLAINS
RECTANGLE_CURSOR_UNPASSABLE_N
+
ROCKY_HILLS_GOOD
RECTANGLE_CURSOR_UNPASSABLE_W
+
ROCKY_HILLS_GOODSAV
RECTANGLE_CURSOR_UNPASSABLE_INTERIOR
+
ROCKY_HILLS_EVIL
RECTANGLE_CURSOR_UNPASSABLE_N_S
+
ROCKY_HILLS_EVILSAV
RECTANGLE_CURSOR_UNPASSABLE_N_S_E
+
ROCKY_HILLS
RECTANGLE_CURSOR_UNPASSABLE_S_W_E
+
SAND_DESERT_EVILSAV
RECTANGLE_CURSOR_UNPASSABLE_S_W
+
SAND_DESERT_RED
RECTANGLE_CURSOR_UNPASSABLE_E
+
SAND_DESERT_BLACK
RECTANGLE_CURSOR_UNPASSABLE_N_W_E
+
SAND_DESERT_WHITE
RECTANGLE_CURSOR_UNPASSABLE_W_E
+
SAND_DESERT_YELLOW
RECTANGLE_CURSOR_UNPASSABLE_N_S_W_E
+
SAND_DESERT
RECTANGLE_CURSOR_UNPASSABLE_S
+
ROCKY_PLAINS_GOOD
RECTANGLE_CURSOR_UNPASSABLE_S_E
+
ROCKY_PLAINS_GOODSAV
RECTANGLE_CURSOR_WATER_N_E
+
BEACH_GOOD
RECTANGLE_CURSOR_WATER_N_S_W
+
BEACH_GOODSAV
RECTANGLE_CURSOR_WATER_N_W
+
BEACH_EVIL
RECTANGLE_CURSOR_WATER_N
+
BEACH_EVILSAV
RECTANGLE_CURSOR_WATER_W
+
BEACH
RECTANGLE_CURSOR_WATER_INTERIOR
+
SAND_DESERT_GOOD
RECTANGLE_CURSOR_WATER_N_S
+
SAND_DESERT_GOODSAV
RECTANGLE_CURSOR_WATER_N_S_E
+
SAND_DESERT_EVIL
RECTANGLE_CURSOR_WATER_S_W_E
+
LAKE_GOOD
RECTANGLE_CURSOR_WATER_S_W
+
LAKE_GOODSAV
RECTANGLE_CURSOR_WATER_E
+
LAKE_EVIL
RECTANGLE_CURSOR_WATER_N_W_E
+
LAKE_EVILSAV
RECTANGLE_CURSOR_WATER_W_E
+
GLACIER_GOOD
RECTANGLE_CURSOR_WATER_N_S_W_E
+
GLACIER_GOODSAV
RECTANGLE_CURSOR_WATER_S
+
GLACIER_EVIL
RECTANGLE_CURSOR_WATER_S_E
+
GLACIER_EVILSAV
RECTANGLE_CURSOR_FAILURE_N_E
+
OCEAN_DEEP_GOODSAV
RECTANGLE_CURSOR_FAILURE_N_S_W
+
OCEAN_DEEP_EVIL
RECTANGLE_CURSOR_FAILURE_N_W
+
OCEAN_DEEP_EVILSAV
RECTANGLE_CURSOR_FAILURE_N
+
OCEAN_DEEP
RECTANGLE_CURSOR_FAILURE_W
+
OCEAN_GOOD
RECTANGLE_CURSOR_FAILURE_INTERIOR
+
OCEAN_GOODSAV
RECTANGLE_CURSOR_FAILURE_N_S
+
OCEAN_EVIL
RECTANGLE_CURSOR_FAILURE_N_S_E
+
OCEAN_EVILSAV
RECTANGLE_CURSOR_FAILURE_S_W_E
+
FOREST_BROADLEAF_TROP_DRY_EVILSAV
RECTANGLE_CURSOR_FAILURE_S_W
+
FOREST_BROADLEAF_TROP_DRY
RECTANGLE_CURSOR_FAILURE_E
+
FROZEN_OCEAN_GOOD
RECTANGLE_CURSOR_FAILURE_N_W_E
+
FROZEN_OCEAN_GOODSAV
RECTANGLE_CURSOR_FAILURE_W_E
+
FROZEN_OCEAN_EVIL
RECTANGLE_CURSOR_FAILURE_N_S_W_E
+
FROZEN_OCEAN_EVILSAV
RECTANGLE_CURSOR_FAILURE_S
+
FROZEN_OCEAN
RECTANGLE_CURSOR_FAILURE_S_E
+
OCEAN_DEEP_GOOD
 
+
DESIGNATION_TRACK_NWE
 +
DESIGNATION_TRACK_NSE
 +
DESIGNATION_TRACK_NSW
 +
DESIGNATION_TRACK_WE
 +
DESIGNATION_TRACK_SE
 +
DESIGNATION_TRACK_SW
 +
DESIGNATION_TRACK_NE
 +
DESIGNATION_TRACK_NW
 +
DESIGNATION_ITEM_FORBIDDEN_MELT
 +
DESIGNATION_ITEM_HIDDEN
 +
DESIGNATION_ITEM_FORBIDDEN
 +
DESIGNATION_ITEM_DUMP
 +
DESIGNATION_ITEM_MELT
 +
DESIGNATION_PRIORITY
 +
DESIGNATION_TRACK_NSWE
 +
DESIGNATION_TRACK_SWE
 +
MISSING_ITEM
 +
MISSING_CREATURE
 +
WARM_STONE_WARNING
 +
DAMP_STONE_WARNING
 +
DESIGNATION_TRAFFIC_RESTRICTED
 +
DESIGNATION_TRAFFIC_LOW
 +
DESIGNATION_TRAFFIC_HIGH
 +
DESIGNATION_ITEM_FORBIDDEN_DUMP
 +
WORLD_EL_MOUNTAINS
 +
WORLD_EL_MID
 +
WORLD_EL_OCEAN
 +
EMBARK_OVERLAY_FIND_RESULT_PARTIAL
 +
EMBARK_OVERLAY_FIND_RESULT
 +
EMBARK_OVERLAY_GOOD
 +
EMBARK_OVERLAY_RESTRICTED
 +
MISSING_BUILDING
 +
GRASSLAND_TROP_EVILSAV
 +
GRASSLAND_TROP
 +
GRASSLAND_TEMP_GOOD
 +
GRASSLAND_TEMP_GOODSAV
 +
GRASSLAND_TEMP_EVIL
 +
GRASSLAND_TEMP_EVILSAV
 +
GRASSLAND_TEMP
 +
WORLD_CLIFF
 +
SHRUBLAND
 +
HILLS_GOOD
 +
HILLS_GOODSAV
 +
HILLS_EVIL
 +
HILLS_EVILSAV
 +
GRASSLAND_TROP_GOOD
 +
GRASSLAND_TROP_GOODSAV
 +
GRASSLAND_TROP_EVIL
 +
SAVANNA_TEMP_GOODSAV
 +
SAVANNA_TEMP_EVIL
 +
SAVANNA_TEMP_EVILSAV
 +
SAVANNA_TEMP
 +
SHRUBLAND_GOOD
 +
SHRUBLAND_GOODSAV
 +
SHRUBLAND_EVIL
 +
SHRUBLAND_EVILSAV
 +
TUNDRA_EVIL
 +
TUNDRA_EVILSAV
 +
SAVANNA_TROP_GOOD
 +
SAVANNA_TROP_GOODSAV
 +
SAVANNA_TROP_EVIL
 +
SAVANNA_TROP_EVILSAV
 +
SAVANNA_TROP
 +
SAVANNA_TEMP_GOOD
 +
SITE_MAP_BUILDINGS_ROAD_SE
 +
SITE_MAP_BUILDINGS_ROAD_SW
 +
SITE_MAP_BUILDINGS_ROAD_NE
 +
SITE_MAP_BUILDINGS_ROAD_NW
 +
SITE_MAP_BUILDINGS_ROAD_NS
 +
SITE_MAP_BUILDINGS_ROAD_NSW
 +
SITE_MAP_BUILDINGS_ROAD_NSE
 +
SITE_MAP_BUILDINGS_ROAD_NWE
 +
SITE_MAP_BUILDINGS_ROAD_NWE_TOP
 +
SITE_MAP_BUILDINGS_ROAD_SWE_TOP
 +
SITE_MAP_BUILDINGS_ROAD_NSWE_TOP
 +
SITE_MAP_BUILDINGS_ROAD_E
 +
SITE_MAP_BUILDINGS_ROAD_W
 +
SITE_MAP_BUILDINGS_ROAD_S
 +
SITE_MAP_BUILDINGS_ROAD_N
 +
SITE_MAP_BUILDINGS_ROAD_WE
 +
SITE_MAP_BUILDINGS_ROAD_WE_TOP
 +
SITE_MAP_BUILDINGS_ROAD_SE_TOP
 +
SITE_MAP_BUILDINGS_ROAD_SW_TOP
 +
SITE_MAP_BUILDINGS_ROAD_NE_TOP
 +
SITE_MAP_BUILDINGS_ROAD_NW_TOP
 +
SITE_MAP_BUILDINGS_ROAD_NS_TOP
 +
SITE_MAP_BUILDINGS_ROAD_NSW_TOP
 +
SITE_MAP_BUILDINGS_ROAD_NSE_TOP
 +
SITE_MAP_TEMPLE_11
 +
SITE_MAP_MEAD_HALL_11_TOP
 +
SITE_MAP_MEAD_HALL_11
 +
SITE_MAP_ISOLATED_BUILDING
 +
SITE_MAP_BUILDINGS_ROAD_E_TOP
 +
SITE_MAP_BUILDINGS_ROAD_W_TOP
 +
SITE_MAP_BUILDINGS_ROAD_S_TOP
 +
SITE_MAP_BUILDINGS_ROAD_N_TOP
 +
SITE_MAP_TAVERN_11
 +
SITE_MAP_TEMPLE_22_TOP
 +
SITE_MAP_TEMPLE_22
 +
SITE_MAP_TEMPLE_12_TOP
 +
SITE_MAP_TEMPLE_12
 +
SITE_MAP_TEMPLE_21_TOP
 +
SITE_MAP_TEMPLE_21
 +
SITE_MAP_TEMPLE_11_TOP
 +
SITE_MAP_BLD_TOWER
 +
SITE_MAP_TAVERN_22_TOP
 +
SITE_MAP_TAVERN_22
 +
SITE_MAP_TAVERN_12_TOP
 +
SITE_MAP_TAVERN_12
 +
SITE_MAP_TAVERN_21_TOP
 +
SITE_MAP_TAVERN_21
 +
SITE_MAP_TAVERN_11_TOP
 +
SITE_MAP_LIBRARY_12
 +
SITE_MAP_LIBRARY_21_TOP
 +
SITE_MAP_LIBRARY_21
 +
SITE_MAP_LIBRARY_11_TOP
 +
SITE_MAP_LIBRARY_11
 +
SITE_MAP_GARDEN_TOP
 +
SITE_MAP_GARDEN
 +
SITE_MAP_BLD_TOWER_TOP
 +
SITE_MAP_COUNTING_HOUSE_12
 +
SITE_MAP_COUNTING_HOUSE_21_TOP
 +
SITE_MAP_COUNTING_HOUSE_21
 +
SITE_MAP_COUNTING_HOUSE_11_TOP
 +
SITE_MAP_COUNTING_HOUSE_11
 +
SITE_MAP_LIBRARY_22_TOP
 +
SITE_MAP_LIBRARY_22
 +
SITE_MAP_LIBRARY_12_TOP
 +
FOREST_BROADLEAF_TROP_MOIST_GOOD
 +
FOREST_BROADLEAF_TROP_MOIST_GOODSAV
 +
FOREST_BROADLEAF_TROP_MOIST_EVIL
 +
FOREST_BROADLEAF_TROP_MOIST_EVILSAV
 +
FOREST_BROADLEAF_TROP_MOIST
 +
FOREST_BROADLEAF_TROP_DRY_GOOD
 +
FOREST_BROADLEAF_TROP_DRY_GOODSAV
 +
FOREST_BROADLEAF_TROP_DRY_EVIL
 +
FOREST_CONIFER_TEMP_EVIL
 +
FOREST_CONIFER_TEMP_EVILSAV
 +
FOREST_CONIFER_TEMP
 +
FOREST_BROADLEAF_TEMP_GOOD
 +
FOREST_BROADLEAF_TEMP_GOODSAV
 +
FOREST_BROADLEAF_TEMP_EVIL
 +
FOREST_BROADLEAF_TEMP_EVILSAV
 +
FOREST_BROADLEAF_TEMP
 +
FOREST_TAIGA_EVILSAV
 +
FOREST_CONIFER_TROP_GOOD
 +
FOREST_CONIFER_TROP_GOODSAV
 +
FOREST_CONIFER_TROP_EVIL
 +
FOREST_CONIFER_TROP_EVILSAV
 +
FOREST_CONIFER_TROP
 +
FOREST_CONIFER_TEMP_GOOD
 +
FOREST_CONIFER_TEMP_GOODSAV
 +
MOUNTAIN_LOW
 +
MOUNTAIN_MID
 +
MOUNTAIN_HIGH
 +
VOLCANO
 +
MOUNTAIN_PEAK
 +
FOREST_TAIGA_GOOD
 +
FOREST_TAIGA_GOODSAV
 +
FOREST_TAIGA_EVIL
 +
MOUNTAIN_HIGH_EVIL
 +
VOLCANO_EVIL
 +
MOUNTAIN_PEAK_EVIL
 +
MOUNTAIN_LOW_EVILSAV
 +
MOUNTAIN_MID_EVILSAV
 +
MOUNTAIN_HIGH_EVILSAV
 +
VOLCANO_EVILSAV
 +
MOUNTAIN_PEAK_EVILSAV
 +
MOUNTAIN_PEAK_GOOD
 +
MOUNTAIN_LOW_GOODSAV
 +
MOUNTAIN_MID_GOODSAV
 +
MOUNTAIN_HIGH_GOODSAV
 +
VOLCANO_GOODSAV
 +
MOUNTAIN_PEAK_GOODSAV
 +
MOUNTAIN_LOW_EVIL
 +
MOUNTAIN_MID_EVIL
 +
SITE_MAP_CROPS_FALLOW
 +
SITE_MAP_CROPS
 +
SITE_MAP_MUDDY
 +
SITE_MAP_GRASSY
 +
MOUNTAIN_LOW_GOOD
 +
MOUNTAIN_MID_GOOD
 +
MOUNTAIN_HIGH_GOOD
 +
VOLCANO_GOOD
 +
SITE_MAP_BUILDINGS_ROAD_SWE
 +
SITE_MAP_BUILDINGS_ROAD_NSWE
 +
SITE_MAP_SOLID_BUILDINGS_TOP
 +
SITE_MAP_SOLID_BUILDINGS
 +
SITE_MAP_ORCHARD
 +
SITE_MAP_INNER_YARD
 +
SITE_MAP_PASTURE
 +
SITE_MAP_MEADOW
 +
SITE_MAP_BRIDGE_BROOK_NS
 +
SITE_MAP_BRIDGE_BROOK_WE
 +
SITE_MAP_WOODEN_KEEP_TOP
 +
SITE_MAP_WOODEN_KEEP
 +
SITE_MAP_WOODEN_WALL_WE
 +
SITE_MAP_WOODEN_WALL_SE
 +
SITE_MAP_WOODEN_WALL_SW
 +
SITE_MAP_WOODEN_WALL_NE
 +
SITE_MAP_STONE_GATE_TOWER_TOP
 +
SITE_MAP_STONE_GATE_TOWER
 +
SITE_MAP_WOODEN_GATE_TOWER_TOP
 +
SITE_MAP_WOODEN_GATE_TOWER
 +
SITE_MAP_GATE_WE
 +
SITE_MAP_GATE_NS
 +
SITE_MAP_BRIDGE_RIVER_NS
 +
SITE_MAP_BRIDGE_RIVER_WE
 +
SITE_MAP_TRENCH_SWE
 +
SITE_MAP_TRENCH_NSWE
 +
SITE_MAP_DARK_TOWER_TOP
 +
SITE_MAP_DARK_TOWER
 +
SITE_MAP_GREAT_DARK_TOWER_Z_TOP
 +
SITE_MAP_GREAT_DARK_TOWER_Z
 +
SITE_MAP_GREAT_DARK_TOWER_TOP
 +
SITE_MAP_GREAT_DARK_TOWER
 +
SITE_MAP_TRENCH_SE
 +
SITE_MAP_TRENCH_SW
 +
SITE_MAP_TRENCH_NE
 +
SITE_MAP_TRENCH_NW
 +
SITE_MAP_TRENCH_NS
 +
SITE_MAP_TRENCH_NSW
 +
SITE_MAP_TRENCH_NSE
 +
SITE_MAP_TRENCH_NWE
 +
SITE_MAP_HILLOCK_HALL
 +
SITE_MAP_HILLOCK_HOUSE
 +
SITE_MAP_TRENCH
 +
SITE_MAP_TRENCH_E
 +
SITE_MAP_TRENCH_W
 +
SITE_MAP_TRENCH_S
 +
SITE_MAP_TRENCH_N
 +
SITE_MAP_TRENCH_WE
 +
SITE_MAP_TREE_INDUSTRY_TOP
 +
SITE_MAP_TREE_INDUSTRY
 +
SITE_MAP_TREE_HOME_TOP
 +
SITE_MAP_TREE_HOME
 +
SITE_MAP_TREE_RESIDENTIAL_TOP
 +
SITE_MAP_TREE_RESIDENTIAL
 +
SITE_MAP_HILLOCK_CIVIC
 +
SITE_MAP_HILLOCK_TAVERN
 +
SITE_MAP_TREE_BUILDING_TOP
 +
SITE_MAP_TREE_BUILDING
 +
SITE_MAP_TREE_LIBRARY_TOP
 +
SITE_MAP_TREE_LIBRARY
 +
SITE_MAP_TREE_INN_TOP
 +
SITE_MAP_TREE_INN
 +
SITE_MAP_TREE_MARKET_TOP
 +
SITE_MAP_TREE_MARKET
 +
SITE_MAP_MYTHICAL_3
 +
SITE_MAP_VAULT_Z_TOP
 +
SITE_MAP_VAULT_Z
 +
SITE_MAP_VAULT_TOP
 +
SITE_MAP_VAULT
 +
SITE_MAP_BUILDING
 +
SITE_MAP_TOWER_UNDEAD_TOP
 +
SITE_MAP_TOWER_UNDEAD
 +
SITE_MAP_GUILDHALL_12
 +
SITE_MAP_GUILDHALL_21_TOP
 +
SITE_MAP_GUILDHALL_21
 +
SITE_MAP_GUILDHALL_11_TOP
 +
SITE_MAP_GUILDHALL_11
 +
SITE_MAP_COUNTING_HOUSE_22_TOP
 +
SITE_MAP_COUNTING_HOUSE_22
 +
SITE_MAP_COUNTING_HOUSE_12_TOP
 +
SITE_MAP_ROAD_PAVED_NWE
 +
SITE_MAP_ROAD_PAVED_SWE
 +
SITE_MAP_ROAD_PAVED_NSWE
 +
SITE_MAP_DIRT_FIELD
 +
SITE_MAP_PLAZA
 +
SITE_MAP_GUILDHALL_22_TOP
 +
SITE_MAP_GUILDHALL_22
 +
SITE_MAP_GUILDHALL_12_TOP
 +
SITE_MAP_ROAD_PAVED_WE
 +
SITE_MAP_ROAD_PAVED_SE
 +
SITE_MAP_ROAD_PAVED_SW
 +
SITE_MAP_ROAD_PAVED_NE
 +
SITE_MAP_ROAD_PAVED_NW
 +
SITE_MAP_ROAD_PAVED_NS
 +
SITE_MAP_ROAD_PAVED_NSW
 +
SITE_MAP_ROAD_PAVED_NSE
 +
SITE_MAP_ROAD_DIRT_NSE
 +
SITE_MAP_ROAD_DIRT_NWE
 +
SITE_MAP_ROAD_DIRT_SWE
 +
SITE_MAP_ROAD_DIRT_NSWE
 +
SITE_MAP_ROAD_PAVED_E
 +
SITE_MAP_ROAD_PAVED_W
 +
SITE_MAP_ROAD_PAVED_S
 +
SITE_MAP_ROAD_PAVED_N
 +
SITE_MAP_ROAD_DIRT_N
 +
SITE_MAP_ROAD_DIRT_WE
 +
SITE_MAP_ROAD_DIRT_SE
 +
SITE_MAP_ROAD_DIRT_SW
 +
SITE_MAP_ROAD_DIRT_NE
 +
SITE_MAP_ROAD_DIRT_NW
 +
SITE_MAP_ROAD_DIRT_NS
 +
SITE_MAP_ROAD_DIRT_NSW
 +
SITE_MAP_CASTLE_WALL_NSE
 +
SITE_MAP_CASTLE_WALL_NWE
 +
SITE_MAP_CASTLE_WALL_SWE
 +
SITE_MAP_CASTLE_WALL_NSWE
 +
SITE_MAP_CASTLE
 +
SITE_MAP_ROAD_DIRT_E
 +
SITE_MAP_ROAD_DIRT_W
 +
SITE_MAP_ROAD_DIRT_S
 +
SITE_MAP_CASTLE_KEEP
 +
SITE_MAP_CASTLE_WALL_WE
 +
SITE_MAP_CASTLE_WALL_SE
 +
SITE_MAP_CASTLE_WALL_SW
 +
SITE_MAP_CASTLE_WALL_NE
 +
SITE_MAP_CASTLE_WALL_NW
 +
SITE_MAP_CASTLE_WALL_NS
 +
SITE_MAP_CASTLE_WALL_NSW
 +
SITE_MAP_WOODEN_WALL_NW
 +
SITE_MAP_WOODEN_WALL_NS
 +
SITE_MAP_WOODEN_WALL_NSW
 +
SITE_MAP_WOODEN_WALL_NSE
 +
SITE_MAP_WOODEN_WALL_NWE
 +
SITE_MAP_WOODEN_WALL_SWE
 +
SITE_MAP_WOODEN_WALL_NSWE
 +
SITE_MAP_CASTLE_KEEP_TOP
 +
RIVER_WE
 +
RIVER_NS
 +
BROOK_MOUTH_NARROW_E
 +
BROOK_MOUTH_NARROW_W
 +
BROOK_MOUTH_NARROW_N
 +
BROOK_MOUTH_NARROW_S
 +
BROOK_E
 +
BROOK_W
 +
RIVER_NSW
 +
RIVER_NWE
 +
RIVER_SWE
 +
RIVER_NSE
 +
RIVER_NW
 +
RIVER_NE
 +
RIVER_SW
 +
RIVER_SE
 +
RIVER_MOUTH_NARROW_N
 +
RIVER_MOUTH_NARROW_S
 +
RIVER_E
 +
RIVER_W
 +
RIVER_N
 +
RIVER_S
 +
RIVER_0
 +
RIVER_NSWE
 +
RIVER_MAJOR_NW
 +
RIVER_MAJOR_NE
 +
RIVER_MAJOR_SW
 +
RIVER_MAJOR_SE
 +
RIVER_MAJOR_WE
 +
RIVER_MAJOR_NS
 +
RIVER_MOUTH_NARROW_E
 +
RIVER_MOUTH_NARROW_W
 +
RIVER_MAJOR_N
 +
RIVER_MAJOR_S
 +
RIVER_MAJOR_0
 +
RIVER_MAJOR_NSWE
 +
RIVER_MAJOR_NSW
 +
RIVER_MAJOR_NWE
 +
RIVER_MAJOR_SWE
 +
RIVER_MAJOR_NSE
 +
SITE_LABYRINTH
 +
SITE_CAVE
 +
RIVER_MAJOR_MOUTH_NARROW_E
 +
RIVER_MAJOR_MOUTH_NARROW_W
 +
RIVER_MAJOR_MOUTH_NARROW_N
 +
RIVER_MAJOR_MOUTH_NARROW_S
 +
RIVER_MAJOR_E
 +
RIVER_MAJOR_W
 +
MAP_ATTACK
 +
MAP_HOSTILE
 +
MAP_NEUTRAL
 +
MAP_YOUR_CIV
 +
MAP_YOUR_FORT
 +
MAP_CURSOR
 +
SITE_LAIR_BURROW
 +
SITE_SHRINE_TITAN
 +
MAP_MARKET_DEPENDENCE
 +
MAP_TRIBUTARY
 +
MAP_OCCUPIED_TRIBUTARY
 +
MAP_VASSAL
 +
MAP_HOLDING
 +
MAP_OCCUPIED_HOLDING
 +
MAP_MISSION_MARKER
 +
MAP_MISSION_PATH
 +
TUNNEL_NW
 +
TUNNEL_NE
 +
TUNNEL_SW
 +
TUNNEL_SE
 +
TUNNEL_WE
 +
TUNNEL_NS
 +
SITE_MAP_MYTHICAL_1
 +
SITE_MAP_MYTHICAL_2
 +
TUNNEL_N
 +
TUNNEL_S
 +
TUNNEL_0
 +
TUNNEL_NSWE
 +
TUNNEL_NSW
 +
TUNNEL_NWE
 +
TUNNEL_SWE
 +
TUNNEL_NSE
 +
ROAD_PAVED_NW
 +
ROAD_PAVED_NE
 +
ROAD_PAVED_SW
 +
ROAD_PAVED_SE
 +
ROAD_PAVED_WE
 +
ROAD_PAVED_NS
 +
TUNNEL_E
 +
TUNNEL_W
 +
ROAD_PAVED_N
 +
ROAD_PAVED_S
 +
ROAD_PAVED_0
 +
ROAD_PAVED_NSWE
 +
ROAD_PAVED_NSW
 +
ROAD_PAVED_NWE
 +
ROAD_PAVED_SWE
 +
ROAD_PAVED_NSE
 +
ROAD_DIRT_NW
 +
ROAD_DIRT_NE
 +
ROAD_DIRT_SW
 +
ROAD_DIRT_SE
 +
ROAD_DIRT_WE
 +
ROAD_DIRT_NS
 +
ROAD_PAVED_E
 +
ROAD_PAVED_W
 +
ROAD_DIRT_N
 +
ROAD_DIRT_S
 +
ROAD_DIRT_0
 +
ROAD_DIRT_NSWE
 +
ROAD_DIRT_NSW
 +
ROAD_DIRT_NWE
 +
ROAD_DIRT_SWE
 +
ROAD_DIRT_NSE
 +
BROOK_NW
 +
BROOK_NE
 +
BROOK_SW
 +
BROOK_SE
 +
BROOK_WE
 +
BROOK_NS
 +
ROAD_DIRT_E
 +
ROAD_DIRT_W
 +
BROOK_N
 +
BROOK_S
 +
BROOK_0
 +
BROOK_NSWE
 +
BROOK_NSW
 +
BROOK_NWE
 +
BROOK_SWE
 +
BROOK_NSE
 +
MAP_DRAWN_ROAD_WE
 +
MAP_DRAWN_ROAD_NS
 +
MAP_DRAWN_ROAD_SWE
 +
MAP_DRAWN_ROAD_NWE
 +
MAP_DRAWN_ROAD_NSE
 +
MAP_DRAWN_ROAD_NSW
 +
MAP_DRAWN_ROAD_NSWE
 +
MAP_DRAWN_DESERT_SAND
 +
MAP_DRAWN_ROAD_E
 +
MAP_DRAWN_ROAD_W
 +
MAP_DRAWN_ROAD_S
 +
MAP_DRAWN_ROAD_N
 +
MAP_DRAWN_ROAD_SE
 +
MAP_DRAWN_ROAD_SW
 +
MAP_DRAWN_ROAD_NE
 +
MAP_DRAWN_ROAD_NW
 +
MAP_DRAWN_RIVER_NW
 +
MAP_DRAWN_RIVER_WE
 +
MAP_DRAWN_RIVER_NS
 +
MAP_DRAWN_RIVER_SWE
 +
MAP_DRAWN_RIVER_NWE
 +
MAP_DRAWN_RIVER_NSE
 +
MAP_DRAWN_RIVER_NSW
 +
MAP_DRAWN_RIVER_NSWE
 +
MAP_DRAWN_SITE_LABYRINTH
 +
MAP_DRAWN_RIVER_E
 +
MAP_DRAWN_RIVER_W
 +
MAP_DRAWN_RIVER_S
 +
MAP_DRAWN_RIVER_N
 +
MAP_DRAWN_RIVER_SE
 +
MAP_DRAWN_RIVER_SW
 +
MAP_DRAWN_RIVER_NE
 +
MAP_DRAWN_SITE_MOUNTAIN_RUIN
 +
MAP_DRAWN_SITE_FORTRESS
 +
MAP_DRAWN_SITE_HILLOCKS
 +
MAP_DRAWN_SITE_MOUNTAIN_HOME
 +
MAP_DRAWN_SITE_CAMP
 +
MAP_DRAWN_SITE_CAVE
 +
MAP_DRAWN_SITE_LAIR
 +
MAP_DRAWN_SITE_SHRINE
 +
MAP_DRAWN_SITE_NECROTOWER
 +
MAP_DRAWN_SITE_CASTLE_RUIN
 +
MAP_DRAWN_SITE_FOREST_RUIN
 +
MAP_DRAWN_SITE_FOREST_RETREAT
 +
MAP_DRAWN_SITE_HOME_TREE
 +
MAP_DRAWN_SITE_EVIL_RUIN
 +
MAP_DRAWN_SITE_DARK_PITS
 +
MAP_DRAWN_SITE_DARK_FORTRESS
 +
MAP_DRAWN_SITE_CITY_RUIN
 +
MAP_DRAWN_SITE_TOWN
 +
MAP_DRAWN_SITE_CITY
 +
MAP_DRAWN_SITE_TOMB
 +
MAP_DRAWN_SITE_VAULT
 +
MAP_DRAWN_SITE_CASTLE
 +
MAP_DRAWN_SITE_MONASTERY
 +
MAP_DRAWN_SITE_FORT
 +
WORLD_EDGE_SHAPE_STRAIGHT_W
 +
WORLD_EDGE_SHAPE_STRAIGHT_S
 +
WORLD_EDGE_SHAPE_STRAIGHT_N
 +
MAP_DRAWN_SITE_MYTHICAL_1
 +
MAP_DRAWN_SITE_MYTHICAL_2
 +
MAP_DRAWN_SITE_MYTHICAL_3
 +
MAP_DRAWN_SITE_VILLAGE_RUIN
 +
MAP_DRAWN_SITE_VILLAGE
 +
SITE_CITY_2
 +
SITE_CITY_1
 +
SITE_VILLAGE
 +
SITE_MOUNTAINHOME
 +
SITE_HILLOCKS
 +
SITE_FORTRESS
 +
SITE_CAMP
 +
MAP_ALLY
 +
SITE_FORT
 +
SITE_MONASTERY
 +
SITE_CASTLE
 +
SITE_NECROTOWER
 +
SITE_FOREST_RETREAT_1
 +
SITE_FOREST_RETREAT_2
 +
SITE_CITY_4
 +
SITE_CITY_3
 +
SITE_RUIN
 +
SITE_DARK_FORTRESS_1
 +
SITE_DARK_FORTRESS_2
 +
SITE_TOMB
 +
SITE_MYTHICAL_1
 +
SITE_MYTHICAL_2
 +
SITE_MYTHICAL_3
 +
SITE_VAULT
 +
ELEVATION_INDICATOR
 +
SITE_RUIN_GOBLIN
 +
SITE_RUIN_CASTLE
 +
SITE_RUIN_FOREST_RETREAT_1
 +
SITE_RUIN_FOREST_RETREAT_2
 +
SITE_RUIN_CITY
 +
SITE_RUIN_VILLAGE
 +
SITE_RUIN_DWARF
 +
ARMY_MONSTERS_MEDIUM
 +
ARMY_MONSTERS_SMALL
 +
ARMY_SOLDIERS_LARGE
 +
ARMY_SOLDIERS_MEDIUM
 +
ARMY_SOLDIERS_SMALL
 +
ARMY_GROUP_LARGE
 +
ARMY_GROUP_MEDIUM
 +
ARMY_GROUP_SMALL
 +
MAP_CUMULUS_MED
 +
MAP_CUMULUS_MULTI
 +
MAP_CUMULUS_NIMBUS
 +
MAP_STRATUS_ALTO
 +
MAP_STRATUS_PROPER
 +
MAP_STRATUS_NIMBUS
 +
MAP_ADV_YOU_TRAVEL
 +
ARMY_MONSTERS_LARGE
 +
MAP_DRAWN_FOREST_CONIFER
 +
MAP_DRAWN_OCEAN
 +
MAP_DRAWN_GRASSLAND
 +
MAP_DRAWN_BACKGROUND
 +
MAP_FOG_MIST
 +
MAP_FOG_NORMAL
 +
MAP_FOG_THICK
 +
MAP_CIRRUS
 +
MAP_DRAWN_DESERT_BADLANDS
 +
MAP_DRAWN_DESERT_ROCK
 +
MAP_DRAWN_SITE
 +
MAP_DRAWN_GLACIER
 +
MAP_DRAWN_MARSH
 +
MAP_DRAWN_MOUNTAINS
 +
MAP_DRAWN_HILLS
 +
MAP_DRAWN_FOREST_BROADLEAF
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_N
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SW_W
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SW_S
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NSW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_NW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_SE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_SW
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_NE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_S_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_S_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_N_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_N_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_SURROUND
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_SWE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NWE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NSE
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NE_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NE_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NW_W
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NW_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_E_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_E_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_W_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_W_N
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_E
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_W
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_S
 +
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_N
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SE_E
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SE_S
 +
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SW_W
 
Asked to clone nonexistent texture!
 
Asked to clone nonexistent texture!
grayscale_texture ran into mysteriously uncanonicalized texture
+
GREET
Tileset not found
+
THREAT
 +
SLAYER
 
SECRET_DEATH
 
SECRET_DEATH
SPEECH_GENERAL
+
BOOK_ART
 
BOOK_INSTRUCTION
 
BOOK_INSTRUCTION
BOOK_ART
+
GOODBYE_WORSHIP_3
SPEECH_GREET
+
GOODBYE_WORSHIP_2
SPEECH_GREET_REPLY
+
GOODBYE_WORSHIP_1
SPEECH_SLAYER
+
GREET_BABY
SPEECH_THREAT
+
GREET_WORSHIP
SPEECH_GREET_WORSHIP
+
GREET_REPLY_UNUSUAL_FIRST
SPEECH_GREET_BABY
+
GREET_REPLY_DIFF_LANGUAGE
SPEECH_GREET_REPLY_DIFF_LANGUAGE
+
GREET_REPLY
SPEECH_GREET_REPLY_UNUSUAL_FIRST
+
SAME_SITE_AB_SPECIFIC_HF_SEEKER
SPEECH_GOODBYE_WORSHIP_3
+
SITE_SPECIFIC_HF_SEEKER
SPEECH_TEMPLE_ALREADY_MEMBER
+
AB_SPECIFIC_HF_SEEKER
SPEECH_GOODBYE_WORSHIP_1
+
UNKNOWN_HF_SEEKER
SPEECH_GOODBYE_WORSHIP_2
+
TASK_RECOMMENDATION
SPEECH_TASK_RECOMMENDATION
+
POSITIVE
SPEECH_UNKNOWN_HF_SEEKER
+
TEMPLE_BECOME_MEMBER
SPEECH_TEMPLE_BECOME_MEMBER
+
TEMPLE_ALREADY_MEMBER
SPEECH_POSITIVE
+
NO_FAMILY
SPEECH_SAME_SITE_AB_SPECIFIC_HF_SEEKER
+
JUSTIFICATION_ANTITHETICAL
SPEECH_SAME_SITE_SPECIFIC_HF_SEEKER
+
JUSTIFICATION_REMINDER
SPEECH_AB_SPECIFIC_HF_SEEKER
+
JUSTIFICATION_EXPERIENCE
SPEECH_SITE_SPECIFIC_HF_SEEKER
+
JUSTIFICATION_PROXIMITY
SPEECH_JUSTIFICATION_PROXIMITY
+
JUSTIFICATION_REPRESENTATION
SPEECH_JUSTIFICATION_EXPERIENCE
+
ARCH_INFO_JUSTIFICATION
SPEECH_ARCH_INFO_JUSTIFICATION
+
SAME_SITE_SPECIFIC_HF_SEEKER
SPEECH_JUSTIFICATION_REPRESENTATION
+
WANDERING_PROFESSION
SPEECH_NO_FAMILY
+
CHILD_AGE_PROCLAMATION
SPEECH_FAMILY_RELATIONSHIP_SPEC
+
FAMILY_RELATIONSHIP_ADDITIONAL_DEAD
SPEECH_JUSTIFICATION_REMINDER
+
FAMILY_RELATIONSHIP_NO_SPEC_DEAD
SPEECH_JUSTIFICATION_ANTITHETICAL
+
FAMILY_RELATIONSHIP_SPEC_DEAD
SPEECH_FAMILY_RELATIONSHIP_SPEC_DEAD
+
FAMILY_RELATIONSHIP_ADDITIONAL
SPEECH_FAMILY_RELATIONSHIP_NO_SPEC_DEAD
+
FAMILY_RELATIONSHIP_NO_SPEC
SPEECH_FAMILY_RELATIONSHIP_NO_SPEC
+
FAMILY_RELATIONSHIP_SPEC
SPEECH_FAMILY_RELATIONSHIP_ADDITIONAL
+
PAST_PROFESSION_YEAR
SPEECH_WANDERING_PROFESSION
+
PAST_PROFESSION_NO_YEAR
SPEECH_HUNTING_PROFESSION
+
SOLDIER_PROFESSION
SPEECH_FAMILY_RELATIONSHIP_ADDITIONAL_DEAD
+
GUARD_WARNING
SPEECH_CHILD_AGE_PROCLAMATION
+
GUARD_PROFESSION
SPEECH_GUARD_PROFESSION
+
SNATCHER_PROFESSION
SPEECH_GUARD_WARNING
+
THIEF_PROFESSION
SPEECH_THIEF_PROFESSION
+
HUNTING_PROFESSION
SPEECH_SNATCHER_PROFESSION
+
THIEF_PROFESSION_YEAR
SPEECH_PAST_PROFESSION_YEAR
+
SNATCHER_PROFESSION_YEAR
SPEECH_CURRENT_PROFESSION_NO_YEAR
+
HUNTING_PROFESSION_YEAR
SPEECH_SOLDIER_PROFESSION
+
WANDERING_PROFESSION_YEAR
SPEECH_PAST_PROFESSION_NO_YEAR
+
ANIMAL_SLAYER
SPEECH_ANIMAL_SLAYER
+
HIST_FIG_SLAYER
SPEECH_WANDERING_PROFESSION_YEAR
+
CURRENT_PROFESSION_YEAR
SPEECH_CURRENT_PROFESSION_YEAR
+
CURRENT_PROFESSION_NO_YEAR
SPEECH_HIST_FIG_SLAYER
+
PAST_MERCENARY_PROFESSION
SPEECH_THIEF_PROFESSION_YEAR
+
MERCENARY_PROFESSION_YEAR
SPEECH_PAST_WANDERING_PROFESSION
+
MERCENARY_PROFESSION
SPEECH_HUNTING_PROFESSION_YEAR
+
GREET_REPLY_AFTER_HERO
SPEECH_SNATCHER_PROFESSION_YEAR
+
PAST_THIEF_PROFESSION
SPEECH_PAST_THIEF_PROFESSION
+
PAST_SNATCHER_PROFESSION
SPEECH_GREET_REPLY_AFTER_HERO
+
PAST_HUNTING_PROFESSION
SPEECH_PAST_HUNTING_PROFESSION
+
PAST_WANDERING_PROFESSION
SPEECH_PAST_SNATCHER_PROFESSION
+
Sand vanished
SPEECH_PAST_MERCENARY_PROFESSION
+
No available colony
SPEECH_MERCENARY_PROFESSION
+
Need valid, active clay collection zone
SPEECH_MERCENARY_PROFESSION_YEAR
+
Need valid, active sand collection zone
Getting married
+
Need empty cage
Cannot reach site
 
Unscheduled
 
cancels
 
Area became inappropriate
 
Inappropriate dig square
 
combat
 
Interrupted by
 
 
Need empty bag
 
Need empty bag
 
Need empty trap
 
Need empty trap
 
Need empty bucket
 
Need empty bucket
No available colony
+
No partner
Need valid, active clay collection zone
 
Need valid, active sand collection zone
 
Need empty cage
 
Too injured
 
Incapable of carrying
 
Clay vanished
 
Sand vanished
 
 
Infant inaccessible
 
Infant inaccessible
 
Patient inaccessible
 
Patient inaccessible
 
Animal inaccessible
 
Animal inaccessible
 
Resting injury
 
Resting injury
Building inaccessible
+
Too injured
Drop-off inaccessible
+
Incapable of carrying
Item inaccessible
+
Clay vanished
No partner
+
No patient
 
Nothing to catch
 
Nothing to catch
 
Nothing to cage
 
Nothing to cage
 
Nothing in cage
 
Nothing in cage
 
Area inaccessible
 
Area inaccessible
Hunting vermin for food
+
Building inaccessible
Getting water
+
Drop-off inaccessible
Getting food
+
Item inaccessible
Job item lost or destroyed
+
Creature occupying site
No target building
 
No mechanism for target
 
Target too injured
 
Target inaccessible
 
Lost pick
 
Attacking building
 
No trigger
 
No mechanism for trigger
 
Equipment mismatch
 
Removed from guard
 
Farewell!  Leaving
 
Invalid officer
 
Using well
 
Getting something to drink
 
In Custody
 
Need splint
 
No available traction bench
 
Not responsible for trade
 
Lost axe
 
Bad script! #1
 
Need crutch
 
Need cloth
 
Need thread
 
No weapon for execution
 
Need bag containing powder suitable for cast application
 
Bad script! #3
 
Bad script! #2
 
suspended the construction of
 
No longer requested
 
Not appointed
 
No appropriate ammunition
 
OVERWROTE JOB:
 
) has been completed.
 
suspended a linkage from
 
bowyer
 
carpenter
 
woodworker
 
stonecutter
 
engraver
 
stoneworker
 
woodcutter
 
animal caretaker
 
ranger
 
stone carver
 
metalsmith
 
animal dissector
 
trapper
 
animal trainer
 
blacksmith
 
armorer
 
weaponsmith
 
furnace operator
 
gem setter
 
gem cutter
 
jeweler
 
metalcrafter
 
Already leading creature
 
No infant
 
Patient not resting
 
No patient
 
 
Water source contaminated
 
Water source contaminated
 
No water source
 
No water source
 
Water source vanished
 
Water source vanished
 
No food available
 
No food available
Well dry
+
Already leading creature
Bucket full of extraneous material
+
No infant
No bucket at well
+
Patient not resting
Creature occupying site
+
Ammunition inaccessible
 
Wrong ammunition
 
Wrong ammunition
 
No weapon
 
No weapon
 
  in linked stockpile
 
  in linked stockpile
 
Need office
 
Need office
Item blocking site
+
Well dry
No item
+
Bucket full of extraneous material
No ammunition
+
No bucket at well
Ammunition inaccessible
+
No building
 
Inappropriate building
 
Inappropriate building
 
No creature
 
No creature
 
Animal not restrained
 
Animal not restrained
 
Building site submerged
 
Building site submerged
No party
+
Item blocking site
No designated area
+
No item
No floor space
+
No ammunition
No building
+
Experiencing emotional shock
 +
Mortally afraid
 
Water is frozen
 
Water is frozen
Relieved
 
 
Nothing in building
 
Nothing in building
 
Wrong justice state
 
Wrong justice state
Horrified
+
No party
Experiencing emotional shock
+
No designated area
Mortally afraid
+
No floor space
Terrified
+
Oblivious
 +
Too depressed
 +
Too insane
 +
In existential crisis
 +
Despairing
 
Anguished
 
Anguished
 
In agony
 
In agony
 
Too sad
 
Too sad
Grieving
+
cancels
Frightened
+
Moved
Distressed
+
Area became inappropriate
Dismayed
+
Inappropriate dig square
Despairing
+
combat
In existential crisis
+
Interrupted by
Shaken
+
Getting married
Mortified
+
Cannot reach site
Miserable
+
Unscheduled
Catatonic
+
armorer
Oblivious
+
weaponsmith
Too depressed
+
furnace operator
Too insane
+
metalsmith
 +
animal dissector
 +
trapper
 +
animal trainer
 +
animal caretaker
 +
bookbinder
 +
papermaker
 +
woodcrafter
 +
gem setter
 +
gem cutter
 +
jeweler
 +
metalcrafter
 +
blacksmith
 +
clothier
 +
weaver
 +
bone carver
 +
leatherworker
 +
stonecrafter
 +
wax worker
 +
glazer
 +
potter
 +
cheesemaker
 +
farmer
 +
fish cleaner
 +
fish dissector
 +
fisherman
 +
fishery worker
 +
strand extractor
 +
glassmaker
 +
tanner
 +
miller
 +
thresher
 +
cook
 +
spinner
 +
shearer
 +
gelder
 +
milker
 +
potash maker
 +
soap maker
 +
brewer
 +
herbalist
 +
planter
 +
beekeeper
 +
presser
 +
dyer
 +
trader
 +
pump operator
 +
siege operator
 +
siege engineer
 +
mechanic
 +
engineer
 +
wood burner
 +
lye maker
 +
crossbowman
 +
Spearmaster
 +
spearman
 +
Hammer Lord
 +
hammerman
 +
drunk
 +
merchant
 +
suturer
 +
Handling dangerous creature
 +
Seeking artifact
 +
Path blocked
 
Could not find path
 
Could not find path
 
Throwing tantrum
 
Throwing tantrum
 
Went insane
 
Went insane
 
Taken by mood
 
Taken by mood
Going to bed
+
Catatonic
Handling dangerous creature
+
Getting water
Seeking artifact
+
Getting food
Path blocked
+
Job item lost or destroyed
 
Job item misplaced
 
Job item misplaced
 
Forbidden area
 
Forbidden area
 
Dangerous terrain
 
Dangerous terrain
 
Seeking Infant
 
Seeking Infant
Master Lasher
+
Going to bed
lasher
+
Attacking building
Master Blowgunner
+
No trigger
blowgunner
+
No mechanism for trigger
beast hunter
+
No target building
Master Thief
+
No mechanism for target
recruit
+
Target too injured
astronomer
+
Target inaccessible
historian
+
Hunting vermin for food
mathematician
+
Getting something to drink
philosopher
+
In Custody
peddler
+
Caged
geographer
+
Equipment mismatch
chemist
+
Removed from guard
naturalist
+
"Farewell!"  Leaving
babies
+
Invalid officer
pilgrim
+
Lost pick
prophet
+
Need crutch
slave
+
Need cloth
peasant
+
Need thread
Peasant
+
Need splint
Slave
+
No available traction bench
agitated
+
Not responsible for trade
stray
+
Lost axe
prisoner
+
Using well
Corpse
+
No longer requested
Agitated
+
Not appointed
Stray
+
No appropriate ammunition
  Prisoner
+
No weapon for execution
*Trained*
+
Need bag containing powder suitable for cast application
+Trained+
+
Bad script! #3
-Trained-
+
Bad script! #2
Ranger
+
Bad script! #1
Woodworker
+
carpenter
the force
+
woodworker
the deity
+
miner
Fishery Worker
+
  BY
Stonecrafter
+
OVERWROTE JOB:
Metalcrafter
+
) has been completed.
Armorer
+
suspended a linkage from
Administrator
+
suspended the construction of
Engineer
+
ranger
Soap Maker
+
mason
 +
stone carver
 +
stonecutter
 +
engraver
 +
stoneworker
 +
woodcutter
 +
bowyer
 +
Drunk
 +
Merchant
 +
Naturalist
 +
Historian
 
Philosopher
 
Philosopher
 +
Sage
 +
Bard
 
Trader
 
Trader
Naturalist
+
Baby
Historian
+
Monk
 +
Pilgrim
 +
Prophet
 
Peddler
 
Peddler
 
Recruit
 
Recruit
Snatcher
 
 
Beast Hunter
 
Beast Hunter
Pilgrim
+
Scout
Prophet
+
northern
potter
+
southeastern
bookbinder
+
northeastern
papermaker
+
southwestern
woodcrafter
+
northwestern
leatherworker
+
There is nothing to catch in the
stonecrafter
+
There is nothing to catch in
wax worker
+
One
glazer
+
has gone berserk!
glassmaker
+
has gone stark raving mad!
clothier
+
is stricken by melancholy!
weaver
+
swamps
bone carver
+
eerie cavern
fish dissector
+
magma sea
fisherman
+
central
fishery worker
+
southern
strand extractor
+
caught in a lava mist!
milker
+
caught in a cloud of
cheesemaker
+
has altered the prices of goods.
farmer
+
has mandated the construction of certain goods.
fish cleaner
+
has imposed a ban on certain exports.
spinner
+
has a new demand.
shearer
+
has forgotten a demand.
gelder
+
has stopped responding to the world...
tanner
+
transformed into a
miller
+
You have
thresher
+
You have learned the power "
herbalist
+
caught in a pool of magma!
planter
+
caught in a pool of lava!
beekeeper
+
caught in a burst of steam!
presser
+
caught in dragonfire!
lye maker
+
completely free of the web.
potash maker
+
partially free of the web.
soap maker
+
consciousness.
brewer
+
regains
siege engineer
+
regain
mechanic
+
over.
engineer
+
falls
wood burner
+
fall
suturer
+
into the ocean wave
trader
+
vomits
pump operator
+
partially overcome the paralysis.
siege operator
+
numb!
Hammer Lord
+
feeling sluggish!
hammerman
+
partially paralyzed!
merchant
+
fully overcome the paralysis.
Elite Crossbowman
+
completely paralyzed!
crossbowman
+
maceman
Spearmaster
+
Swordmaster
spearman
+
swordsman
 
Axe Lord
 
Axe Lord
 
axeman
 
axeman
 
Elite Wrestler
 
Elite Wrestler
 
wrestler
 
wrestler
Mace Lord
+
Elite Crossbowman
maceman
+
lasher
Swordmaster
+
Master Blowgunner
swordsman
+
blowgunner
 
Elite Bowman
 
Elite Bowman
 
bowman
 
bowman
 
Pikemaster
 
Pikemaster
 
pikeman
 
pikeman
retches
+
Mace Lord
retch
+
historian
The vomit splatters into the shallow puddle of water.
+
mathematician
The rest of the vomit splatters into the shallow puddle of water.
+
philosopher
collapses and falls
+
sage
collapse and fall
+
beast hunter
out from exhaustion.
+
Master Thief
no longer stunned.
+
recruit
in to pain.
+
Master Lasher
gives
+
monk
to the ground from over-exertion.
+
pilgrim
have given a resident
+
prophet
training!
+
peddler
forgotten
+
geographer
reverted to a wild state!
+
chemist
has left the martial trance.
+
naturalist
is no longer enraged.
+
astronomer
has grown to become a
+
agitated
the name
+
stray
  surroundings again.
+
fierce
is aware of
+
  prisoner
has climbed out of depression.
+
peasant
has calmed down.
+
Peasant
Horrors!  Demons in the deep!
+
baby
is unable to break
+
babies
are unable to break
+
-Trained-
has given birth to
+
Trained
  "You will not stand between me and
+
Corpse
was spotted sneaking around!
+
Agitated
An ambush!  Drive them out!
+
Stray
The wilds are turning on us! Curse these lands!
+
Fierce
Thief! Protect the hoard from skulking filth!
+
  Prisoner
Cavern dwellers!  Send them back to the darkness!
+
  Slave
Intruders!  Drive them away!
+
Ranger
  "I'll live to fight another day!"
+
Woodworker
!  Drive it away!
+
the force
An ambush!  Curse them!
+
the deity
An ambush!  Curse all friends of nature!
+
Semi-Wild
An ambush!  Skulking vermin!
+
Tame
There is a
+
*Trained*
has sprung from ambush!
+
+Trained+
An injured
+
Administrator
Snatcher!  Protect the children!
+
Clerk
the breath.
+
Engineer
the fire.
+
Soap Maker
the dragonfire.
+
Fishery Worker
hidden away here.
+
Stonecrafter
hurls
+
Metalcrafter
breathes
+
Armorer
breathe
+
Double Caged Unit
 +
unit contained in unit
 
  out thick strands of webbing
 
  out thick strands of webbing
 
  shoots
 
  shoots
 
  shoot
 
  shoot
 
  a ball of fire
 
  a ball of fire
Receive job pay: NULL JOB
+
hurls
Double Caged Unit
+
hurl
unit contained in unit
+
freezing to death
 +
being frozen solid
 
freezing
 
freezing
 
being incinerated
 
being incinerated
 
blistering
 
blistering
 
You are  
 
You are  
southwestern
+
Receive job pay: NULL JOB
northwestern
+
very strong
There is nothing to catch in the
+
mighty
There is nothing to catch in
+
unbelievably strong
southern
+
You are melting!
northern
+
burning to death
southeastern
+
burning alive
northeastern
+
on fire
eerie cavern
+
agile
magma sea
+
very agile
cavern
+
extremely agile
central
+
amazingly agile
has gone berserk!
+
weak
has gone stark raving mad!
+
very weak
is stricken by melancholy!
+
unquestionably weak
swamps
+
unfathomably weak
has imposed a ban on certain exports.
+
tough
has a new demand.
+
quite durable
has forgotten a demand.
+
incredibly tough
has stopped responding to the world...
+
basically unbreakable
caught in a lava mist!
+
clumsy
caught in a cloud of
+
quite clumsy
has altered the prices of goods.
+
totally clumsy
has mandated the construction of certain goods.
+
abysmally clumsy
caught in a pool of magma!
+
slow to tire
caught in a pool of lava!
+
very slow to tire
caught in a burst of steam!
+
indefatigable
caught in dragonfire!
+
absolutely inexhaustible
transformed into a
+
flimsy
You have
+
very flimsy
You have learned the power "
+
remarkably flimsy
regain
+
shockingly fragile
over.
+
quick to heal
falls
+
quite quick to heal
completely free of the web.
+
incredibly quick to heal
partially free of the web.
+
possessed of amazing recuperative powers
consciousness.
+
quick to tire
regains
+
very quick to tire
feeling sluggish!
+
extremely quick to tire
partially paralyzed!
+
truly quick to tire
fully overcome the paralysis.
+
rarely sick
completely paralyzed!
+
very rarely sick
into the ocean wave
+
almost never sick
vomits
+
virtually never sick
partially overcome the paralysis.
+
slow to heal
numb!
+
very slow to heal
into the flames
+
really slow to heal
into the dragonfire
+
shockingly slow to heal
into the lava mist
+
The rest of the vomit burns away in the magma.
into the  
 
 
The vomit burns away in the lava.
 
The vomit burns away in the lava.
 
The rest of the vomit burns away in the lava.
 
The rest of the vomit burns away in the lava.
 
  into the sea foam
 
  into the sea foam
 
  and bits of it get stuck in the web
 
  and bits of it get stuck in the web
The vomit disappears into the water.
+
into the flames
The rest of the vomit disappears into the water.
+
into the dragonfire
The vomit burns away in the magma.
+
into the lava mist
The rest of the vomit burns away in the magma.
+
The rest of the vomit splatters into the shallow puddle of water.
 
The vomit falls away into the underworld.
 
The vomit falls away into the underworld.
 
The rest of the vomit falls away into the underworld.
 
The rest of the vomit falls away into the underworld.
 
The vomit falls away into the chasm.
 
The vomit falls away into the chasm.
 
The rest of the vomit falls away into the chasm.
 
The rest of the vomit falls away into the chasm.
the absolute inability to focus
+
The vomit disappears into the water.
the ability to focus
+
The rest of the vomit disappears into the water.
very good focus
+
The vomit burns away in the magma.
a great ability to focus
+
to the ground from over-exertion.
an unbreakable will
+
collapses and falls
poor focus
+
collapse and fall
quite poor focus
+
out from exhaustion.
really poor focus
+
no longer stunned.
absolutely no willpower
+
retches
willpower
+
retch
a lot of willpower
+
The vomit splatters into the shallow puddle of water.
an iron will
+
the name
a boundless creative imagination
+
have given a resident
little willpower
+
training!
a large deficit of willpower
+
forgotten
next to no willpower
+
reverted to a wild state!
next to no creative talent
+
in to pain.
good creativity
+
gives
very good creativity
+
give
great creativity
+
has given birth to
uncanny intuition
+
surroundings again.
meager creativity
+
is aware of
poor creativity
+
has climbed out of depression.
lousy creativity
+
has calmed down.
horrible intuition
+
has left the martial trance.
good intuition
+
is no longer enraged.
very good intuition
+
has grown to become a
great intuition
+
  "I'll live to fight another day!"
absolutely boundless patience
+
  "You will not stand between me and
bad intuition
+
was spotted sneaking around!
very bad intuition
+
An ambush!  Drive them out!
lousy intuition
+
The wilds are turning on us!  Curse these lands!
no patience at all
+
Horrors!  Demons in the deep!
a sum of patience
+
is unable to break
a great deal of patience
+
are unable to break
a deep well of patience
+
Snatcher!  Protect the children!
an astonishing memory
+
!  Drive it away!
a shortage of patience
+
An ambush!  Curse them!
little patience
+
An ambush!  Curse all friends of nature!
very little patience
+
An ambush!  Skulking vermin!
little memory to speak of
+
Thief!  Protect the hoard from skulking filth!
a good memory
+
Cavern dwellers!  Send them back to the darkness!
a great memory
+
Intruders!  Drive them away!
an amazing memory
+
breathes
an astonishing ability with languages and words
+
breathe
an iffy memory
+
the breath.
a poor memory
+
the fire.
a really bad memory
+
the dragonfire.
difficulty with words and language
+
hidden away here.
a way with words
+
has sprung from ambush!
a natural inclination toward language
+
An injured
a great affinity for language
+
a good spatial sense
 +
a great feel for the surrounding space
 +
an amazing spatial sense
 
a stunning feel for spatial relationships
 
a stunning feel for spatial relationships
 
a little difficulty with words
 
a little difficulty with words
 
little linguistic ability
 
little linguistic ability
 
very little linguistic ability
 
very little linguistic ability
no sense for spatial relationships
+
difficulty with words and language
a good spatial sense
+
a feel for music
a great feel for the surrounding space
+
a natural ability with music
an amazing spatial sense
+
a great musical sense
 
an astonishing knack for music
 
an astonishing knack for music
 
a questionable spatial sense
 
a questionable spatial sense
 
poor spatial senses
 
poor spatial senses
 
an atrocious spatial sense
 
an atrocious spatial sense
burning alive
+
no sense for spatial relationships
on fire
+
a very good sense of the position of
freezing to death
+
a great kinesthetic sense
being frozen solid
+
own body
unbelievably strong
+
an astounding feel for the position of
You are melting!
+
an iffy sense for music
burning to death
+
little natural inclination toward music
unquestionably weak
+
next to no natural musical ability
unfathomably weak
+
absolutely no feel for music at all
very strong
+
a very good sense of empathy
mighty
+
a great sense of empathy
extremely agile
+
an absolutely remarkable sense of others' emotions
amazingly agile
+
a meager kinesthetic sense
very weak
+
a poor kinesthetic sense
totally clumsy
+
a very clumsy kinesthetic sense
abysmally clumsy
+
an unbelievably atrocious sense of the position of
very agile
+
a good kinesthetic sense
incredibly tough
+
a very good feel for social relationships
basically unbreakable
+
a great feel for social relationships
clumsy
+
a shockingly profound feel for social relationships
quite clumsy
+
poor empathy
remarkably flimsy
+
a very bad sense of empathy
shockingly fragile
+
next to no empathy
quite durable
+
the utter inability to judge others' emotions
indefatigable
+
an ability to read emotions fairly well
absolutely inexhaustible
+
Attend Parley
flimsy
+
Conduct Meeting
very flimsy
+
Return Treasure
extremely quick to tire
+
a meager ability with social relationships
truly quick to tire
+
a poor ability to manage or understand social relationships
slow to tire
+
a lack of understanding of social relationships
very slow to tire
+
an absolute inability to understand social relationships
incredibly quick to heal
+
a good feel for social relationships
possessed of amazing recuperative powers
+
(does not exist)
quick to tire
+
(cannot individually drill)
very quick to tire
+
(no activity)
really slow to heal
+
(improper barracks)
shockingly slow to heal
+
(no barracks)
quick to heal
+
(activity cancelled)
quite quick to heal
+
New Arrival
almost never sick
+
Attend Meeting
virtually never sick
+
(no patrol route)
slow to heal
+
(not in squad)
very slow to heal
+
(no burrow)
really susceptible to disease
+
(no reachable valid target)
stunningly susceptible to disease
+
(invalid location)
rarely sick
+
(unreachable location)
very rarely sick
+
(improper building)
 +
(no archery target)
 +
a sharp intellect
 +
great analytical abilities
 
awesome intellectual powers
 
awesome intellectual powers
 +
but
 
susceptible to disease
 
susceptible to disease
 
quite susceptible to disease
 
quite susceptible to disease
a stunning lack of analytical ability
+
really susceptible to disease
a good intellect
+
stunningly susceptible to disease
a sharp intellect
+
very good focus
great analytical abilities
+
a great ability to focus
 
unbreakable focus
 
unbreakable focus
 
poor analytical abilities
 
poor analytical abilities
 
very bad analytical abilities
 
very bad analytical abilities
 
a lousy intellect
 
a lousy intellect
Wrapped around
+
a stunning lack of analytical ability
Multigrasp
+
a good intellect
Hauled
+
a lot of willpower
Hidden
+
an iron will
Right shoulder
+
an unbreakable will
Sewn into
+
poor focus
Stuck in
+
quite poor focus
Strapped to  
+
really poor focus
releases
+
the absolute inability to focus
pulls out and
+
the ability to focus
On head
+
good creativity
Left shoulder
+
very good creativity
Unit has misaligned body modifiers.  Adjusting.
+
great creativity
caste(s)
+
a boundless creative imagination
Creature caste outside of creature caste bounds:
+
little willpower
Acceptable Fish Liquid Flood Overflow
+
a large deficit of willpower
Acceptable Liquid Flood Overflow
+
next to no willpower
Your miners have defaced a
+
absolutely no willpower
Unit has misaligned bp modifiers.  Adjusting.
+
good intuition
's mandates have ended.
+
very good intuition
's mandate has ended.
+
great intuition
skids along the ground
+
uncanny intuition
takes the full force of the impact
+
meager creativity
a glob of  
+
poor creativity
a cloud of  
+
lousy creativity
path fail:
+
next to no creative talent
upon a  
+
a sum of patience
has bestowed the name
+
a great deal of patience
raises a high fever in
+
a deep well of patience
sucks the wind out of
+
absolutely boundless patience
You have disturbed the sleep of the dead!
+
bad intuition
has grown attached to a  
+
very bad intuition
paralyzes
+
lousy intuition
causes a spell of dizziness in
+
horrible intuition
inflicts excruciating pain upon
+
a good memory
convulse and retch
+
a great memory
  has risen and is haunting the fortress!
+
an amazing memory
  is throwing a tantrum, possessed by
+
an astonishing memory
batters
+
a shortage of patience
 +
little patience
 +
very little patience
 +
no patience at all
 +
a way with words
 +
a natural inclination toward language
 +
a great affinity for language
 +
an astonishing ability with languages and words
 +
an iffy memory
 +
a poor memory
 +
a really bad memory
 +
little memory to speak of
 +
  can be heard howling throughout the fortress!
 +
  is throwing objects around the fortress!
 
  toppled by  
 
  toppled by  
 
  is to blame!
 
  is to blame!
 
  has been misplaced.  No doubt  
 
  has been misplaced.  No doubt  
 
  is following  
 
  is following  
A sadistic ghost.
+
  has risen and is haunting the fortress!
A murderous ghost.
+
  is throwing a tantrum, possessed by
  can be heard howling throughout the fortress!
+
An energetic poltergeist.
  is throwing objects around the fortress!
+
A secretive poltergeist.
 
A howling spirit.  The ceaseless noise is making sleep difficult.
 
A howling spirit.  The ceaseless noise is making sleep difficult.
 
A moaning spirit returned from the dead.  It will generally trouble one unfortunate at a time.
 
A moaning spirit returned from the dead.  It will generally trouble one unfortunate at a time.
 
An angry ghost.
 
An angry ghost.
 
A violent ghost.
 
A violent ghost.
absolutely no feel for music at all
+
A sadistic ghost.
a feel for music
+
A murderous ghost.
a natural ability with music
+
died in a cage.
a great musical sense
+
have
an astounding feel for the position of
+
effects, expected at least
an iffy sense for music
+
Syndrome has only
little natural inclination toward music
+
  This spirit has not been properly memorialized or buried.
next to no natural musical ability
+
A forlorn haunt, seeking out known locations or drifting around the place of death.
a good kinesthetic sense
+
A restless haunt, generally troubling past acquaintances and relatives.
a very good sense of the position of  
+
A troublesome poltergeist.
a great kinesthetic sense
+
burned up in magma.
own body
+
drowned.
a meager kinesthetic sense
+
died of thirst.
a poor kinesthetic sense
+
starved to death.
a very clumsy kinesthetic sense
+
died in the dark.
an unbelievably atrocious sense of the position of
+
been scared to death
an ability to read emotions fairly well
+
died of old age.
a very good sense of empathy
+
fallen into a deep chasm.
a great sense of empathy
+
been encased in cooling magma.
an absolutely remarkable sense of others' emotions
+
been encased in cooling lava.
poor empathy
+
died in the heat.
a very bad sense of empathy
+
solidified.
next to no empathy
+
condensed.
the utter inability to judge others' emotions
+
melted.
a good feel for social relationships
+
boiled.
a very good feel for social relationships
+
burned up in dragon fire.
a great feel for social relationships
+
been killed by falling rocks.
a shockingly profound feel for social relationships
+
been crushed under the collapsing ceiling.
a meager ability with social relationships
+
been crushed by a drawbridge.
a poor ability to manage or understand social relationships
+
burned up in a magma mist.
a lack of understanding of social relationships
+
been scalded to death.
an absolute inability to understand social relationships
+
burned to death.
Attend Meeting
+
frozen to death.
Attend Parley
+
been encased in ice.
Conduct Meeting
+
been hacked to pieces.
Return Treasure
+
been scuttled.
(improper barracks)
+
been slaughtered.
(no barracks)
+
been struck down.
(activity cancelled)
+
suffocated.
New Arrival
+
succumbed to infection.
(no archery target)
+
bled to death.
(does not exist)
+
been shot and killed.
(cannot individually drill)
+
been fed to beasts.
(no activity)
+
been burned alive.
(no reachable valid target)
+
been executed by drowning.
(invalid location)
+
been executed by being left out in the air.
(unreachable location)
+
been buried alive.
(improper building)
+
been crucified.
(no reachable point on route)
+
been beheaded.
  (no patrol route)
+
been executed.
  (not in squad)
+
  (location no longer in zone)
  (no burrow)
+
  (cannot leave site)
 +
  (no item)
 
  (no library)
 
  (no library)
 
  (no temple)
 
  (no temple)
 
  (invalid order)
 
  (invalid order)
 
  (not following order)
 
  (not following order)
  (cannot follow order)
+
  (no reachable point on route)
(location no longer in zone)
+
Hauled
(cannot leave site)
+
Hidden
(no item)
 
 
In Mouth
 
In Mouth
 
Null Precise Civ Equipment Link:  
 
Null Precise Civ Equipment Link:  
 
A diplomat could not complete a meeting and has left unhappy.
 
A diplomat could not complete a meeting and has left unhappy.
been found boiled.
+
(Chained)
been found dead, badly burned.
+
(Caged)
been found dead, drowned.
+
(cannot follow order)
 +
On head
 +
Left shoulder
 +
Right shoulder
 +
Sewn into
 +
Stuck in
 +
Strapped to
 +
Wrapped around
 +
Multigrasp
 +
Your miners have defaced a
 +
Unit has misaligned bp modifiers.  Adjusting.
 +
Unit has misaligned body modifiers.  Adjusting.
 +
caste(s)
 +
Creature caste outside of creature caste bounds:
 +
drops
 +
releases
 +
pulls out and
 +
a cloud of
 +
path fail:
 +
's mandates have ended.
 +
's mandate has ended.
 +
skids along the ground
 +
takes the full force of the impact
 +
Acceptable Fish Liquid Flood Overflow
 +
Acceptable Liquid Flood Overflow
 +
a glob of
 +
You have disturbed the sleep of the dead!
 +
has grown attached to a
 +
upon a
 +
has bestowed the name
 +
batters
 +
stuns
 +
paralyzes
 +
causes a spell of dizziness in
 +
inflicts excruciating pain upon
 +
convulse and retch
 +
raises a high fever in
 +
sucks the wind out of
 +
collapsed.
 +
vanished.
 +
been killed by a flying object.
 +
been killed by a vehicle.
 +
been killed by a trap.
 +
been murdered by
 +
been drained of blood by
 +
been drained of blood
 
been found dead, dehydrated.
 
been found dead, dehydrated.
 +
been found, starved to death.
 +
been found dead, contorted in fear!
 +
been found dead.
 +
leapt from a great height.
 +
been put to rest.
 +
been impaled on spikes.
 +
died after colliding with an obstacle.
 +
been found dead, badly crushed.
 
been found dead, frozen.
 
been found dead, frozen.
 
been found solidified.
 
been found solidified.
 
been found condensed.
 
been found condensed.
 
been found melted.
 
been found melted.
was seen being passed to a thief!
+
been found boiled.
been found dead, completely drained of blood!
+
been found dead, badly burned.
been found scuttled.
+
been found dead, drowned.
been found dead, badly crushed.
+
<pro_obj>
 
<pro_sub>
 
<pro_sub>
 
  is missing from its proper place!
 
  is missing from its proper place!
 
  has been moved from its proper place!
 
  has been moved from its proper place!
 
  was seen being stolen!
 
  was seen being stolen!
<pro_pos>
+
was seen being passed to a thief!
<pro_obj>
+
been found dead, completely drained of blood!
You reorganize your possessions.
+
been found scuttled.
 
  possessions.
 
  possessions.
 
  reorganizes  
 
  reorganizes  
A restless haunt, generally troubling past acquaintances and relatives.
+
You reorganize your possessions.
A troublesome poltergeist.
+
They look sick suddenly.
An energetic poltergeist.
+
It makes them look even more sick.
A secretive poltergeist.
+
eats the
  have
+
  drinks the
in play interaction
+
<pro_pos>
  This spirit has not been properly memorialized or buried.
+
 
A forlorn haunt, seeking out known locations or drifting around the place of death.
+
 
been scared to death
+
save/current/unit-
died of old age.
+
unit-
fallen into a deep chasm.
+
Expected unit file missing or corrupted:
died in a cage.
+
Outdated unit file ignored:
drowned.
+
smooth
died of thirst.
+
 
starved to death.
+
 
died in the dark.
+
Hotkeys
melted.
+
Slice
boiled.
+
You can recenter on the locations of the announcements. You may also toggle pausing when there is a new announcement.
burned up in dragon fire.
+
Toggle auto-pause on new report.
burned up in magma.
+
 
been encased in cooling lava.
+
 
died in the heat.
+
Opposed to life
solidified.
+
Undead
condensed.
+
Diplomat /
burned to death.
+
Invader
frozen to death.
+
Visitor
been encased in ice.
+
Guest /
been encased in cooling magma.
+
Underworld
been crushed under the collapsing ceiling.
+
Friendly
been crushed by a drawbridge.
+
Sort units by job.
burned up in a magma mist.
+
Sort units by profession name.
been scalded to death.
+
Sort units by stress level.
succumbed to infection.
+
Stress
bled to death.
+
Close
been shot and killed.
+
Sort units by skills.
been killed by falling rocks.
+
Wild Animal
been scuttled.
+
Missing
been slaughtered.
+
Well-trained
been struck down.
+
Chained Prisoner
suffocated.
+
Expertly trained
been crucified.
+
Skillfully trained
been beheaded.
+
Masterfully trained
been executed.
+
Exceptionally trained
been hacked to pieces.
+
Specialization button
been burned alive.
+
Happiness indicator
been executed by drowning.
+
Agitated Chained Creature
been executed by being left out in the air.
+
Agitated Caged Creature
been buried alive.
+
Caged Guest
been murdered by
+
Agitated Wilderness Creature
been drained of blood by
+
Uninvited Guest
been drained of blood
+
Chained Guest
been fed to beasts.
+
Caged Prisoner
vanished.
+
Current Resident
been killed by a flying object.
+
Recenter button
been killed by a vehicle.
+
Occupations/Work Details
been killed by a trap.
+
Tame (Small)
been put to rest.
+
Unit sheet button
been impaled on spikes.
+
Wild Animal (Small)
died after colliding with an obstacle.
+
Filter the unit list by name or job.
collapsed.
+
NULL UNIT! WHY?
been found, starved to death.
+
Cat
been found dead, contorted in fear!
+
Sort units by name.
been found dead.
+
Prof
leapt from a great height.
+
Sort units by profession category.
save/current/unit-
+
 
Outdated unit file ignored:
+
 
Expected unit file missing or corrupted:
+
shape
 +
color
 
color_pattern
 
color_pattern
 +
tissue_template
 
material_template
 
material_template
 +
creature_variation
 +
body_detail_plan
 +
Duplicate Object:
 +
creaturebody
 +
inorganic
 
entity
 
entity
 +
creaturebodygloss
 
translation
 
translation
text_set
 
failed vermin colony deletion
 
Generating world using parameter set
 
tissue_template
 
body_detail_plan
 
creature_variation
 
interaction
 
 
Null unit chunk on export
 
Null unit chunk on export
 +
Creature Seed:
 +
has drifted nearby!
 
A cloud of  
 
A cloud of  
has drifted nearby!
+
It is snowing
 
It is raining  
 
It is raining  
 +
Spring has arrived!
 +
The wet season has arrived!
 +
text_set
 +
interaction
 +
failed vermin colony deletion
 +
sound
 
  Seed:  
 
  Seed:  
 +
Generating world using parameter set
 +
Name Seed:
 
  History Seed:  
 
  History Seed:  
Name Seed:
 
Creature Seed:
 
It is now summer.
 
Summer has arrived on the calendar.
 
The dry season has come.
 
Autumn has come.
 
It is snowing
 
The wet season has arrived!
 
Spring has arrived!
 
Spring has arrived on the calendar.
 
 
  masterfully!
 
  masterfully!
 +
improved
 +
This work of art is a
 
This artwork appears on  
 
This artwork appears on  
This work of art is a
+
and was crafted in
 
This artwork appears on a  
 
This artwork appears on a  
 +
on the front of
 +
This artwork appears
 +
It is now summer.
 +
Spring has arrived on the calendar.
 +
The dry season has come.
 +
Summer has arrived on the calendar.
 
Autumn has arrived on the calendar.
 
Autumn has arrived on the calendar.
 +
Autumn has come.
 +
Winter has arrived on the calendar.
 
Winter is upon you.
 
Winter is upon you.
Winter has arrived on the calendar.
+
: NULL job on building load
  improved
+
: NULL subord on building load
This engraving appears on a floor
+
: NULL master on building load
This engraving appears on a wall
+
Something has collapsed on the surface!
  somewhere
+
Site Map: Extra Item Occupancy
This artwork is a
+
After a polite discussion with local rivals,
and was crafted in
+
A section of the cavern has collapsed!
This artwork appears
+
Missing Color Definition
on the front of  
+
Missing Translation Definition
on the back of  
+
Missing Color Pattern Definition
 +
Missing Shape Definition
 +
Missing Interaction Definition:
 +
Missing Reaction Definition
 +
Missing Sound Definition:
 +
Missing Music Definition:
 +
in the depths
 +
very near
 +
inaccessible from here
 +
aboveground
 +
A snow storm has come.
 +
The weather has cleared.
 +
Load Game: Invalid Job ID Number,
 +
It has started raining.
 +
  has claimed the position of
 +
After a polite discussion with a local rival,
 +
, looks to your thriving economy for its future prosperity and has been incorporated into your holdings.
 +
succession traveler placed out of bounds
 +
, being the rightful heir, has inherited the position of
 +
, looks to your thriving economy for its future prosperity.
 +
has been elected to the position of  
 +
has been appointed to the position of  
 +
Load Game: Invalid Proj ID Number
 +
Unloaded
 +
Load Game: Invalid Unit Chunk ID Number
 +
Load Game: Invalid Schedule ID Number
 +
Load Game: Invalid Hist Figure ID Number
 +
Load Game: Invalid Art Image Chunk ID Number
 +
Load Game: Invalid Hist Event Collection ID Number
 +
Load Game: Invalid Hist Event ID Number
 +
Load Game: Invalid Item ID Number,
 +
Load Game: Invalid Unit ID Number,
 +
Load Game: Invalid Nemesis ID Number,
 +
Load Game: Invalid Entity ID Number
 +
Load Game: Invalid Machine ID Number
 +
Load Game: Invalid Building ID Number,
 +
Load Game: Invalid Artifact ID Number,
 +
Load Game: Invalid Flow Guide ID Number
 +
Load Game: Invalid Army ID Number
 +
Load Game: Invalid Vehicle ID Number
 +
Load Game: Invalid Army Tracking Info ID Number
 +
Load Game: Invalid Army Controller ID Number
 +
Load Game: Invalid Agreement ID Number
 +
Load Game: Invalid Cultural Identity ID Number
 +
Load Game: Invalid Musical Form ID Number
 +
Load Game: Invalid Poetic Form ID Number
 +
Load Game: Invalid Formation ID Number
 +
Load Game: Invalid Squad ID Number
 +
Load Game: Invalid Interaction Instance ID Number
 +
Load Game: Invalid Activity ID Number
 +
Load Game: Invalid Identity ID Number
 +
Load Game: Invalid Written Content ID Number
 +
Load Game: Invalid Crime ID Number
 +
Load Game: Invalid Incident ID Number
 
On the coin's back  
 
On the coin's back  
 +
On the front of the coin
 +
on the floor
 
Engraved  
 
Engraved  
on the floor
+
It
 
on the wall  
 
on the wall  
 +
fine
 +
is a
 +
This engraving appears on a floor
 +
on the back of
 +
somewhere
 +
This engraving appears on a wall
 
It is a
 
It is a
 +
This artwork is a
 +
On the item
 
The item  
 
The item  
On the item
+
The image
On the front of the coin
+
during
 +
was commissioned by
 +
is the symbol of
 +
objects/language_*.txt
 +
objects/
 +
objects/music_*.txt
 +
objects/text_*.txt
 
[LPAGE:ART_IMAGE:
 
[LPAGE:ART_IMAGE:
 +
rendition of
 +
finely-designed
 
  well-designed
 
  well-designed
finely-designed
+
n exceptionally designed
 
  superiorly designed
 
  superiorly designed
rendition of
+
The artwork relates to  
Duplicate Object:
 
inorganic
 
creaturebody
 
creaturebodygloss
 
a day's travel
 
nearly a day's travel
 
a half day's travel
 
, being the rightful heir, has inherited the position of
 
has been appointed to the position of
 
has been elected to the position of
 
very near
 
The weather has cleared.
 
A snow storm has come.
 
It has started raining.
 
Load Game: Invalid Job ID Number,
 
a short walk
 
in the depths
 
aboveground
 
inaccessible from here
 
Load Game: Invalid Building ID Number,
 
Load Game: Invalid Machine ID Number
 
Load Game: Invalid Flow Guide ID Number
 
Load Game: Invalid Artifact ID Number,
 
Load Game: Invalid Unit ID Number,
 
Load Game: Invalid Item ID Number,
 
Load Game: Invalid Entity ID Number
 
Load Game: Invalid Nemesis ID Number,
 
Load Game: Invalid Art Image Chunk ID Number
 
Load Game: Invalid Hist Figure ID Number
 
Load Game: Invalid Hist Event ID Number
 
Load Game: Invalid Hist Event Collection ID Number
 
Unloaded
 
Load Game: Invalid Proj ID Number
 
Load Game: Invalid Schedule ID Number
 
Load Game: Invalid Unit Chunk ID Number
 
Load Game: Invalid Written Content ID Number
 
Load Game: Invalid Identity ID Number
 
Load Game: Invalid Incident ID Number
 
Load Game: Invalid Crime ID Number
 
Load Game: Invalid Squad ID Number
 
Load Game: Invalid Formation ID Number
 
Load Game: Invalid Activity ID Number
 
Load Game: Invalid Interaction Instance ID Number
 
Load Game: Invalid Cultural Identity ID Number
 
Load Game: Invalid Agreement ID Number
 
Load Game: Invalid Poetic Form ID Number
 
Load Game: Invalid Musical Form ID Number
 
Load Game: Invalid Vehicle ID Number
 
Load Game: Invalid Army ID Number
 
Load Game: Invalid Army Controller ID Number
 
Load Game: Invalid Army Tracking Info ID Number
 
Load Game: Invalid Belief System ID Number
 
Load Game: Invalid Image Set ID Number
 
Load Game: Invalid Divination Set ID Number
 
has engraved a masterpiece!
 
Load Game: Invalid Dance Form ID Number
 
Load Game: Invalid Scale ID Number
 
Load Game: Invalid Rhythm ID Number
 
Load Game: Invalid Occupation ID Number
 
The image
 
is the symbol of
 
was commissioned by
 
objects/
 
n exceptionally designed
 
 
  masterfully designed
 
  masterfully designed
The artwork relates to
 
during
 
objects/descriptor_shape_*.txt
 
objects/descriptor_color_*.txt
 
objects/descriptor_pattern_*.txt
 
objects/material_template_*.txt
 
objects/language_*.txt
 
objects/text_*.txt
 
objects/music_*.txt
 
objects/sound_*.txt
 
 
objects/building_*.txt
 
objects/building_*.txt
 +
objects/item_*.txt
 +
objects/body_*.txt
 
objects/b_detail_plan_*.txt
 
objects/b_detail_plan_*.txt
objects/body_*.txt
+
objects/creature_*.txt
 
objects/c_variation_*.txt
 
objects/c_variation_*.txt
 +
objects/reaction_*.txt
 +
objects/entity_*.txt
 +
objects/descriptor_shape_*.txt
 +
objects/sound_*.txt
 +
objects/descriptor_pattern_*.txt
 +
objects/descriptor_color_*.txt
 
objects/inorganic_*.txt
 
objects/inorganic_*.txt
 +
objects/material_template_*.txt
 +
objects/tissue_template_*.txt
 
objects/plant_*.txt
 
objects/plant_*.txt
objects/tissue_template_*.txt
 
objects/item_*.txt
 
Missing Text Set Definition:
 
Missing Material Template:
 
Missing Inorganic Gloss:
 
Missing Plant Gloss:
 
objects/creature_*.txt
 
objects/entity_*.txt
 
objects/reaction_*.txt
 
objects/interaction_*.txt
 
 
Missing Creature Body Definition:  
 
Missing Creature Body Definition:  
 +
Missing Body Detail Plan:
 +
Missing Creature Variation:
 
Missing Creature Body Gloss Definition
 
Missing Creature Body Gloss Definition
Missing Creature Variation:
+
Missing Entity Definition
 
Missing Creature Definition:  
 
Missing Creature Definition:  
 +
Missing Symbol Definition
 +
Missing Word Definition
 +
Missing Text Set Definition:
 +
objects/interaction_*.txt
 +
Missing Inorganic Gloss:
 +
Missing Material Template:
 
Missing Tissue Template:  
 
Missing Tissue Template:  
 +
Missing Plant Gloss:
 +
Missing Building Definition:
 
Missing Item Definition:  
 
Missing Item Definition:  
Missing Building Definition:
+
castle courtyard
Missing Body Detail Plan:
+
castle tower
Missing Color Definition
+
<owner_hfid>
Missing Shape Definition
+
</owner_hfid>
Missing Color Pattern Definition
 
Missing Reaction Definition
 
Missing Entity Definition
 
Missing Word Definition
 
Missing Symbol Definition
 
Missing Translation Definition
 
: NULL job on building load
 
: NULL master on building load
 
: NULL subord on building load
 
Site Map:  Extra Item Occupancy
 
Missing Interaction Definition:
 
Missing Music Definition:
 
Missing Sound Definition:
 
has claimed the position of
 
succession traveler placed out of bounds
 
, looks to your thriving economy for its future prosperity and has been incorporated into your holdings.
 
, looks to your thriving economy for its future prosperity.
 
Something has collapsed on the surface!
 
A section of the cavern has collapsed!
 
After a polite discussion with local rivals,
 
After a polite discussion with a local rival,
 
<artifacts>
 
<artifact>
 
<item>
 
</name_string>
 
 
</site>
 
</site>
 +
</site_properties>
 +
<world_constructions>
 
</sites>
 
</sites>
<world_constructions>
+
<site>
</world_constructions>
+
<sites>
 +
<rectangle>
 +
</rectangle>
 +
</structures>
 +
<structures>
 +
castle wall
 +
<site_properties>
 
<page_written_content_id>
 
<page_written_content_id>
 +
</page_written_content_id>
 +
<writing_written_content_id>
 
</writing_written_content_id>
 
</writing_written_content_id>
<writing_written_content_id>
+
</abs_tile_x>
 
</item>
 
</item>
 +
</abs_tile_y>
 +
<abs_tile_x>
 +
<artifacts>
 +
</world_constructions>
 +
<item>
 +
<artifact>
 
<name_string>
 
<name_string>
 +
</name_string>
 +
<page_number>
 
</page_number>
 
</page_number>
<page_number>
 
</page_written_content_id>
 
</abs_tile_z>
 
<abs_tile_z>
 
</structure_local_id>
 
<structure_local_id>
 
</abs_tile_x>
 
<abs_tile_x>
 
</abs_tile_y>
 
<abs_tile_y>
 
 
<historical_figures>
 
<historical_figures>
 +
</artifacts>
 +
</race>
 
<historical_figure>
 
<historical_figure>
</race>
+
</caste>
 
<race>
 
<race>
 +
</appeared>
 +
<caste>
 +
</abs_tile_z>
 +
<abs_tile_y>
 +
</structure_local_id>
 +
<abs_tile_z>
 
</holder_hfid>
 
</holder_hfid>
 +
<structure_local_id>
 +
</artifact>
 
<holder_hfid>
 
<holder_hfid>
</artifact>
 
</artifacts>
 
</birth_year>
 
<birth_year>
 
</birth_seconds72>
 
<birth_seconds72>
 
</caste>
 
<caste>
 
</appeared>
 
<appeared>
 
 
<deity/>
 
<deity/>
 +
<death_seconds72>
 +
<animated/>
 
<force/>
 
<force/>
<animated/>
+
</associated_type>
 
<ghost/>
 
<ghost/>
 +
<vague_relationship>
 +
<associated_type>
 +
</birth_year>
 +
<appeared>
 +
</birth_seconds72>
 +
<birth_year>
 
</death_year>
 
</death_year>
 +
<birth_seconds72>
 +
</death_seconds72>
 
<death_year>
 
<death_year>
</death_seconds72>
+
Night creature!
<death_seconds72>
+
Night creatures!
<war_buddy/>
+
You feel uneasy.
<jealous_obsession/>
+
Ambush!
<jealous_relationship_grudge/>
+
You failed to compose anything.
<scholar_buddy/>
+
You have composed
</associated_type>
+
You have written
<associated_type>
+
You have authored
<vague_relationship>
+
Load Game: Invalid Scale ID Number
<childhood_friend/>
+
Load Game: Invalid Dance Form ID Number
<religious_persecution_grudge/>
+
Load Game: Invalid Occupation ID Number
<grudge/>
+
Load Game: Invalid Rhythm ID Number
<persecution_grudge/>
+
Load Game: Invalid Image Set ID Number
<supernatural_grudge/>
+
Load Game: Invalid Belief System ID Number
<artistic_buddy/>
+
has engraved a masterpiece!
<athlete_buddy/>
+
Load Game: Invalid Divination Set ID Number
<atheletic_rival/>
+
You have discovered a downward passage.
<business_rival/>
+
You have discovered a cave entrance.
 +
You have discovered a magma pool.
 +
You have discovered a deep pit.
 +
!  Praise the miners!
 +
You have discovered a volcano.
 +
You have found a curious underground structure.
 +
You have discovered an unusual volcanic wall studded with gems.
 +
save/current/site-
 +
You failed to write anything.
 
NULL artifact on site adoption, skipping
 
NULL artifact on site adoption, skipping
 +
site-
 +
You have discovered an expansive cavern deep underground.
 
You have discovered a river.
 
You have discovered a river.
You have discovered an expansive cavern deep underground.
+
You have discovered an eerie cavern. The air above the dark stone floor is alive with vortices of purple light and dark, boiling cloudsSeemingly bottomless glowing pits mark the surface.
save/current/site-
 
You have discovered a deep pit.
 
You have discovered a magma pool.
 
You have discovered a volcano.
 
! Praise the miners!
 
 
You have discovered a great magma sea.
 
You have discovered a great magma sea.
You have discovered an eerie cavernThe air above the dark stone floor is alive with vortices of purple light and dark, boiling clouds.  Seemingly bottomless glowing pits mark the surface.
+
Dungeon Floodfill Overflow 4
You have discovered a cave entrance.
+
Dungeon Floodfill Overflow 3
You have discovered a downward passage.
+
The impertinent vegetation has defaced a
 +
Dungeon Flood Fill Overflow 2
 +
A foolish builder defaced a
 +
A careless farmer has defaced a
 +
ivory/tooth
 +
have marriedCongratulations!
 +
column update out of bounds:
 +
You have struck
 +
The falling debris has defaced a  
 
Evaluate Wagon Edge Access Overflow
 
Evaluate Wagon Edge Access Overflow
The falling debris has defaced a
 
 
corrupt feature population
 
corrupt feature population
You have discovered an unusual volcanic wall studded with gems.
+
Dungeon Floodfill Overflow
You have found a curious underground structure.
 
You have struck
 
column update out of bounds:
 
Dungeon Flood Fill Overflow 2
 
The impertinent vegetation has defaced a
 
A careless farmer has defaced a
 
A foolish builder defaced a
 
 
corrupt feature layer population
 
corrupt feature layer population
Dungeon Floodfill Overflow
+
</regions>
Dungeon Floodfill Overflow 3
+
</region>
Dungeon Floodfill Overflow 4
+
<underground_region>
#NAAM?
 
<?xml version="1.0" encoding='CP437'?>
 
<df_world>
 
have married.  Congratulations!
 
ivory/tooth
 
unknown material
 
 
<underground_regions>
 
<underground_regions>
<underground_region>
+
<depth>
underworld
 
 
</depth>
 
</depth>
 +
</underground_regions>
 +
</underground_region>
 +
arena
 +
unknown material
 +
.xml
 +
-legends
 +
<df_world>
 +
<?xml version="1.0" encoding='CP437'?>
 +
<region>
 
<regions>
 
<regions>
<region>
+
florid
</region>
+
disjointed
</regions>
+
humorous
<site>
+
forceful
</rectangle>
 
<rectangle>
 
<structures>
 
<depth>
 
</underground_region>
 
</underground_regions>
 
<sites>
 
castle courtyard
 
</owner_hfid>
 
<owner_hfid>
 
</site_properties>
 
</structures>
 
<site_properties>
 
castle wall
 
castle tower
 
concise
 
sardonic
 
 
self indulgent
 
self indulgent
tender
+
puerile
 +
vicious
 
compassionate
 
compassionate
vicious
+
<form>
 +
<author_roll>
 +
<style>
 +
</form>
 +
cheerful
 +
meandering
 +
serious
 +
mechanical
 +
</written_content>
 
</style>
 
</style>
</written_content>
+
<poetic_forms>
 
</written_contents>
 
</written_contents>
<poetic_forms>
+
</description>
</poetic_forms>
 
<musical_forms>
 
<musical_form>
 
</musical_form>
 
 
<poetic_form>
 
<poetic_form>
</description>
+
</poetic_form>
 
<description>
 
<description>
</poetic_form>
+
sardonic
 +
concise
 +
rant
 +
witty
 +
</df_world>
 
</dance_forms>
 
</dance_forms>
</df_world>
+
clear glass gems
 
green glass gems
 
green glass gems
clear glass gems
+
has entered a martial trance!
 +
crystal glass gems
 +
has slipped into depression...
 +
is throwing a tantrum!
 +
<musical_forms>
 +
</poetic_forms>
 +
</musical_form>
 +
<musical_form>
 +
<dance_forms>
 
</musical_forms>
 
</musical_forms>
<dance_forms>
+
</dance_form>
 
<dance_form>
 
<dance_form>
</dance_form>
+
flounders
 +
flounder
 +
in the lava
 +
in the water
 +
push
 +
in the magma
 +
lose hold of the
 +
pushes
 +
is brawling under the influence!
 
  is stumbling around obliviously!
 
  is stumbling around obliviously!
is brawling under the influence!
+
eats
 
camp order missing parent -- unit will camp forever
 
camp order missing parent -- unit will camp forever
crystal glass gems
+
: site walker could not find walkable area
  has entered a martial trance!
+
  has guzzled some
is throwing a tantrum!
 
has slipped into depression...
 
 
You feed on  
 
You feed on  
flounder
 
flounders
 
in the water
 
has guzzled some
 
: site walker could not find walkable area
 
 
: site walker could not return to home zone
 
: site walker could not return to home zone
lose hold of the
+
<religious_persecution_grudge/>
loses hold of the
+
<business_rival/>
mount
+
<persecution_grudge/>
mounts
+
<grudge/>
in the lava
 
in the magma
 
push
 
pushes
 
dismount
 
dismounts
 
You fail to dismount in time.
 
You stand up.
 
You cannot mount
 
due to the presence of an existing rider.
 
You fail to mount
 
in time.
 
</breed_id>
 
<breed_id>
 
</historical_figure>
 
</historical_figures>
 
 
</vague_relationship>
 
</vague_relationship>
 +
<supernatural_grudge/>
 +
</ent_pop_id>
 
<adventurer/>
 
<adventurer/>
</ent_pop_id>
+
<war_buddy/>
<ent_pop_id>
+
<childhood_friend/>
 +
<jealous_relationship_grudge/>
 +
<jealous_obsession/>
 +
<artistic_buddy/>
 +
<scholar_buddy/>
 +
<atheletic_rival/>
 +
<athlete_buddy/>
 
<entities>
 
<entities>
 +
</entity_populations>
 +
</gives_precedence>
 
<honor>
 
<honor>
</gives_precedence>
+
<granted_to_everybody/>
 
<gives_precedence>
 
<gives_precedence>
 +
<required_skill>
 +
</required_skill>
 +
</breed_id>
 +
<ent_pop_id>
 +
</historical_figure>
 +
<breed_id>
 
<entity_populations>
 
<entity_populations>
 +
</historical_figures>
 +
</entity_population>
 
<entity_population>
 
<entity_population>
</entity_population>
+
</required_years>
</entity_populations>
+
<required_kills>
 +
</exempt_epid>
 +
<required_years>
 +
</exempt_former_epid>
 +
<exempt_epid>
 +
</honor>
 +
<exempt_former_epid>
 
<requires_any_melee_skill/>
 
<requires_any_melee_skill/>
 +
<requires_any_melee_or_ranged_skill/>
 +
</required_skill_ip_total>
 
<requires_any_ranged_skill/>
 
<requires_any_ranged_skill/>
</required_skill_ip_total>
+
</required_battles>
 
<required_skill_ip_total>
 
<required_skill_ip_total>
<granted_to_everybody/>
+
</required_kills>
</required_skill>
 
<required_skill>
 
<requires_any_melee_or_ranged_skill/>
 
</required_years>
 
<required_years>
 
</exempt_epid>
 
<exempt_epid>
 
</required_battles>
 
 
<required_battles>
 
<required_battles>
</required_kills>
 
<required_kills>
 
<historical_events>
 
</historical_events>
 
<historical_event_collections>
 
</historical_event_collections>
 
</exempt_former_epid>
 
<exempt_former_epid>
 
</honor>
 
</entities>
 
 
<written_contents>
 
<written_contents>
 +
</historical_eras>
 +
</title>
 
<written_content>
 
<written_content>
</title>
+
</author_hfid>
 
<title>
 
<title>
 +
</author_roll>
 +
<author_hfid>
 +
<historical_events>
 +
</entities>
 +
<historical_event_collections>
 +
</historical_events>
 
<historical_eras>
 
<historical_eras>
 +
</historical_event_collections>
 +
</historical_era>
 
<historical_era>
 
<historical_era>
</historical_era>
+
You fail to dismount in time.
</historical_eras>
+
dismounts
<form>
 
</form>
 
<style>
 
meandering
 
</author_hfid>
 
<author_hfid>
 
</author_roll>
 
<author_roll>
 
florid
 
forceful
 
humorous
 
puerile
 
cheerful
 
mechanical
 
serious
 
disjointed
 
NULL artifact on wg ruin building, skipping
 
adventuring traveler placed out of bounds
 
 
  stands up.
 
  stands up.
 +
You stand up.
 +
lies on the ground.
 
You lie on the ground.
 
You lie on the ground.
lies on the ground.
+
You are now in control of
 
marriage traveler placed out of bounds
 
marriage traveler placed out of bounds
 +
mount
 +
loses hold of the
 +
You cannot mount
 +
mounts
 +
You fail to mount
 +
due to the presence of an existing rider.
 +
dismount
 +
in time.
 +
NULL artifact on wg ruin building, skipping
 +
, ruling
 +
adventuring traveler placed out of bounds
 +
r+b
 +
incorrect data check
 +
incorrect length check
 +
unknown compression method
 
unknown header flags set
 
unknown header flags set
unknown compression method
+
invalid distance too far back
incorrect length check
+
invalid literal/length code
incorrect data check
+
invalid distance code
 +
too many length or distance symbols
 
invalid code lengths set
 
invalid code lengths set
too many length or distance symbols
+
invalid block type
invalid code -- missing end-of-block
 
invalid bit length repeat
 
 
invalid stored block lengths
 
invalid stored block lengths
invalid block type
+
invalid literal/lengths set
invalid distance too far back
 
 
invalid distances set
 
invalid distances set
invalid literal/lengths set
+
invalid bit length repeat
invalid distance code
+
invalid code -- missing end-of-block
invalid literal/length code
+
invalid window size
 
header crc mismatch
 
header crc mismatch
invalid window size
 
 
incorrect header check
 
incorrect header check
 +
incompatible version
 +
insufficient memory
 +
buffer error
 
need dictionary
 
need dictionary
 +
stream error
 +
data error
 +
stream end
 
file error
 
file error
stream end
+
MbP?
incompatible version
+
Zd;
data error
+
?/#
stream error
+
?\@h=|
buffer error
+
Zd;
insufficient memory
+
?q=
 +
?33
 +
\:F
 +
@rP
 +
-DT
 +
\@h=|
 +
\:F
 
----------------
 
----------------
 +
 +
=6A
 
C:\Users\tarna\Desktop\dwarves\x64\Release\Dwarf Fortress.pdb
 
C:\Users\tarna\Desktop\dwarves\x64\Release\Dwarf Fortress.pdb
 +
GCTL
 
.text$di
 
.text$di
 +
p^=
 
.text$mn
 
.text$mn
 
.text$mn$00
 
.text$mn$00
Line 36,475: Line 45,955:
 
.00cfg
 
.00cfg
 
.CRT$XCA
 
.CRT$XCA
 +
]H
 
.CRT$XCAA
 
.CRT$XCAA
 +
(]H
 
.CRT$XCL
 
.CRT$XCL
 +
0]H
 
.CRT$XCU
 
.CRT$XCU
 
.CRT$XCZ
 
.CRT$XCZ
Line 36,485: Line 45,968:
 
.CRT$XIAA
 
.CRT$XIAA
 
.CRT$XIAC
 
.CRT$XIAC
.CRT$XIC
 
 
.CRT$XIZ
 
.CRT$XIZ
 
.CRT$XLA
 
.CRT$XLA
Line 36,495: Line 45,977:
 
.CRT$XTA
 
.CRT$XTA
 
.CRT$XTZ
 
.CRT$XTZ
 +
nH
 
.rdata
 
.rdata
 
.rdata$T
 
.rdata$T
Line 36,504: Line 45,987:
 
.rtc$TAA
 
.rtc$TAA
 
.rtc$TZZ
 
.rtc$TZZ
 +
.tls
 +
.tls$
 
.tls$ZZZ
 
.tls$ZZZ
 
.xdata
 
.xdata
 
.xdata$x
 
.xdata$x
 
.idata$2
 
.idata$2
 +
xGq
 
.idata$3
 
.idata$3
 
.idata$4
 
.idata$4
 +
pTq
 
.idata$6
 
.idata$6
 +
.data
 
.data$r
 
.data$r
 
.data$rs
 
.data$rs
 +
.bss
 
.pdata
 
.pdata
 
.rsrc$01
 
.rsrc$01
 
.rsrc$02
 
.rsrc$02
R6HzT6HzV6HzX6HzZ6Hz\rH=
+
 
HV^6Hv`6Hzb6Hzd6Hzf6Hzh6H
+
?update@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
j6HHl6H|n6HHp6Hzr6Hzt6HzvrH9
+
?getOpenState@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@PEAW4FMOD_OPENSTATE@@PEAIPEA_N2@Z
H*x6H^z6H^|6H^~6H^
+
?getNumDSPs@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAH@Z
:42J842
+
?removeDSP@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAVDSP@2@@Z
>42J<42Q
+
?getDSP@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@HPEAPEAVDSP@2@@Z
*B,(*`,(*0(
+
?getFadePoints@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAIPEA_KPEAM@Z
&J(z&%
+
?removeFadePoints@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@_K0@Z
,J.z,R*
+
?isPlaying@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEA_N@Z
^4Z6z4
+
?stop@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
^>Z@z>
+
?getSystemObject@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAPEAVSystem@2@@Z
(R*D,D.
+
?getChannel@ChannelGroup@FMOD@@QEAA?AW4FMOD_RESULT@@HPEAPEAVChannel@2@@Z
:D<r"=
+
?getNumChannels@ChannelGroup@FMOD@@QEAA?AW4FMOD_RESULT@@PEAH@Z
u *,,2.
+
?release@ChannelGroup@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
2~>>2D>
+
?getCurrentSound@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@PEAPEAVSound@2@@Z
:"n$1
+
?getSoftwareFormat@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEAHPEAW4FMOD_SPEAKERMODE@@0@Z
N(XpN`
+
?addFadePoint@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@_KM@Z
Z(`pZb^z
+
?setDelay@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@_K0_N@Z
b(hpbbfz
+
?getDSPClock@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEA_K0@Z
& .$N&J
+
?setPan@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@M@Z
&*.,Z2J
+
?getLowPassGain@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAM@Z
b&1"$^"u
+
?setLowPassGain@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@M@Z
%!%A%a%
+
?setReverbProperties@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@HM@Z
&!&A&a&!
+
?getVolume@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAM@Z
PDRNT@V@X
+
?setVolume@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@M@Z
*$,(0<2B(r4$6(:<2B(r4$6(:<2B(r4$6(:<2B(
 
4$6(:<2B(
 
4$6(:<2B(f
 
HfLh@j93
 
B(D6B2
 
$17"N T
 
> >">$>&>(>*>,>.>0>2>4>6>8>:><>>>@>B>D>F>H>J>L>N>P>R>T>V>X>Z>\>^>`>b>d>f>h>j>l>n>p>r>t>v>x>z>|>~>
 
  4"~ 4$~ 4&~ 4(~ 4*~ 4,~ 4.z 40~ 42~ .4J 46h
 
*@"B(@"2&@"2$@"
 
<@4B:@428@426@4
 
N@FBL@F2J@F2H@F
 
`@XB^@X2\@X2Z@X
 
r@jBp@j2n@j2l@j
 
@|2~@|
 
B"B$B&B(B*B,B.B0B2J4
 
JBLBNBPBRBTBVBXBZB\B^B`BbBdBfBhBjBlBnBpBrBtBvBxBzT|:
 
.("*.,".(0
 
( (".8
 
(<">.@"B(D(F.H
 
.4"6(L
 
.4"6(L
 
.T"V(X
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
4.6"L(N
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
$L&>(>*
 
&h$L(h$!
 
*h$L,h$%
 
ZrDT\pDa
 
^hDT`fD
 
VrDTXpD}
 
NrDTPpDa
 
RhDTTfD
 
FrDTHpD-
 
JhDTLfDU
 
drbTfpb
 
lrjTnpj
 
prjTrpjy
 
trjTvpj
 
J(HjL(H
 
H$XxHFT(HZV(H
 
`(HPbhd<bvH|l(Hnf(HPhhj<h
 
p(HPr`t<r~Hpv(HPx`z>x
 
HP|r~j
 
$h"L$h"
 
$h"L$h"
 
$h"L$h"
 
$h"L$h"]
 
$h"L$h"
 
&h"L&h"
 
0|2V0@2V0%
 
<V:@<V:y
 
NdPdRdT^V
 
\VZ@\VZ
 
\VZ@\VZ
 
\VZ@\VZ
 
\VZ@\VZ
 
`V^@`V^E
 
`V^@`V^
 
`V^@`V^
 
`V^@`V^
 
8|6ZbV6@bV6
 
hVf@hVf
 
pVn@pVn
 
p`nxp`n
 
pfnxp^nbpVn@pVnxp`nu
 
pVn@pVne
 
j Nj
 
j Nj
 
j Nj
 
j Nj
 
j Nj
 
j Nj
 
j Nj ]
 
.j,N.j,
 
6j4N6j4a
 
>j<N>j<a
 
>j<N>j<a
 
(|@pB`@=
 
PlRvP`T
 
VjTNVjT
 
A?B M:
 
ADB M:
 
AIB M:
 
AXB M:
 
ASB M:
 
ANB M:
 
B4F@B4H@B4J@B4L@B4N@B4P@B4R@B4T@B4V@B4X@B4Z@B4\@B4^@B4`@B4b@B4d@B4f@B4h@B4j@B4l@B4n@B4p@B4r@B4t@B4v@B4x@B4z@B4|@B4~@B4
 
D,B:F,B
 
8V6-!:
 
-t}!-d|!-4{!-
 
-t['-dZ'-4Y'-
 
#dZ<#4Y<#
 
#dZ<#4Y<#
 
#dZ<#4Y<#
 
-ta<-d`<-4_<-
 
%tU<%dT<%4S<%
 
-tst-drt-4qt-
 
-t;'-d:'-49'-
 
"B$B&N(4
 
(*$F"""
 
*N($*x,
 
(.*0F.
 
(:*<F:
 
$9,N5,
 
9,HE,F9,
 
$Y,NU,
 
$Y,NU,
 
$m,Lq,|m,3
 
m,ty,Nm,
 
m,t},Nm,
 
m,t!-Nm,
 
m,t%-Nm,
 
m,t)-Nm,
 
m,t--Nm,
 
m,t1-Nm,
 
m,t5-Nm,
 
m,t9-Nm,
 
m,t=-Nm,
 
m,tA-Nm,
 
m,tE-Nm,
 
m,tI-Nm,
 
m,tM-Nm,
 
m,tQ-Nm,
 
m,tU-Nm,
 
m,tY-Nm,
 
m,Z]-Fm,
 
$i-Ne-
 
$i-Ne-
 
$e.va.
 
$i.*m.
 
;y.Fu.0
 
$%/N!/
 
$%/N!/
 
$A/N=/
 
$A/N=/
 
$A/N=/
 
$A/N=/
 
$A/ZE/
 
$M/VI/
 
$M/VI/
 
$i/Ne/
 
$i/Ne/
 
$i/Ne/
 
$i/Ne/
 
$i/Zm/
 
$u/Vq/
 
$u/Vq/
 
80|220
 
@HPR@
 
.P,\6!
 
"p!` 0
 
""($&((""*(,"
 
 
FMOD_System_Create
 
FMOD_System_Create
 +
?setReverbProperties@System@FMOD@@QEAA?AW4FMOD_RESULT@@HPEBUFMOD_REVERB_PROPERTIES@@@Z
 +
?getMasterChannelGroup@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEAPEAVChannelGroup@2@@Z
 +
?createChannelGroup@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEBDPEAPEAVChannelGroup@2@@Z
 +
?createDSPByType@System@FMOD@@QEAA?AW4FMOD_RESULT@@W4FMOD_DSP_TYPE@@PEAPEAVDSP@2@@Z
 +
?createStream@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEBDIPEAUFMOD_CREATESOUNDEXINFO@@PEAPEAVSound@2@@Z
 +
?init@System@FMOD@@QEAA?AW4FMOD_RESULT@@HIPEAX@Z
 +
?release@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 +
?setUserData@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@PEAX@Z
 +
?setUserData@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAX@Z
 +
?addDSP@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@HPEAVDSP@2@@Z
 +
?setCallback@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@P6A?AW43@PEAUFMOD_CHANNELCONTROL@@W4FMOD_CHANNELCONTROL_TYPE@@W4FMOD_CHANNELCONTROL_CALLBACK_TYPE@@PEAX3@Z@Z
 +
?setVolumeRamp@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@_N@Z
 +
?setActive@DSP@FMOD@@QEAA?AW4FMOD_RESULT@@_N@Z
 +
?setChannelGroup@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@PEAVChannelGroup@2@@Z
 
?playSound@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEAVSound@2@PEAVChannelGroup@2@_NPEAPEAVChannel@2@@Z
 
?playSound@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEAVSound@2@PEAVChannelGroup@2@_NPEAPEAVChannel@2@@Z
?createStream@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEBDIPEAUFMOD_CREATESOUNDEXINFO@@PEAPEAVSound@2@@Z
+
?setLoopCount@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@H@Z
 +
?setPaused@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@_N@Z
 +
?getUserData@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@PEAPEAX@Z
 +
?getLength@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@PEAII@Z
 +
?getUserData@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAPEAX@Z
 +
?getAudibility@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAM@Z
 +
?getLoopCount@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@PEAH@Z
 +
?getPosition@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@PEAII@Z
 +
?release@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?createSound@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEBDIPEAUFMOD_CREATESOUNDEXINFO@@PEAPEAVSound@2@@Z
 
?createSound@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEBDIPEAUFMOD_CREATESOUNDEXINFO@@PEAPEAVSound@2@@Z
 
?setStreamBufferSize@System@FMOD@@QEAA?AW4FMOD_RESULT@@II@Z
 
?setStreamBufferSize@System@FMOD@@QEAA?AW4FMOD_RESULT@@II@Z
?update@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
 
?close@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?close@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
?init@System@FMOD@@QEAA?AW4FMOD_RESULT@@HIPEAX@Z
 
?release@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?release@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?setPan@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@M@Z
 
?isPlaying@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEA_N@Z
 
?getVolume@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAM@Z
 
?setVolume@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@M@Z
 
?setPaused@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@_N@Z
 
?stop@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
 
?setPosition@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@II@Z
 
?setPosition@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@II@Z
 
?setPriority@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@H@Z
 
?setPriority@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@H@Z
Line 36,756: Line 46,093:
 
SDL_CreateRGBSurface
 
SDL_CreateRGBSurface
 
SDL_RenderSetLogicalSize
 
SDL_RenderSetLogicalSize
 +
SDL_StartTextInput
 
SDL_CreateRenderer
 
SDL_CreateRenderer
 
SDL_RenderPresent
 
SDL_RenderPresent
Line 36,781: Line 46,119:
 
timeBeginPeriod
 
timeBeginPeriod
 
WINMM.dll
 
WINMM.dll
 +
GetTickCount
 
CreateDirectoryA
 
CreateDirectoryA
GetTickCount
 
 
LoadLibraryA
 
LoadLibraryA
 
GetProcAddress
 
GetProcAddress
Line 36,789: Line 46,127:
 
FindNextFileA
 
FindNextFileA
 
FindClose
 
FindClose
 +
SetUnhandledExceptionFilter
 
SetFileTime
 
SetFileTime
 
LocalFileTimeToFileTime
 
LocalFileTimeToFileTime
Line 36,799: Line 46,138:
 
USER32.dll
 
USER32.dll
 
?uncaught_exceptions@std@@YAHXZ
 
?uncaught_exceptions@std@@YAHXZ
?_Xbad_alloc@std@@YAXXZ
 
 
?_Xout_of_range@std@@YAXPEBD@Z
 
?_Xout_of_range@std@@YAXPEBD@Z
 
?_Xlength_error@std@@YAXPEBD@Z
 
?_Xlength_error@std@@YAXPEBD@Z
Line 36,811: Line 46,149:
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@P6AAEAV01@AEAV01@@Z@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@P6AAEAV01@AEAV01@@Z@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@H@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@H@Z
 +
?good@ios_base@std@@QEBA_NXZ
 +
?_Throw_Cpp_error@std@@YAXH@Z
 +
_Mtx_lock
 +
_Mtx_unlock
 +
?_Xbad_function_call@std@@YAXXZ
 
??1_Lockit@std@@QEAA@XZ
 
??1_Lockit@std@@QEAA@XZ
 
??0_Lockit@std@@QEAA@H@Z
 
??0_Lockit@std@@QEAA@H@Z
Line 36,821: Line 46,164:
 
?out@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEBD1AEAPEBDPEAD3AEAPEAD@Z
 
?out@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEBD1AEAPEBDPEAD3AEAPEAD@Z
 
?setg@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAXPEAD00@Z
 
?setg@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAXPEAD00@Z
?_Pninc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAPEADXZ
 
 
??1?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
??1?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
?showmanyc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JXZ
 
?showmanyc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JXZ
Line 36,833: Line 46,175:
 
??Bid@locale@std@@QEAA_KXZ
 
??Bid@locale@std@@QEAA_KXZ
 
_Cnd_signal
 
_Cnd_signal
?_Throw_C_error@std@@YAXH@Z
 
 
?_Fiopen@std@@YAPEAU_iobuf@@PEBDHH@Z
 
?_Fiopen@std@@YAPEAU_iobuf@@PEBDHH@Z
_Mtx_lock
 
_Mtx_unlock
 
 
??0?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAA@XZ
 
??0?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAA@XZ
 
?getloc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEBA?AVlocale@2@XZ
 
?getloc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEBA?AVlocale@2@XZ
Line 36,849: Line 46,188:
 
?imbue@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAXAEBVlocale@2@@Z
 
?imbue@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAXAEBVlocale@2@@Z
 
??1?$basic_ostream@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
??1?$basic_ostream@DU?$char_traits@D@std@@@std@@UEAA@XZ
 +
_Query_perf_frequency
 +
_Query_perf_counter
 +
?sbumpc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 +
?sgetc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 +
?snextc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 +
?_Ipfx@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA_N_N@Z
 +
??0?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@_N@Z
 +
??1?$basic_istream@DU?$char_traits@D@std@@@std@@UEAA@XZ
 +
??Bios_base@std@@QEBA_NXZ
 +
__std_close_threadpool_work
 +
__std_submit_threadpool_work
 +
__std_parallel_algorithms_hw_threads
 +
__std_wait_for_threadpool_work_callbacks
 +
__std_bulk_submit_threadpool_work
 +
__std_create_threadpool_work
 +
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@PEBX@Z
 +
?_Syserror_map@std@@YAPEBDH@Z
 +
_Cnd_do_broadcast_at_thread_exit
 +
_Thrd_detach
 +
?_Xinvalid_argument@std@@YAXPEBD@Z
 +
?cout@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
 +
_Thrd_id
 +
?_Random_device@std@@YAIXZ
 +
?setw@std@@YA?AU?$_Smanip@_J@1@_J@Z
 +
??0?$basic_iostream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
 +
?clear@?$basic_ios@DU?$char_traits@D@std@@@std@@QEAAXH_N@Z
 +
_Mtx_trylock
 +
_Cnd_init_in_situ
 +
__std_atomic_wait_direct
 +
_Cnd_wait
 +
__std_atomic_notify_one_direct
 +
_Cnd_destroy_in_situ
 +
?id@?$ctype@D@std@@2V0locale@2@A
 +
??5?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@AEAH@Z
 +
?getline@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@PEAD_J@Z
 +
?getloc@ios_base@std@@QEBA?AVlocale@2@XZ
 +
?_Getcat@?$ctype@D@std@@SA_KPEAPEBVfacet@locale@2@PEBV42@@Z
 +
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@F@Z
 +
?_Winerror_map@std@@YAHH@Z
 +
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
 +
?_Fiopen@std@@YAPEAU_iobuf@@PEB_WHH@Z
 +
_Thrd_join
 
?__ExceptionPtrAssign@@YAXPEAXPEBX@Z
 
?__ExceptionPtrAssign@@YAXPEAXPEBX@Z
 
?GetCurrentThreadId@platform@details@Concurrency@@YAJXZ
 
?GetCurrentThreadId@platform@details@Concurrency@@YAJXZ
Line 36,862: Line 46,243:
 
?ReportUnhandledError@_ExceptionHolder@details@Concurrency@@AEAAXXZ
 
?ReportUnhandledError@_ExceptionHolder@details@Concurrency@@AEAAXXZ
 
?_Capture@_ContextCallback@details@Concurrency@@AEAAXXZ
 
?_Capture@_ContextCallback@details@Concurrency@@AEAAXXZ
?_IsCurrentOriginSTA@_ContextCallback@details@Concurrency@@CA_NXZ
 
 
?_Reset@_ContextCallback@details@Concurrency@@AEAAXXZ
 
?_Reset@_ContextCallback@details@Concurrency@@AEAAXXZ
 
?_CallInContext@_ContextCallback@details@Concurrency@@QEBAXV?$function@$$A6AXXZ@std@@_N@Z
 
?_CallInContext@_ContextCallback@details@Concurrency@@QEBAXV?$function@$$A6AXXZ@std@@_N@Z
Line 36,868: Line 46,248:
 
_Cnd_unregister_at_thread_exit
 
_Cnd_unregister_at_thread_exit
 
?__ExceptionPtrCreate@@YAXPEAX@Z
 
?__ExceptionPtrCreate@@YAXPEAX@Z
_Cnd_init_in_situ
 
 
?__ExceptionPtrCopy@@YAXPEAXPEBX@Z
 
?__ExceptionPtrCopy@@YAXPEAXPEBX@Z
?_Xbad_function_call@std@@YAXXZ
 
?_Syserror_map@std@@YAPEBDH@Z
 
 
?__ExceptionPtrToBool@@YA_NPEBX@Z
 
?__ExceptionPtrToBool@@YA_NPEBX@Z
_Mtx_destroy_in_situ
 
 
?__ExceptionPtrDestroy@@YAXPEAX@Z
 
?__ExceptionPtrDestroy@@YAXPEAX@Z
 
?__ExceptionPtrCurrentException@@YAXPEAX@Z
 
?__ExceptionPtrCurrentException@@YAXPEAX@Z
 
?__ExceptionPtrRethrow@@YAXPEBX@Z
 
?__ExceptionPtrRethrow@@YAXPEBX@Z
_Mtx_init_in_situ
 
 
_Cnd_register_at_thread_exit
 
_Cnd_register_at_thread_exit
_Cnd_wait
 
 
_Cnd_broadcast
 
_Cnd_broadcast
_Cnd_destroy_in_situ
 
?sbumpc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?sgetc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?snextc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?_Ipfx@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA_N_N@Z
 
??0?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@_N@Z
 
??1?$basic_istream@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
??Bios_base@std@@QEBA_NXZ
 
__std_release_shared_mutex_for_instance
 
__std_acquire_shared_mutex_for_instance
 
?pubsync@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?clear@?$basic_ios@DU?$char_traits@D@std@@@std@@QEAAXH_N@Z
 
?pbackfail@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHH@Z
 
?underflow@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHXZ
 
?seekoff@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA?AV?$fpos@U_Mbstatet@@@2@_JHH@Z
 
?seekpos@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA?AV?$fpos@U_Mbstatet@@@2@V32@H@Z
 
_Mtx_trylock
 
__std_atomic_wait_direct
 
?cout@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
 
__std_atomic_notify_one_direct
 
?_Xinvalid_argument@std@@YAXPEBD@Z
 
?id@?$ctype@D@std@@2V0locale@2@A
 
??5?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@AEAH@Z
 
?getline@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@PEAD_J@Z
 
?getloc@ios_base@std@@QEBA?AVlocale@2@XZ
 
?_Getcat@?$ctype@D@std@@SA_KPEAPEBVfacet@locale@2@PEBV42@@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@F@Z
 
??0?$basic_iostream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
 
?setw@std@@YA?AU?$_Smanip@_J@1@_J@Z
 
__std_close_threadpool_work
 
__std_parallel_algorithms_hw_threads
 
__std_wait_for_threadpool_work_callbacks
 
__std_bulk_submit_threadpool_work
 
__std_create_threadpool_work
 
_Query_perf_frequency
 
_Query_perf_counter
 
 
?cerr@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
 
?cerr@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
 
MSVCP140.dll
 
MSVCP140.dll
Line 36,926: Line 46,263:
 
__std_terminate
 
__std_terminate
 
_purecall
 
_purecall
 +
__std_type_info_compare
 +
__std_type_info_hash
 +
_set_purecall_handler
 +
memchr
 +
memcpy
 
__current_exception
 
__current_exception
 
__current_exception_context
 
__current_exception_context
Line 36,934: Line 46,276:
 
VCRUNTIME140.dll
 
VCRUNTIME140.dll
 
_invalid_parameter_noinfo_noreturn
 
_invalid_parameter_noinfo_noreturn
 +
qsort
 +
fputc
 
fflush
 
fflush
 
fclose
 
fclose
 +
fgetc
 
_unlock_file
 
_unlock_file
 
_lock_file
 
_lock_file
Line 36,943: Line 46,288:
 
ungetc
 
ungetc
 
fsetpos
 
fsetpos
 +
fread
 
_fseeki64
 
_fseeki64
 
_get_stream_buffer_pointers
 
_get_stream_buffer_pointers
 
remove
 
remove
 +
exit
 +
_beginthreadex
 +
__stdio_common_vsprintf_s
 
terminate
 
terminate
 +
__stdio_common_vsprintf
 +
strtof
 +
_errno
 
strtoul
 
strtoul
 
strtoull
 
strtoull
 +
atoi
 +
rand
 +
abort
 
_endthreadex
 
_endthreadex
 
__acrt_iob_func
 
__acrt_iob_func
_beginthreadex
+
puts
 
__stdio_common_vfprintf
 
__stdio_common_vfprintf
__stdio_common_vsprintf
 
_errno
 
 
strtol
 
strtol
 
rename
 
rename
 +
quick_exit
 +
set_terminate
 +
_set_invalid_parameter_handler
 +
strftime
 +
_time64
 +
_localtime64
 +
signal
 +
_set_abort_behavior
 +
fopen
 +
free
 
malloc
 
malloc
 
isspace
 
isspace
_time64
 
 
ferror
 
ferror
 
_ftelli64
 
_ftelli64
 +
___lc_codepage_func
 
_callnewh
 
_callnewh
 
_configure_narrow_argv
 
_configure_narrow_argv
Line 36,975: Line 46,338:
 
_initterm
 
_initterm
 
_initterm_e
 
_initterm_e
 +
_exit
 
_set_fmode
 
_set_fmode
 
_c_exit
 
_c_exit
Line 36,984: Line 46,348:
 
_aligned_free
 
_aligned_free
 
_unlink
 
_unlink
 +
_itoa
 
api-ms-win-crt-heap-l1-1-0.dll
 
api-ms-win-crt-heap-l1-1-0.dll
 
api-ms-win-crt-runtime-l1-1-0.dll
 
api-ms-win-crt-runtime-l1-1-0.dll
 +
api-ms-win-crt-utility-l1-1-0.dll
 
api-ms-win-crt-stdio-l1-1-0.dll
 
api-ms-win-crt-stdio-l1-1-0.dll
 
api-ms-win-crt-filesystem-l1-1-0.dll
 
api-ms-win-crt-filesystem-l1-1-0.dll
api-ms-win-crt-utility-l1-1-0.dll
 
 
api-ms-win-crt-convert-l1-1-0.dll
 
api-ms-win-crt-convert-l1-1-0.dll
 +
api-ms-win-crt-time-l1-1-0.dll
 
api-ms-win-crt-string-l1-1-0.dll
 
api-ms-win-crt-string-l1-1-0.dll
api-ms-win-crt-time-l1-1-0.dll
 
 
api-ms-win-crt-locale-l1-1-0.dll
 
api-ms-win-crt-locale-l1-1-0.dll
 
api-ms-win-crt-math-l1-1-0.dll
 
api-ms-win-crt-math-l1-1-0.dll
InitOnceComplete
 
InitOnceBeginInitialize
 
 
ReleaseSRWLockExclusive
 
ReleaseSRWLockExclusive
 
AcquireSRWLockExclusive
 
AcquireSRWLockExclusive
 +
SleepConditionVariableSRW
 +
Sleep
 +
GetCurrentThreadId
 
LocalFree
 
LocalFree
 +
FormatMessageA
 +
GetLocaleInfoEx
 +
CreateDirectoryW
 +
CreateFileW
 +
FindFirstFileW
 +
GetFileAttributesExW
 +
AreFileApisANSI
 +
GetLastError
 
GetModuleHandleW
 
GetModuleHandleW
 +
GetFileInformationByHandleEx
 +
MultiByteToWideChar
 +
WideCharToMultiByte
 +
RtlCaptureStackBackTrace
 +
GetCurrentProcessId
 +
LoadLibraryExW
 +
InitOnceComplete
 +
InitOnceBeginInitialize
 
RtlCaptureContext
 
RtlCaptureContext
 
RtlLookupFunctionEntry
 
RtlLookupFunctionEntry
 
RtlVirtualUnwind
 
RtlVirtualUnwind
 
UnhandledExceptionFilter
 
UnhandledExceptionFilter
SetUnhandledExceptionFilter
 
 
GetCurrentProcess
 
GetCurrentProcess
 
TerminateProcess
 
TerminateProcess
 
IsProcessorFeaturePresent
 
IsProcessorFeaturePresent
EnterCriticalSection
+
WakeAllConditionVariable
LeaveCriticalSection
 
InitializeCriticalSectionAndSpinCount
 
DeleteCriticalSection
 
SetEvent
 
ResetEvent
 
WaitForSingleObjectEx
 
CreateEventW
 
 
IsDebuggerPresent
 
IsDebuggerPresent
 
GetStartupInfoW
 
GetStartupInfoW
 
QueryPerformanceCounter
 
QueryPerformanceCounter
GetCurrentProcessId
 
GetCurrentThreadId
 
 
GetSystemTimeAsFileTime
 
GetSystemTimeAsFileTime
 
InitializeSListHead
 
InitializeSListHead
Line 37,036: Line 46,408:
 
SDL_SetMainReady
 
SDL_SetMainReady
 
SDL_ShowSimpleMessageBox
 
SDL_ShowSimpleMessageBox
memchr
+
__RTDynamicCast
 
memcmp
 
memcmp
memcpy
 
 
memmove
 
memmove
[KEY:*]
+
atan2
[BIND:*:*]
+
ceilf
[VERSION:*]
+
cos
[SYM:*:*]
+
pow
[BUTTON:*:*]
+
sin
qh$""ohrkhh#ch!!gde#qugHwvquI#pHhg!lttdt
+
sqrt
n#itl/o7w
+
sqrtf
{lysv7esfvF#""hu<qp!jlhh""fHNb!cp/"rqo!qgj
+
A2gqh
m!;utgp
+
$""k
nBUENrn
+
orhhh#hc!!gde#guqHIqwvu#
vinfl"k|vkduo
+
pHh!ldttgtn#it
"l%vke
+
ol/7
uouft!c/Jiweso
+
lw7v{sfysve#F""hqu<!hhjpl"f"HbNc!p/"rq!ogqj
 +
m!;utgBnpU
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ENrnvni"lv|fkkduo%l"evkg#f!ou!tfcuiJews/o
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Unit selector
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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xV4
 +
xV4
 +
!Ce
 +
!Ce
 +
) B
 +
@{PB
 +
{PB
 +
) B
 +
) B
 +
zPB
 +
{PB
 +
{PB
 +
{PB
 +
|PB
 +
{PB
 +
({PB
 +
{PB
 +
|PB
 +
zPB
 +
p{PB
 +
X{PB
 +
PqKB
 +
H|PB
 +
`D$B
 +
z B
 +
0|PB
 +
) B
 +
) B
 +
) B
 +
) B
 +
) B
 +
) B
 +
) B
 +
) B
 +
) B
 +
) B
 +
) B
 +
pv B
 +
Name
 +
`@O@
 +
Portrait
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Unit List
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Name
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Portrait
 +
Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
 +
Unit List
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Name
 +
Portrait
 +
Unit List
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Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
 
dfhooks
 
dfhooks
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
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Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
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Name
 +
Portrait
 +
Unit List
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Name
 +
.UA
 +
Portrait
 +
Unit List
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Name
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Portrait
 +
Unit List
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Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
 +
Unit List
 +
Name
 +
Portrait
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Unit List
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Name
 +
Portrait
 +
Unit List
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Name
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Portrait
 +
Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
 
General
 
General
 +
World
 
Adventurer
 
Adventurer
 
Dwarf mode
 
Dwarf mode
Line 37,064: Line 46,713:
 
Militia
 
Militia
 
Text entry
 
Text entry
 +
Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
 +
Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
 +
Portrait
 +
Unit List
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Name
 +
Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
 +
Unit List
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Name
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Portrait
 +
Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Portrait
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Unit List
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Unit List
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Name
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Portrait
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Unit List
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Name
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Portrait
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Unit List
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Name
 +
7IA
 +
6IA
 +
7IA
 +
1IA
 +
P8IA
 +
(9NA
 +
[KEY:*]
 +
[BIND:*:*]
 +
[VERSION:*]
 +
[SYM:*:*]
 +
[BUTTON:*:*]
 +
!UA
 +
xrUA
 
.?AVbad_alloc@std@@
 
.?AVbad_alloc@std@@
 
.?AVexception@std@@
 
.?AVexception@std@@
 
.?AVbad_array_new_length@std@@
 
.?AVbad_array_new_length@std@@
 +
.?AVscroll_rows@widgets@@
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.?AV<lambda_1>@?1??open_reports_window@announcements_interfacest@@QEAAXPEAVunitst@@@Z@
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.?AV<lambda_1>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@
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.?AVreport_popup@widgets@@
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.?AV<lambda_1>@?1???0announcements_interfacest@@QEAA@XZ@
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.?AV<lambda_1>@?1???R<lambda_2>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@QEBA@PEAVwidget@widgets@@@Z@
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.?AV<lambda_2>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@
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.?AVtabs@widgets@@
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.?AV<lambda_1>@?1??set_custom_render@widget@widgets@@QEAAXV?$function@$$A6AXPEAVwidget@widgets@@@Z@std@@@Z@
 
.?AVbad_cast@std@@
 
.?AVbad_cast@std@@
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.?AV<lambda_4>@?6???R<lambda_1>@?1??open_window@settings_interfacest@@QEAAXH@Z@QEBA@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@
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.?AV<lambda_3>@?6???R<lambda_1>@?1??open_window@settings_interfacest@@QEAAXH@Z@QEBA@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@
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.P6AXPEAVwidget@widgets@@@Z
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.?AV<lambda_14>@?8??init@creatures_interfacest@@QEAAXXZ@
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.?AV<lambda_5>@?5??init@creatures_interfacest@@QEAAXXZ@
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.?AV<lambda_1>@?BM@??open@unit_selector_interfacest@@QEAAXH@Z@
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.?AV<lambda_1>@?1??build_worker_list@unit_selector_interfacest@@QEAAXPEAVbuildingst@@@Z@
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.?AV<lambda_1>@?BE@??build_squad_assignment_list@unit_selector_interfacest@@QEAAXXZ@
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.?AV<lambda_8>@?P@???R<lambda_7>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
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.?AV<lambda_1>@?6???R<lambda_2>@?BN@??open@unit_selector_interfacest@@QEAAXH@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
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.?AV<lambda_1>@?4???R<lambda_2>@?1??add_assign_trainer_button@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@V?$weak_ptr@Vwidget_stack@widgets@@@4@V?$weak_ptr@Vcontainer@widgets@@@4@V?$weak_ptr@Vunit_list@widgets@@@4@PEAVunitst@@@Z@QEBA@PEAVwidget@widgets@@@Z@
 +
.?AUitem_name@widgets@@
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.?AV<lambda_9>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@
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.?AV<lambda_2>@?8??open_overall_training@@YAXV?$shared_ptr@Vwidget_stack@widgets@@@std@@@Z@
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.?AV<lambda_7>@?CD@??open@unit_selector_interfacest@@QEAAXH@Z@
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.?AUunit_name@widgets@@
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.?AU_Parallelism_resources_exhausted@std@@
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.?AV<lambda_2>@?BN@??open@unit_selector_interfacest@@QEAAXH@Z@
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.?AV<lambda_1>@?1??add_assign_trainer_button@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@V?$weak_ptr@Vwidget_stack@widgets@@@3@V?$weak_ptr@Vcontainer@widgets@@@3@V?$weak_ptr@Vunit_list@widgets@@@3@PEAVunitst@@@Z@
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.?AV<lambda_1>@?1??build_room_assignment_list@unit_selector_interfacest@@QEAAXPEAVbuilding_civzonest@@@Z@
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.?AV<lambda_1>@?1???R<lambda_2>@?1???R<lambda_8>@?P@???R<lambda_7>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@QEBA@PEAVwidget@widgets@@@Z@QEBA@01@Z@
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.?AV<lambda_11>@?FN@??open@unit_selector_interfacest@@QEAAXH@Z@
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.?AV<lambda_14>@?DJ@???R<lambda_7>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
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.?AV<lambda_2>@?1???R<lambda_5>@?CB@??open@unit_selector_interfacest@@QEAAXH@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
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.?AV<lambda_12>@?8??init@creatures_interfacest@@QEAAXXZ@
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.?AV<lambda_4>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@
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.?AV<lambda_3>@?6???R<lambda_2>@?1??add_assign_trainer_button@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@V?$weak_ptr@Vwidget_stack@widgets@@@4@V?$weak_ptr@Vcontainer@widgets@@@4@V?$weak_ptr@Vunit_list@widgets@@@4@PEAVunitst@@@Z@QEBA@PEAVwidget@widgets@@@Z@
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.?AVunit_list@widgets@@
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.?AV<lambda_13>@?DJ@???R<lambda_7>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
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.?AV<lambda_1>@?4??init@creatures_interfacest@@QEAAXXZ@
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.?AV<lambda_1>@?1??build_cage_list@unit_selector_interfacest@@QEAAXPEAVbuilding_cagest@@@Z@
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.?AV<lambda_1>@?9???R<lambda_8>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
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.?AV<lambda_10>@?FK@??open@unit_selector_interfacest@@QEAAXH@Z@
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.?AV<lambda_1>@?1???R<lambda_7>@?CD@??open@unit_selector_interfacest@@QEAAXH@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
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.?AV<lambda_6>@?BB@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@4@@Z@
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.?AV<lambda_3>@?P@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@4@@Z@
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.?AV<lambda_2>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@
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.?AV<lambda_10>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@
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.?AUlabor_kitchen_interfacest@@
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.?AV<lambda_6>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@
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.?AV<lambda_1>@?1??build_work_details_list@labor_work_details_interfacest@@QEAAX_N@Z@
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.?AV<lambda_8>@?BE@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@4@@Z@
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.?AV<lambda_2>@?4??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@4@@Z@
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.?AV<lambda_9>@?BE@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@4@@Z@
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.?AV<lambda_1>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@
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.?AV<lambda_1>@?9??init@justice_interfacest@@QEAAXXZ@
 +
.?AV<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@
 
.?AVruntime_error@std@@
 
.?AVruntime_error@std@@
 +
.?AVsystem_error@std@@
 +
.?AV_System_error@std@@
 +
.?AVout_of_range@std@@
 +
.P6APEAVunitst@@XZ
 +
.P6APEAVbuildingst@@F@Z
 +
.P6AXAEAUnamest@@AEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@DD@Z
 +
.?AV<lambda_4>@@
 +
.?AV<lambda_6>@@
 +
.?AV<lambda_8>@@
 +
.P6APEAVhistory_figurest@@XZ
 +
.P6APEAVitemst@@FFFHHD@Z
 +
.?AV<lambda_5>@@
 +
.?AV<lambda_7>@@
 +
.?AV<lambda_3>@@
 +
.?AV<lambda_9>@@
 +
.?AV<lambda_2>@@
 +
.?AVDFAS_MAP_NOTIFICATION@@
 +
.?AVDFAS_FOOTSTEP@@
 +
.?AVDFAS_CLICK@@
 +
.?AVDFAS_TAB@@
 +
.?AVDFAS_JUMP_SOUND@@
 +
.?AVDFAS_DROWNING_SOUND@@
 +
.?AVDFAS_WING_SOUND@@
 +
.?AVDFAS_ACTION@@
 +
.?AVDFAS_COMBAT_SOUND@@
 +
.?AVDFAS_WHOOSH@@
 +
.?AVDFAS_BOTTOM_BAR_CLICK_SOUND@@
 +
.?AVDFAS_SCROLL@@
 +
.?AVDFAS_DOOR@@
 +
.?AVDFAS_ALERT@@
 +
.?AVDFAS_SWEETENER_SOUND@@
 +
.?AVbad_variant_access@std@@
 
.?AV<lambda_1>@?CC@??_CancelAndRunContinuations@?$_Task_impl@E@details@Concurrency@@UEAA_N_N00AEBV?$shared_ptr@U_ExceptionHolder@details@Concurrency@@@std@@@Z@
 
.?AV<lambda_1>@?CC@??_CancelAndRunContinuations@?$_Task_impl@E@details@Concurrency@@UEAA_N_N00AEBV?$shared_ptr@U_ExceptionHolder@details@Concurrency@@@std@@@Z@
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@
+
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@
 
.?AV<lambda_1>@?1??_MakeVoidToUnitFunc@details@Concurrency@@YA?AV?$function@$$A6AEXZ@std@@AEBV?$function@$$A6AXXZ@5@@Z@
 
.?AV<lambda_1>@?1??_MakeVoidToUnitFunc@details@Concurrency@@YA?AV?$function@$$A6AEXZ@std@@AEBV?$function@$$A6AXXZ@5@@Z@
 
.?AVtask_canceled@Concurrency@@
 
.?AVtask_canceled@Concurrency@@
 
.?AVlogic_error@std@@
 
.?AVlogic_error@std@@
 
.?AVfuture_error@std@@
 
.?AVfuture_error@std@@
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@2@@Z@
+
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@2@@Z@
 +
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@2@@Z@
 
.?AV<lambda_1>@?7???R0?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@34@@Z@QEBA@XZ@
 
.?AV<lambda_1>@?7???R0?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@34@@Z@QEBA@XZ@
 
.?AV_Interruption_exception@details@Concurrency@@
 
.?AV_Interruption_exception@details@Concurrency@@
 +
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@
 +
.?AV<lambda_1>@?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@34@@Z@
 
.?AVinvalid_operation@Concurrency@@
 
.?AVinvalid_operation@Concurrency@@
.?AV<lambda_1>@?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@34@@Z@
 
.?AVbad_variant_access@std@@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@2@@Z@
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@2@@Z@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@
 
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@2@@Z@
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@2@@Z@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@
.?AU_Parallelism_resources_exhausted@std@@
+
.?AV<lambda_3>@?1???0better_button@widgets@@QEAA@PEA_N@Z@
.?AV<lambda_2>@?1???0textbox@widgets@@QEAA@HI@Z@
+
.?AV<lambda_4>@?1???0better_button@widgets@@QEAA@PEA_N@Z@
 
.?AV<lambda_1>@?1???0textbox@widgets@@QEAA@HI@Z@
 
.?AV<lambda_1>@?1???0textbox@widgets@@QEAA@HI@Z@
 +
.?AV<lambda_1>@?1??add_new_filter@filter@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@
 +
.?AV<lambda_1>@?1???0filter@widgets@@QEAA@V?$shared_ptr@Vcontainer@widgets@@@std@@@Z@
 +
.?AV<lambda_2>@?1???0better_button@widgets@@QEAA@PEA_N@Z@
 +
.?AV<lambda_1>@?1??add_entry@radio_rows@widgets@@QEAA?AV?$shared_ptr@Vcontainer@widgets@@@std@@AEBV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@5@V?$function@$$A6AXPEAVwidget@widgets@@@Z@5@@Z@
 +
.?AV<lambda_1>@?1???0better_button@widgets@@QEAA@PEA_N@Z@
 +
.?AV<lambda_1>@?4??feed@better_button@widgets@@UEAAXAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@@Z@
 +
.?AV<lambda_1>@?1???0report_popup@widgets@@QEAA@HF@Z@
 +
.?AV<lambda_2>@?1???0report_popup@widgets@@QEAA@HF@Z@
 +
.?AV<lambda_1>@?1??set_up_activation@sheet_button@widgets@@IEAAXXZ@
 +
.?AV<lambda_1>@?1??set_up_tooltip@item_sheet_button@widgets@@UEAAXXZ@
 +
.?AV<lambda_1>@?1??set_up_activation@recenter_button@widgets@@IEAAXXZ@
 +
.?AV<lambda_2>@?1??set_up_activation@recenter_button@widgets@@IEAAXXZ@
 +
.?AV<lambda_1>@?1??set_up_tooltip@unit_sheet_button@widgets@@UEAAXXZ@
 +
.?AV<lambda_1>@?8???R<lambda_20>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@QEBA@PEAVwidget@3@@Z@
 +
.?AV<lambda_2>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@
 +
.?AV<lambda_7>@?M@??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@
 +
.?AV<lambda_1>@?BH@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_10>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_1>@?1??add_happiness_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_1>@?7??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@
 +
.?AV<lambda_3>@?CP@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_3>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@
 +
.?AV<lambda_2>@?O@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_3>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AVitem_sheet_button@widgets@@
 +
.?AV<lambda_4>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_14>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_17>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_11>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_8>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_9>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_12>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_3>@?1???0unit_list@widgets@@QEAA@XZ@
 +
.?AV<lambda_19>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_1>@?CN@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AVinterface_small_button@widgets@@
 +
.?AV<lambda_2>@?1???0unit_list@widgets@@QEAA@XZ@
 +
.?AV<lambda_1>@?1???0unit_list@widgets@@QEAA@XZ@
 +
.?AV<lambda_13>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_3>@?BI@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_7>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_3>@?BP@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_1>@?4??get_list_copy@unit_list@widgets@@QEAA?AV?$vector@U?$pair@PEAX_N@std@@V?$allocator@U?$pair@PEAX_N@std@@@2@@std@@XZ@
 +
.?AV<lambda_20>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_5>@?9??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@
 +
.?AV<lambda_6>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AUitem_portrait@widgets@@
 +
.?AV<lambda_16>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_2>@?BN@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_2>@?BJ@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_5>@?BN@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_1>@?N@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_2>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_4>@?BK@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_1>@?1??add_no_unit_button@unit_list@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$function@$$A6AXXZ@5@@Z@
 +
.?AV<lambda_1>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_4>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@
 +
.?AV<lambda_15>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_1>@?BG@???R<lambda_17>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@QEBA@PEAVwidget@3@@Z@
 +
.?AV<lambda_1>@?L@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_18>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_2>@?DA@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_4>@?DI@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_5>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
 +
.?AV<lambda_2>@?1??add_no_unit_button@unit_list@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$function@$$A6AXXZ@5@@Z@
 +
.?AV<lambda_3>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@
 +
.?AV<lambda_6>@?L@??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@
 
.?AVtype_info@@
 
.?AVtype_info@@
 
.?AVabstract_building_libraryst@@
 
.?AVabstract_building_libraryst@@
Line 37,117: Line 47,226:
 
.?AVactivity_event_ranged_practicest@@
 
.?AVactivity_event_ranged_practicest@@
 
.?AVgeneral_ref_value_levelst@@
 
.?AVgeneral_ref_value_levelst@@
 +
.?AVactivity_event_copy_written_contentst@@
 
.?AVactivity_event_researchst@@
 
.?AVactivity_event_researchst@@
.?AVactivity_event_copy_written_contentst@@
 
 
.?AVactivity_event_writest@@
 
.?AVactivity_event_writest@@
 
.?AVactivity_event_prayerst@@
 
.?AVactivity_event_prayerst@@
Line 37,144: Line 47,253:
 
.?AVactivity_event_store_objectst@@
 
.?AVactivity_event_store_objectst@@
 
.?AVactivity_event_individual_skill_drillst@@
 
.?AVactivity_event_individual_skill_drillst@@
.?AVhistory_event_collection_theftst@@
+
.?AVcontainer@widgets@@
.?AVitemst@@
+
.?AVviewscreenst@@
.?AVhistory_event_collection_abductionst@@
+
.?AVviewscreen_adventure_logst@@
.?AVhistory_event_body_abusedst@@
+
.?AVabstract_interfacest@@
.?AVcreation_zone_pwg_alteration_srp_ruinedst@@
+
.?AVwidget@widgets@@
.?AVhistory_event_war_destroyed_sitest@@
+
.?AVunit_sheet_button@widgets@@
.?AVhistory_event_hf_does_interactionst@@
+
.?AV?$_Ref_count_obj2@Vreport_popup@widgets@@@std@@
.?AVhistory_event_war_plundered_sitest@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_2>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@QEBA@PEAVwidget@widgets@@@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAV67@@std@@
.?AVitem_bagst@@
+
.?AV?$_Ref_count_obj2@Vwidget@widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Vnineslice@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_custom_render@widget@widgets@@QEAAXV?$function@$$A6AXPEAVwidget@widgets@@@Z@std@@@Z@XPEAV34@I@std@@
 +
.?AVnineslice@widgets@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Vtext_multiline@widgets@@@std@@
 +
.?AVwidget_stack@widgets@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??open_reports_window@announcements_interfacest@@QEAAXPEAVunitst@@@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Vtabs@widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Vcolumns_container@widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Vcontainer@widgets@@@std@@
 +
.?AV?$_Func_base@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
 +
.?AVrows_container@widgets@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0announcements_interfacest@@QEAA@XZ@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
 +
.?AV_Ref_count_base@std@@
 +
.?AVcolumns_container@widgets@@
 +
.?AV?$_Ref_count_obj2@Vunit_sheet_button@widgets@@@std@@
 +
.?AV?$_Func_base@XPEAVwidget@widgets@@@std@@
 +
.?AVtext_multiline@widgets@@
 +
.?AV?$_Func_base@XPEAVwidget@widgets@@I@std@@
 +
.?AV?$_Func_base@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Vrecenter_button@widgets@@@std@@
 +
.?AVsheet_button@widgets@@
 +
.?AVtext@widgets@@
 +
.?AV?$_Ref_count_obj2@Vscroll_rows@widgets@@@std@@
 +
.?AVrecenter_button@widgets@@
 
.?AVhistory_event_collection_duelst@@
 
.?AVhistory_event_collection_duelst@@
 
.?AVhistory_event_war_attacked_sitest@@
 
.?AVhistory_event_war_attacked_sitest@@
Line 37,167: Line 47,302:
 
.?AVcreation_zone_pwg_alteration_location_deathst@@
 
.?AVcreation_zone_pwg_alteration_location_deathst@@
 
.?AVcreation_zone_pwg_alterationst@@
 
.?AVcreation_zone_pwg_alterationst@@
 +
.?AVhistory_event_entity_rampaged_in_sitest@@
 
.?AVhistory_event_squad_vs_squadst@@
 
.?AVhistory_event_squad_vs_squadst@@
.?AVhistory_event_entity_rampaged_in_sitest@@
 
 
.?AVhistory_event_assume_identityst@@
 
.?AVhistory_event_assume_identityst@@
 
.?AVhistory_event_artifact_givenst@@
 
.?AVhistory_event_artifact_givenst@@
Line 37,189: Line 47,324:
 
.?AVcreation_zone_pwg_alteration_campst@@
 
.?AVcreation_zone_pwg_alteration_campst@@
 
.?AVhistory_event_hf_freedst@@
 
.?AVhistory_event_hf_freedst@@
 +
.?AVhistory_event_collection_theftst@@
 +
.?AVitemst@@
 +
.?AVhistory_event_collection_abductionst@@
 +
.?AVhistory_event_body_abusedst@@
 +
.?AVcreation_zone_pwg_alteration_srp_ruinedst@@
 +
.?AVhistory_event_war_destroyed_sitest@@
 +
.?AVhistory_event_hf_does_interactionst@@
 +
.?AVhistory_event_war_plundered_sitest@@
 +
.?AVitem_bagst@@
 
.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@
Line 37,208: Line 47,352:
 
.?AVart_image_propertyst@@
 
.?AVart_image_propertyst@@
 
.?AVhistory_event_entity_expels_hfst@@
 
.?AVhistory_event_entity_expels_hfst@@
.?AVcontainer@widgets@@
+
.?AVsquad_orderst@@
.?AVviewscreenst@@
+
.?AVsquad_order_rescue_hfst@@
 
.?AVviewscreen_worldst@@
 
.?AVviewscreen_worldst@@
.?AVsquad_order_rescue_hfst@@
 
.?AVabstract_interfacest@@
 
 
.?AVhistory_event_hist_figure_diedst@@
 
.?AVhistory_event_hist_figure_diedst@@
.?AVwidget@widgets@@
 
 
.?AVsquad_order_retrieve_artifactst@@
 
.?AVsquad_order_retrieve_artifactst@@
 
.?AVsquad_order_raid_sitest@@
 
.?AVsquad_order_raid_sitest@@
.?AVsquad_orderst@@
 
 
.?AVgeneral_ref_entity_art_imagest@@
 
.?AVgeneral_ref_entity_art_imagest@@
 
.?AV?$_Ref_count@Uworld_gen_param_charst@@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_charst@@@std@@
 +
.?AV?$_Ref_count_obj2@Vtext@widgets@@@std@@
 +
.?AV?$_Func_base@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@$$V@std@@
 +
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AUworld_gen_param_charst@@
 
.?AUworld_gen_param_charst@@
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
+
.?AV?$_Ref_count_obj2@Vtable@widgets@@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_flagst@@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_flagst@@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_flagarrayst@@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_flagarrayst@@@std@@
 
.?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 +
.?AUworld_gen_param_flagarrayst@@
 
.?AUworld_gen_param_valuest@@
 
.?AUworld_gen_param_valuest@@
.?AUworld_gen_param_flagarrayst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?6???R<lambda_1>@?1??open_window@settings_interfacest@@QEAAXH@Z@QEBA@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@X$$V@std@@
.?AV?$_Ref_count_obj2@Vcontainer@widgets@@@std@@
+
.?AV?$_Func_base@PEAH$$V@std@@
 +
.?AV?$_Func_base@_N$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?6???R<lambda_1>@?1??open_window@settings_interfacest@@QEAAXH@Z@QEBA@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@V56@$$V@std@@
 +
.?AV?$_Func_base@X$$V@std@@
 
.?AUworld_gen_param_flagst@@
 
.?AUworld_gen_param_flagst@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?6???R<lambda_1>@?1??open_window@settings_interfacest@@QEAAXH@Z@QEBA@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@PEAH$$V@std@@
 
.?AUworld_gen_param_memberst@@
 
.?AUworld_gen_param_memberst@@
 
.?AV?$_Ref_count@Uworld_gen_param_memberst@@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_memberst@@@std@@
.?AV_Ref_count_base@std@@
 
.?AVtabs@widgets@@
 
 
.?AUworld_gen_param_basest@@
 
.?AUworld_gen_param_basest@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@X$$V@std@@
+
.?AV?$_Ref_count_obj2@Vbetter_button@widgets@@@std@@
.?AV_Future_error_category2@std@@
+
.?AV?$_Ref_count_obj2@Vmultifilter@widgets@@@std@@
.?AV?$_Ref_count_obj2@U_ExceptionHolder@details@Concurrency@@@std@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?6???R<lambda_1>@?1??open_window@settings_interfacest@@QEAAXH@Z@QEBA@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@_N$$V@std@@
 
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@
.?AV?$_Associated_state@H@std@@
 
.?AVerror_category@std@@
 
 
.?AVviewscreen_titlest@@
 
.?AVviewscreen_titlest@@
.?AV_DefaultPPLTaskScheduler@details@Concurrency@@
 
 
.?AVviewscreen_initial_prepst@@
 
.?AVviewscreen_initial_prepst@@
.?AU?$_Task_impl@E@details@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?7???R1?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@QEBA@XZ@X$$V@std@@
 
.?AV?$_Func_base@X$$V@std@@
 
.?AV?$_Task_async_state@X@std@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AV_RefCounter@details@Concurrency@@
 
.?AV?$_Ref_count_obj2@U?$_Task_impl@E@details@Concurrency@@@std@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??_MakeVoidToUnitFunc@details@Concurrency@@YA?AV?$function@$$A6AEXZ@std@@AEBV?$function@$$A6AXXZ@6@@Z@E$$V@std@@
 
.?AV?$_Func_base@E$$V@std@@
 
.?AU_TaskProcHandle@details@Concurrency@@
 
.?AUscheduler_interface@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@X$$V@std@@
 
.?AV?$_Packaged_state@$$A6AXXZ@std@@
 
.?AV?$_CancellationTokenCallback@V<lambda_1>@?1??_RegisterCancellation@_Task_impl_base@details@Concurrency@@QEAAXV?$weak_ptr@U_Task_impl_base@details@Concurrency@@@std@@@Z@@details@Concurrency@@
 
.?AV_CancellationTokenRegistration@details@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@3@@Z@X$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CC@??_CancelAndRunContinuations@?$_Task_impl@E@details@Concurrency@@UEAA_N_N00AEBV?$shared_ptr@U_ExceptionHolder@details@Concurrency@@@std@@@Z@X$$V@std@@
 
.?AU_Task_impl_base@details@Concurrency@@
 
.?AVhistory_event_war_field_battlest@@
 
.?AVitem_clothst@@
 
.?AVitem_doorst@@
 
.?AVbuilding_tablest@@
 
.?AVitem_tablest@@
 
 
.?AVbuilding_chairst@@
 
.?AVbuilding_chairst@@
 +
.?AVitem_bedst@@
 
.?AVitem_pantsst@@
 
.?AVitem_pantsst@@
.?AVitem_bedst@@
 
 
.?AVbuilding_cabinetst@@
 
.?AVbuilding_cabinetst@@
 
.?AVitem_shoesst@@
 
.?AVitem_shoesst@@
 +
.?AVbuilding_doorst@@
 
.?AVhistory_event_hf_destroyed_sitest@@
 
.?AVhistory_event_hf_destroyed_sitest@@
.?AVbuilding_doorst@@
 
 
.?AVbuilding_display_furniturest@@
 
.?AVbuilding_display_furniturest@@
 
.?AVitem_gemst@@
 
.?AVitem_gemst@@
Line 37,292: Line 47,411:
 
.?AVbuilding_actualst@@
 
.?AVbuilding_actualst@@
 
.?AVitem_chairst@@
 
.?AVitem_chairst@@
 +
.?AVbuilding_bedst@@
 
.?AVhistory_event_change_creature_typest@@
 
.?AVhistory_event_change_creature_typest@@
.?AVbuilding_bedst@@
 
 
.?AVhistory_event_hfs_formed_intrigue_relationshipst@@
 
.?AVhistory_event_hfs_formed_intrigue_relationshipst@@
 
.?AVitem_helmst@@
 
.?AVitem_helmst@@
Line 37,299: Line 47,418:
 
.?AVbuilding_hatchst@@
 
.?AVbuilding_hatchst@@
 
.?AVitem_binst@@
 
.?AVitem_binst@@
 +
.?AVhistory_event_war_field_battlest@@
 +
.?AVitem_clothst@@
 +
.?AVitem_doorst@@
 +
.?AVbuilding_tablest@@
 +
.?AVitem_tablest@@
 
.?AVhistory_event_artifact_claim_formedst@@
 
.?AVhistory_event_artifact_claim_formedst@@
 
.?AVhistory_event_agreement_formedst@@
 
.?AVhistory_event_agreement_formedst@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@XU?$pair@PEAX_N@std@@_N@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?CA@??open@unit_selector_interfacest@@QEAAXH@Z@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_7>@?P@???R1?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?CE@??open@unit_selector_interfacest@@QEAAXH@Z@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??build_room_assignment_list@unit_selector_interfacest@@QEAAXPEAVbuilding_civzonest@@@Z@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_base@_NU?$pair@PEAX_N@std@@U12@@std@@
 +
.?AV?$_Func_impl_no_alloc@P6AXPEAVwidget@widgets@@@ZXPEAV12@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?9???R<lambda_8>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?9???R<lambda_8>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???R<lambda_5>@?CB@??open@unit_selector_interfacest@@QEAAXH@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?4??init@creatures_interfacest@@QEAAXXZ@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??build_worker_list@unit_selector_interfacest@@QEAAXPEAVbuildingst@@@Z@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?DD@??build_pit_pond_list@unit_selector_interfacest@@QEAAXPEAVbuilding_civzonest@@@Z@XU?$pair@PEAX_N@std@@_N@std@@
 +
.?AV?$_Ref_count_obj2@Uunit_portrait@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CG@??build_pen_pasture_list@unit_selector_interfacest@@QEAAXPEAVbuilding_civzonest@@@Z@XU?$pair@PEAX_N@std@@_N@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_6>@?CC@??open@unit_selector_interfacest@@QEAAXH@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AUunit_portrait@widgets@@
 +
.?AV?$_Ref_count_obj2@Vnineslice_horizontal@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?7???R<lambda_2>@?1??add_assign_trainer_button@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@V?$weak_ptr@Vwidget_stack@widgets@@@5@V?$weak_ptr@Vcontainer@widgets@@@5@V?$weak_ptr@Vunit_list@widgets@@@5@PEAVunitst@@@Z@QEBA@PEAVwidget@widgets@@@Z@_NPEAVwidget@widgets@@@std@@
 
.?AVsquad_order_movest@@
 
.?AVsquad_order_movest@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_10>@?CH@???R<lambda_7>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?4??init@creatures_interfacest@@QEAAXXZ@X$$V@std@@
 +
.?AV?$_Ref_count_obj2@Vwidget_stack@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_assign_trainer_button@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@V?$weak_ptr@Vwidget_stack@widgets@@@4@V?$weak_ptr@Vcontainer@widgets@@@4@V?$weak_ptr@Vunit_list@widgets@@@4@PEAVunitst@@@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?5???R1?1??add_assign_trainer_button@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@V?$weak_ptr@Vwidget_stack@widgets@@@4@V?$weak_ptr@Vcontainer@widgets@@@4@V?$weak_ptr@Vunit_list@widgets@@@4@PEAVunitst@@@Z@QEBA@PEAVwidget@widgets@@@Z@_NPEAV9widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Vunit_list@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_2>@?1???R<lambda_8>@?P@???R<lambda_7>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@QEBA@PEAVwidget@widgets@@@Z@QEBA@01@Z@_NPEAV9widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CCPF@??dwarfmode_normal@viewscreen_dwarfmodest@@IEAADAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@@Z@XU?$pair@PEAX_N@5@_N@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?5??init@creatures_interfacest@@QEAAXXZ@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??build_room_assignment_list@unit_selector_interfacest@@QEAAXPEAVbuilding_civzonest@@@Z@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?BO@???R<lambda_11>@?FN@??open@unit_selector_interfacest@@QEAAXH@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?4??init@creatures_interfacest@@QEAAXXZ@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??get_unit_list@unit_selector_interfacest@@QEAA?AV?$shared_ptr@Vunit_list@widgets@@@std@@XZ@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?4??init@creatures_interfacest@@QEAAXXZ@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?CC@??open@unit_selector_interfacest@@QEAAXH@Z@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_13>@?8??init@creatures_interfacest@@QEAAXXZ@_NAEBU?$pair@PEAX_N@std@@AEBU45@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@XPEAVwidget@widgets@@I@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_14>@?8??init@creatures_interfacest@@QEAAXXZ@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?2??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_17>@?1??init@creatures_interfacest@@QEAAXXZ@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_7>@?4??init@creatures_interfacest@@QEAAXXZ@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?6??init@creatures_interfacest@@QEAAXXZ@_NAEBU?$pair@PEAX_N@std@@AEBU45@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?6???R<lambda_2>@?1??add_assign_trainer_button@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@V?$weak_ptr@Vwidget_stack@widgets@@@5@V?$weak_ptr@Vcontainer@widgets@@@5@V?$weak_ptr@Vunit_list@widgets@@@5@PEAVunitst@@@Z@QEBA@PEAVwidget@widgets@@@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??init@creatures_interfacest@@QEAAXXZ@X$$V@std@@
 +
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.?AVsquad_order_patrol_routest@@
 
.?AVsquad_order_patrol_routest@@
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.?AV?$_Func_impl_no_alloc@V<lambda_14>@?5??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU45@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?L@???0labor_list_widget@@QEAA@V?$vector@HV?$allocator@H@std@@@std@@PEAV?$array@_N$0FO@@4@@Z@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Ref_count_obj2@Ulabor_kitchen_interfacest@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?9??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_base@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU12@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?L@??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?3??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_11>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Ref_count_obj2@Vradio_rows@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@I@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?P@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AVsquad_order_kill_listst@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@I@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@XPEAVwidget@widgets@@I@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_10>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU45@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XPEAVtextbox@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_3>@?2??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@QEBA@PEAVwidget@widgets@@@Z@_NPEAV67@@std@@
 +
.?AV?$_Ref_count_obj2@Ulabor_work_details_interfacest@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@XPEAVtextbox@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?1??init@justice_interfacest@@QEAAXXZ@_NAEBU?$pair@PEAX_N@std@@AEBU45@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@_NAEBU?$pair@PEAX_N@4@AEBU74@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_2>@?1???R1?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAV67@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@_NU?$pair@PEAX_N@4@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@4@PEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R1?1???R<lambda_2>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAV67@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?N@???R<lambda_1>@?9??init@justice_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?9??init@justice_interfacest@@QEAAXXZ@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@_NPEAV56@@std@@
 
.?AVhistory_event_hf_convictedst@@
 
.?AVhistory_event_hf_convictedst@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_2>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@XV?$shared_ptr@Vcontainer@widgets@@@4@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R1?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@XU?$pair@PEAX_N@std@@_N@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???R<lambda_1>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?BN@??init@justice_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?9???R1?9??init@justice_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?DE@??init@justice_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@_NPEAV56@@std@@
 
.?AVsquad_order_kill_hfst@@
 
.?AVsquad_order_kill_hfst@@
 
.?AVhistory_event_agreement_concludedst@@
 
.?AVhistory_event_agreement_concludedst@@
Line 37,318: Line 47,634:
 
.?AVitem_body_componentst@@
 
.?AVitem_body_componentst@@
 
.?AVbuilding_weaponst@@
 
.?AVbuilding_weaponst@@
.?AV?$basic_syncbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
+
.?AVerror_category@std@@
.?AV?$basic_osyncstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
+
.?AV_Generic_error_category@std@@
.?AV?$_Basic_syncbuf_impl@DU?$char_traits@D@std@@@std@@
+
.?AV?$basic_stringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AVhistory_event_masterpiece_lostst@@
 
.?AVhistory_event_masterpiece_lostst@@
 
.?AVblock_square_event_item_spatterst@@
 
.?AVblock_square_event_item_spatterst@@
Line 37,334: Line 47,650:
 
.?AVblock_square_event_material_spatterst@@
 
.?AVblock_square_event_material_spatterst@@
 
.?AVbuilding_wagonst@@
 
.?AVbuilding_wagonst@@
 +
.?AVbuilding_cagest@@
 
.?AVitem_plantst@@
 
.?AVitem_plantst@@
.?AVbuilding_cagest@@
+
.?AVbuilding_grate_wallst@@
 
.?AVbuilding_chainst@@
 
.?AVbuilding_chainst@@
.?AVbuilding_grate_wallst@@
 
 
.?AVitem_liquipowderst@@
 
.?AVitem_liquipowderst@@
 
.?AVbuilding_nest_boxst@@
 
.?AVbuilding_nest_boxst@@
Line 37,344: Line 47,660:
 
.?AVbuilding_gear_assemblyst@@
 
.?AVbuilding_gear_assemblyst@@
 
.?AVbuilding_weaponrackst@@
 
.?AVbuilding_weaponrackst@@
 +
.?AVprojst@@
 
.?AVitem_remainsst@@
 
.?AVitem_remainsst@@
.?AVprojst@@
 
 
.?AVbuilding_rollersst@@
 
.?AVbuilding_rollersst@@
 
.?AVbuilding_archerytargetst@@
 
.?AVbuilding_archerytargetst@@
Line 37,356: Line 47,672:
 
.?AVbuilding_trapst@@
 
.?AVbuilding_trapst@@
 
.?AVbuilding_screw_pumpst@@
 
.?AVbuilding_screw_pumpst@@
 +
.?AVbuilding_furnacest@@
 
.?AVbuilding_water_wheelst@@
 
.?AVbuilding_water_wheelst@@
.?AVbuilding_furnacest@@
 
 
.?AVbuilding_wellst@@
 
.?AVbuilding_wellst@@
 
.?AVbuilding_hivest@@
 
.?AVbuilding_hivest@@
Line 37,369: Line 47,685:
 
.?AVbuilding_coffinst@@
 
.?AVbuilding_coffinst@@
 
.?AVbuilding_bars_verticalst@@
 
.?AVbuilding_bars_verticalst@@
 +
.?AVbuilding_tradedepotst@@
 
.?AVbuilding_roadst@@
 
.?AVbuilding_roadst@@
.?AVbuilding_tradedepotst@@
 
 
.?AVbuilding_grate_floorst@@
 
.?AVbuilding_grate_floorst@@
 
.?AVbuilding_siegeenginest@@
 
.?AVbuilding_siegeenginest@@
Line 37,384: Line 47,700:
 
.?AVbuilding_window_gemst@@
 
.?AVbuilding_window_gemst@@
 
.?AVproj_itemst@@
 
.?AVproj_itemst@@
 +
.?AVbuilding_bars_floorst@@
 
.?AVbuilding_animaltrapst@@
 
.?AVbuilding_animaltrapst@@
.?AVbuilding_bars_floorst@@
 
 
.?AVitem_critterst@@
 
.?AVitem_critterst@@
 
.?AVbuilding_windmillst@@
 
.?AVbuilding_windmillst@@
 +
.?AVbuilding_statuest@@
 
.?AVbuilding_instrumentst@@
 
.?AVbuilding_instrumentst@@
.?AVbuilding_statuest@@
 
 
.?AVbuilding_def_furnacest@@
 
.?AVbuilding_def_furnacest@@
 
.?AVbuilding_def_workshopst@@
 
.?AVbuilding_def_workshopst@@
 
.?AVbuilding_defst@@
 
.?AVbuilding_defst@@
 
.?AVgeneral_ref_coinbatchst@@
 
.?AVgeneral_ref_coinbatchst@@
 +
.?AVhistory_event_artifact_foundst@@
 
.?AVhistory_event_entity_overthrownst@@
 
.?AVhistory_event_entity_overthrownst@@
.?AVhistory_event_artifact_foundst@@
 
 
.?AVhistory_event_entity_incorporatedst@@
 
.?AVhistory_event_entity_incorporatedst@@
 
.?AVhistory_event_create_entity_positionst@@
 
.?AVhistory_event_create_entity_positionst@@
Line 37,401: Line 47,717:
 
.?AVhistory_event_collection_entity_overthrownst@@
 
.?AVhistory_event_collection_entity_overthrownst@@
 
.?AVhistory_event_failed_intrigue_corruptionst@@
 
.?AVhistory_event_failed_intrigue_corruptionst@@
 +
.?AVviewscreen_setupadventurest@@
 
.?AVhistory_event_hfs_formed_reputation_relationshipst@@
 
.?AVhistory_event_hfs_formed_reputation_relationshipst@@
 
.?AVhistory_event_created_buildingst@@
 
.?AVhistory_event_created_buildingst@@
 +
.?AVhistory_event_hist_figure_revivedst@@
 
.?AVhistory_event_artifact_possessedst@@
 
.?AVhistory_event_artifact_possessedst@@
.?AVhistory_event_hist_figure_revivedst@@
 
 
.?AVhistory_event_hf_enslavedst@@
 
.?AVhistory_event_hf_enslavedst@@
 
.?AVhistory_event_building_profile_acquiredst@@
 
.?AVhistory_event_building_profile_acquiredst@@
Line 37,416: Line 47,733:
 
.?AVitem_meatst@@
 
.?AVitem_meatst@@
 
.?AVitem_corpsepiecest@@
 
.?AVitem_corpsepiecest@@
.?AV?$_Func_base@XPEAVtextbox@widgets@@@std@@
+
.?AV?$_Func_impl_no_alloc@P6APEAVbuildingst@@F@ZPEAV1@F@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@@PEAVunitst@@FF@std@@
 +
.?AV?$_Func_impl_no_alloc@P6APEAVitemst@@FFFHHD@ZPEAV1@FFFHHD@std@@
 +
.?AV?$_Func_base@PEAVitemst@@FFFHHD@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_5>@@XPEAVunitst@@PEAVinteraction_effect_summon_unitst@@AEAUinteraction_contextst@@FFF@std@@
 +
.?AV?$_Func_base@XAEAUnamest@@AEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@DD@std@@
 +
.?AV?$_Func_base@PEAVhistory_figurest@@$$V@std@@
 +
.?AV?$_Func_base@XPEAVbuildingst@@@std@@
 +
.?AV?$_Func_base@XPEAVunitst@@PEAVinteraction_effect_summon_unitst@@AEAUinteraction_contextst@@FFF@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_7>@@XPEAVbuildingst@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@@XPEAVunitst@@FFF@std@@
 +
.?AV?$_Func_impl_no_alloc@P6AXAEAUnamest@@AEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@DD@ZXAEAU1@AEAV23@DD@std@@
 +
.?AV?$_Func_impl_no_alloc@P6APEAVhistory_figurest@@XZPEAV1@$$V@std@@
 +
.?AV?$_Func_base@XPEAVjobst@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_8>@@XPEAVunitst@@@std@@
 +
.?AV?$_Func_base@XPEAVbuildingst@@D@std@@
 +
.?AV?$_Func_base@XPEAVunitst@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@@XPEAVjobst@@@std@@
 +
.?AV?$_Func_base@PEAVunitst@@$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@@XPEAVbuildingst@@D@std@@
 +
.?AV?$_Func_base@XPEAVunitst@@FFF@std@@
 +
.?AV?$_Func_base@PEAVbuildingst@@F@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_9>@@XPEAVunitst@@@std@@
 +
.?AV?$_Func_impl_no_alloc@P6APEAVunitst@@XZPEAV1@$$V@std@@
 +
.?AV?$_Func_base@PEAVunitst@@FF@std@@
 
.?AVinterface_buttonst@@
 
.?AVinterface_buttonst@@
 
.?AVinterface_button_buildingst@@
 
.?AVinterface_button_buildingst@@
Line 37,423: Line 47,764:
 
.?AVactive_script_var_unitst@@
 
.?AVactive_script_var_unitst@@
 
.?AVactive_script_varst@@
 
.?AVactive_script_varst@@
 +
.?AVviewscreen_savegamest@@
 
.?AVviewscreen_adopt_regionst@@
 
.?AVviewscreen_adopt_regionst@@
.?AVviewscreen_savegamest@@
+
.?AVhistory_event_hist_figure_reach_summitst@@
 +
.?AVadventure_movement_mountst@@
 +
.?AVadventure_movement_item_interact_pushst@@
 +
.?AVadventure_movement_item_interact_ridest@@
 +
.?AVadventure_movement_throw_item_at_tilest@@
 +
.?AVadventure_movement_building_interact_lower_well_bucketst@@
 +
.?AVadventure_movement_jumpst@@
 +
.?AVitem_coinst@@
 +
.?AVadventure_environment_place_in_it_containerst@@
 +
.?AVadventure_option_assume_identityst@@
 +
.?AVadventure_environment_ingest_from_containerst@@
 +
.?AVadventure_movement_building_interact_pull_leverst@@
 +
.?AVadventure_movement_shoot_creaturest@@
 +
.?AVadventure_movement_lead_animalst@@
 +
.?AVadventure_movement_item_interact_guidest@@
 +
.?AVadventure_movement_release_hold_tilest@@
 +
.?AVadventure_environment_pick_vegetationst@@
 +
.?AVadventure_option_inventory_itemst@@
 +
.?AVadventure_movement_building_interactst@@
 +
.?AVadventure_environment_pickup_vermin_eventst@@
 +
.?AVadventure_environment_place_in_bld_containerst@@
 +
.?AVadventure_movement_building_interact_pick_hatch_lockst@@
 +
.?AVadventure_movement_attack_creaturest@@
 +
.?AVadventure_item_interact_fill_from_containerst@@
 +
.?AVadventure_item_interact_strugglest@@
 +
.?AVadventure_environment_optionst@@
 +
.?AVadventure_movement_optionst@@
 +
.?AVitem_quernst@@
 +
.?AVitem_powderst@@
 +
.?AVadventure_option_put_itemst@@
 +
.?AVadventure_environment_ingest_materialst@@
 +
.?AVadventure_movement_release_hold_itemst@@
 +
.?AVadventure_option_remove_itemst@@
 +
.?AVadventure_environment_pick_up_building_item_contentsst@@
 +
.?AVadventure_movement_hold_itemst@@
 +
.?AVadventure_option_eat_drink_itemst@@
 +
.?AVadventure_option_interact_with_itemst@@
 +
.?AVadventure_movement_pathst@@
 +
.?AVadventure_environment_pick_up_environmentst@@
 +
.?AVadventure_option_start_shoutingst@@
 +
.?AVadventure_environment_pickup_chop_treest@@
 +
.?AVadventure_movement_throw_item_at_creaturest@@
 +
.?AVadventure_option_wear_itemst@@
 +
.?AVadventure_movement_dismountst@@
 +
.?AVadventure_option_view_unitst@@
 +
.?AVadventure_option_talk_existing_conversationst@@
 +
.?AVadventure_option_talk_new_conversationst@@
 +
.?AVadventure_item_interact_heat_from_tilest@@
 +
.?AVadventure_option_drop_itemst@@
 +
.?AVadventure_option_view_event_detailst@@
 +
.?AVadventure_movement_shoot_tilest@@
 +
.?AVadventure_option_view_contaminantst@@
 +
.?AVadventure_environment_take_from_pack_animalst@@
 +
.?AVadventure_environment_pick_up_building_itemst@@
 +
.?AVadventure_item_interact_give_namest@@
 +
.?AVitem_drinkst@@
 +
.?AVadventure_option_throw_itemst@@
 +
.?AVadventure_environment_pick_up_ground_itemst@@
 +
.?AVadventure_option_view_itemst@@
 +
.?AVadventure_movement_building_interact_bash_down_doorst@@
 +
.?AVadventure_item_interact_pull_outst@@
 +
.?AVadventure_movement_stop_lead_animalst@@
 +
.?AVadventure_movement_building_interact_break_in_hatchst@@
 +
.?AVviewscreen_dungeonmodest@@
 +
.?AVadventure_item_interact_fill_with_materialst@@
 +
.?AVadventure_option_eat_item_contaminantst@@
 
.?AVitem_woodst@@
 
.?AVitem_woodst@@
 +
.?AVadventure_item_interact_readst@@
 +
.?AVadventure_environment_take_item_from_containerst@@
 +
.?AVitem_globst@@
 +
.?AVadventure_movement_hold_tilest@@
 +
.?AVadventure_movement_item_interactst@@
 +
.?AVadventure_environment_place_on_pack_animalst@@
 +
.?AVadventure_movement_climbst@@
 +
.?AVadventure_environment_pickup_make_campfirest@@
 +
.?AVadventure_environment_pickup_ignite_vegst@@
 +
.?AVadventure_optionst@@
 +
.?AVadventure_item_interact_rollst@@
 
.?AVitem_eggst@@
 
.?AVitem_eggst@@
 +
.?AVadventure_movement_combat_menu_creaturest@@
 +
.?AVadventure_movement_movest@@
 +
.?AVadventure_movement_building_interact_pick_door_lockst@@
 +
.?AVitem_petst@@
 +
.?AVadventure_option_eat_unit_contaminantst@@
 +
.?AVadventure_environment_unit_suck_bloodst@@
 +
.?AVadventure_item_interact_roll_allst@@
 +
.?AVadventure_movement_building_interact_topple_statuest@@
 +
.?AVadventure_movement_building_interact_raise_well_bucketst@@
 
.?AVitem_powder_miscst@@
 
.?AVitem_powder_miscst@@
.?AVitem_coinst@@
+
.?AVadventure_movement_claim_petst@@
.?AVitem_quernst@@
 
.?AVitem_powderst@@
 
 
.?AVinterface_button_building_category_selectorst@@
 
.?AVinterface_button_building_category_selectorst@@
 
.?AVviewscreen_dwarfmodest@@
 
.?AVviewscreen_dwarfmodest@@
Line 37,446: Line 47,871:
 
.?AVhistory_event_collection_journeyst@@
 
.?AVhistory_event_collection_journeyst@@
 
.?AVitem_barrelst@@
 
.?AVitem_barrelst@@
 +
.?AVhistory_event_replaced_buildingst@@
 
.?AVhistory_event_change_hf_body_statest@@
 
.?AVhistory_event_change_hf_body_statest@@
.?AVhistory_event_replaced_buildingst@@
 
 
.?AVhistory_event_poetic_form_createdst@@
 
.?AVhistory_event_poetic_form_createdst@@
 
.?AVhistory_event_hist_figure_new_petst@@
 
.?AVhistory_event_hist_figure_new_petst@@
Line 37,479: Line 47,904:
 
.?AVitem_quiverst@@
 
.?AVitem_quiverst@@
 
.?AVhistory_event_created_world_constructionst@@
 
.?AVhistory_event_created_world_constructionst@@
 +
.?AVhistory_event_entity_equipment_purchasest@@
 
.?AVhistory_event_hist_figure_travelst@@
 
.?AVhistory_event_hist_figure_travelst@@
.?AVhistory_event_entity_equipment_purchasest@@
+
.?AVhistory_event_collection_warst@@
 
.?AVhistory_event_war_peace_rejectedst@@
 
.?AVhistory_event_war_peace_rejectedst@@
.?AVhistory_event_collection_warst@@
 
 
.?AVitem_gobletst@@
 
.?AVitem_gobletst@@
 
.?AVgeneral_ref_building_well_tagst@@
 
.?AVgeneral_ref_building_well_tagst@@
.?AVitem_drinkst@@
 
 
.?AVitem_boulderst@@
 
.?AVitem_boulderst@@
 
.?AVgeneral_ref_buildingst@@
 
.?AVgeneral_ref_buildingst@@
Line 37,495: Line 47,919:
 
.?AVfeature_init_outdoor_riverst@@
 
.?AVfeature_init_outdoor_riverst@@
 
.?AVfeature_magma_poolst@@
 
.?AVfeature_magma_poolst@@
 +
.?AVfeature_pitst@@
 
.?AVfeaturest@@
 
.?AVfeaturest@@
.?AVfeature_pitst@@
+
.?AVfeature_init_pitst@@
 
.?AVfeature_deep_special_tubest@@
 
.?AVfeature_deep_special_tubest@@
.?AVfeature_init_pitst@@
 
 
.?AVfeature_cavest@@
 
.?AVfeature_cavest@@
 
.?AVfeature_underworld_from_layerst@@
 
.?AVfeature_underworld_from_layerst@@
Line 37,514: Line 47,938:
 
.?AVfeature_init_cavest@@
 
.?AVfeature_init_cavest@@
 
.?AVfeature_init_magma_core_from_layerst@@
 
.?AVfeature_init_magma_core_from_layerst@@
 +
.?AV_System_error_category@std@@
 
.?AVhistory_event_entity_breach_feature_layerst@@
 
.?AVhistory_event_entity_breach_feature_layerst@@
 
.?AVflow_guide_item_cloudst@@
 
.?AVflow_guide_item_cloudst@@
Line 37,519: Line 47,944:
 
.?AVflow_guidest@@
 
.?AVflow_guidest@@
 
.?AVflow_guide_trailing_flowst@@
 
.?AVflow_guide_trailing_flowst@@
.?AVjob_handlerst@@
+
.?AUcreatures_interfacest@@
 
.?AVmachine_handlerst@@
 
.?AVmachine_handlerst@@
 
.?AVviewscreen_export_regionst@@
 
.?AVviewscreen_export_regionst@@
 
.?AVhistory_event_first_contactst@@
 
.?AVhistory_event_first_contactst@@
 +
.?AUlabor_interfacest@@
 
.?AVhistory_event_topicagreement_concludedst@@
 
.?AVhistory_event_topicagreement_concludedst@@
 
.?AVhistory_event_agreements_voidedst@@
 
.?AVhistory_event_agreements_voidedst@@
 
.?AVhistory_event_topicagreement_madest@@
 
.?AVhistory_event_topicagreement_madest@@
 +
.?AUjustice_interfacest@@
 
.?AVviewscreen_update_regionst@@
 
.?AVviewscreen_update_regionst@@
 
.?AVbuilding_handlerst@@
 
.?AVbuilding_handlerst@@
Line 37,534: Line 47,961:
 
.?AVhistory_event_hist_figure_abductedst@@
 
.?AVhistory_event_hist_figure_abductedst@@
 
.?AVhistory_event_change_hf_moodst@@
 
.?AVhistory_event_change_hf_moodst@@
 +
.?AUinfo_interfacest@@
 
.?AVcreature_handlerst@@
 
.?AVcreature_handlerst@@
 
.?AUbuildreqst@@
 
.?AUbuildreqst@@
 
.?AVhistory_event_first_contact_failedst@@
 
.?AVhistory_event_first_contact_failedst@@
 +
.?AUunit_selector_interfacest@@
 
.?AVhistory_event_artifact_destroyedst@@
 
.?AVhistory_event_artifact_destroyedst@@
 +
.?AVjob_handlerst@@
 +
.?AV?$_Ref_count_obj2@U_ExceptionHolder@details@Concurrency@@@std@@
 +
.?AV_Future_error_category2@std@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@X$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@X$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@X$$V@std@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AV?$_Task_async_state@Uloading_music_filest@@@std@@
 
.?AV?$_Task_async_state@Uloading_music_filest@@@std@@
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@Uloading_music_filest@@$$V@std@@
 
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AV?$_Associated_state@Uloading_music_filest@@@std@@
 
.?AV?$_Associated_state@Uloading_music_filest@@@std@@
 +
.?AV?$_Deferred_async_state@Uloading_music_filest@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@Uloading_music_filest@@$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@Uloading_music_filest@@$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@Uloading_music_filest@@$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?7???R1?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@QEBA@XZ@X$$V@std@@
 +
.?AU?$_Task_impl@E@details@Concurrency@@
 +
.?AV_RefCounter@details@Concurrency@@
 +
.?AV?$_Ref_count_obj2@U?$_Task_impl@E@details@Concurrency@@@std@@
 
.?AV?$_Func_base@Uloading_music_filest@@$$V@std@@
 
.?AV?$_Func_base@Uloading_music_filest@@$$V@std@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??_MakeVoidToUnitFunc@details@Concurrency@@YA?AV?$function@$$A6AEXZ@std@@AEBV?$function@$$A6AXXZ@6@@Z@E$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@X$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@X$$V@std@@
 +
.?AU_TaskProcHandle@details@Concurrency@@
 
.?AV?$_Packaged_state@$$A6A?AUloading_music_filest@@XZ@std@@
 
.?AV?$_Packaged_state@$$A6A?AUloading_music_filest@@XZ@std@@
 +
.?AV?$_Func_base@E$$V@std@@
 +
.?AV?$_CancellationTokenCallback@V<lambda_1>@?1??_RegisterCancellation@_Task_impl_base@details@Concurrency@@QEAAXV?$weak_ptr@U_Task_impl_base@details@Concurrency@@@std@@@Z@@details@Concurrency@@
 +
.?AU_Task_impl_base@details@Concurrency@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CC@??_CancelAndRunContinuations@?$_Task_impl@E@details@Concurrency@@UEAA_N_N00AEBV?$shared_ptr@U_ExceptionHolder@details@Concurrency@@@std@@@Z@X$$V@std@@
 +
.?AV_CancellationTokenRegistration@details@Concurrency@@
 +
.?AVhistory_event_hf_relationship_deniedst@@
 +
.?AVhistory_event_insurrection_endedst@@
 +
.?AVhistfig_hf_link_former_apprenticest@@
 +
.?AVhistfig_site_link_prison_abstract_buildingst@@
 +
.?AVhistory_event_hf_razed_buildingst@@
 +
.?AVhistory_event_artifact_transformedst@@
 +
.?AVhistory_event_artifact_hiddenst@@
 +
.?AVhistfig_entity_link_former_prisonerst@@
 +
.?AVgeneral_ref_historical_eventst@@
 +
.?AVhistfig_entity_link_former_occupationst@@
 +
.?AVhistfig_site_link_hangoutst@@
 
.?AVgeneral_ref_interactionst@@
 
.?AVgeneral_ref_interactionst@@
 +
.?AVhistfig_entity_link_enemyst@@
 
.?AVhistory_event_collection_occasionst@@
 
.?AVhistory_event_collection_occasionst@@
 
.?AVhistfig_entity_link_former_slavest@@
 
.?AVhistfig_entity_link_former_slavest@@
.?AVhistfig_site_link_hangoutst@@
 
.?AVhistfig_entity_link_former_occupationst@@
 
.?AVhistfig_entity_link_enemyst@@
 
.?AVhistfig_entity_link_squadst@@
 
 
.?AVhistory_event_remove_hf_hf_linkst@@
 
.?AVhistory_event_remove_hf_hf_linkst@@
 
.?AVhistfig_entity_link_position_claimst@@
 
.?AVhistfig_entity_link_position_claimst@@
 
.?AVgeneral_ref_entityst@@
 
.?AVgeneral_ref_entityst@@
 
.?AVgeneral_ref_abstract_buildingst@@
 
.?AVgeneral_ref_abstract_buildingst@@
 +
.?AVhistfig_entity_link_squadst@@
 
.?AVhistory_event_collection_competitionst@@
 
.?AVhistory_event_collection_competitionst@@
 
.?AVhistory_event_creature_devouredst@@
 
.?AVhistory_event_creature_devouredst@@
 
.?AVhistory_event_collection_insurrectionst@@
 
.?AVhistory_event_collection_insurrectionst@@
 
.?AVhistory_event_masterpiece_created_item_improvementst@@
 
.?AVhistory_event_masterpiece_created_item_improvementst@@
.?AVgeneral_ref_sitest@@
 
 
.?AVhistory_event_hf_gains_secret_goalst@@
 
.?AVhistory_event_hf_gains_secret_goalst@@
 
.?AVhistory_event_ceremonyst@@
 
.?AVhistory_event_ceremonyst@@
 
.?AVhistfig_entity_link_former_mercenaryst@@
 
.?AVhistfig_entity_link_former_mercenaryst@@
 
.?AVhistory_event_change_hf_jobst@@
 
.?AVhistory_event_change_hf_jobst@@
 +
.?AVgeneral_ref_sitest@@
 +
.?AVhistory_event_remove_hf_entity_linkst@@
 
.?AVhistfig_hf_link_childst@@
 
.?AVhistfig_hf_link_childst@@
.?AVhistory_event_remove_hf_entity_linkst@@
 
 
.?AVhistfig_hf_link_companionst@@
 
.?AVhistfig_hf_link_companionst@@
 
.?AVhistfig_hf_link_motherst@@
 
.?AVhistfig_hf_link_motherst@@
 +
.?AVgeneral_ref_poetic_formst@@
 
.?AVhistfig_entity_link_slavest@@
 
.?AVhistfig_entity_link_slavest@@
.?AVgeneral_ref_poetic_formst@@
 
 
.?AVhistfig_site_linkst@@
 
.?AVhistfig_site_linkst@@
.?AVhistfig_hf_link_imprisonerst@@
 
 
.?AVhistory_event_collection_performancest@@
 
.?AVhistory_event_collection_performancest@@
 
.?AVhistory_event_remove_hf_site_linkst@@
 
.?AVhistory_event_remove_hf_site_linkst@@
 
.?AVhistfig_entity_link_mercenaryst@@
 
.?AVhistfig_entity_link_mercenaryst@@
 +
.?AVhistfig_hf_link_imprisonerst@@
 
.?AVhistfig_hf_link_fatherst@@
 
.?AVhistfig_hf_link_fatherst@@
 
.?AVhistfig_hf_link_deityst@@
 
.?AVhistfig_hf_link_deityst@@
Line 37,586: Line 48,040:
 
.?AVhistfig_entity_link_former_memberst@@
 
.?AVhistfig_entity_link_former_memberst@@
 
.?AVhistory_event_masterpiece_created_foodst@@
 
.?AVhistory_event_masterpiece_created_foodst@@
 +
.?AVhistory_event_add_hf_hf_linkst@@
 
.?AVhistfig_site_link_seat_of_powerst@@
 
.?AVhistfig_site_link_seat_of_powerst@@
.?AVhistory_event_add_hf_hf_linkst@@
+
.?AVhistfig_hf_link_deceased_spousest@@
 
.?AVhistfig_hf_linkst@@
 
.?AVhistfig_hf_linkst@@
.?AVhistfig_hf_link_deceased_spousest@@
+
.?AVhistfig_entity_link_former_squadst@@
 
.?AVhistfig_entity_link_memberst@@
 
.?AVhistfig_entity_link_memberst@@
 +
.?AVhistfig_site_link_home_site_saved_civzonest@@
 
.?AVhistory_event_hist_figure_reunionst@@
 
.?AVhistory_event_hist_figure_reunionst@@
.?AVhistfig_entity_link_former_squadst@@
+
.?AVhistory_event_artifact_droppedst@@
.?AVhistfig_site_link_home_site_saved_civzonest@@
 
 
.?AVgeneral_ref_subregionst@@
 
.?AVgeneral_ref_subregionst@@
 
.?AVhistfig_entity_link_criminalst@@
 
.?AVhistfig_entity_link_criminalst@@
 
.?AVhistfig_site_link_lairst@@
 
.?AVhistfig_site_link_lairst@@
 +
.?AVhistfig_site_link_home_site_realization_buildingst@@
 
.?AVgeneral_ref_historical_figurest@@
 
.?AVgeneral_ref_historical_figurest@@
.?AVhistfig_site_link_home_site_realization_buildingst@@
 
.?AVhistory_event_artifact_droppedst@@
 
 
.?AVhistory_event_collection_processionst@@
 
.?AVhistory_event_collection_processionst@@
 
.?AVhistory_event_merchantst@@
 
.?AVhistory_event_merchantst@@
 +
.?AVhistory_event_masterpiece_created_engravingst@@
 
.?AVhistory_event_add_hf_site_linkst@@
 
.?AVhistory_event_add_hf_site_linkst@@
.?AVhistory_event_masterpiece_created_engravingst@@
 
 
.?AVhistfig_site_link_occupationst@@
 
.?AVhistfig_site_link_occupationst@@
 +
.?AVgeneral_ref_feature_layerst@@
 
.?AVgeneral_ref_written_contentst@@
 
.?AVgeneral_ref_written_contentst@@
 
.?AVhistfig_hf_link_spousest@@
 
.?AVhistfig_hf_link_spousest@@
.?AVgeneral_ref_feature_layerst@@
 
 
.?AVhistfig_entity_link_prisonerst@@
 
.?AVhistfig_entity_link_prisonerst@@
 +
.?AVhistory_event_insurrection_startedst@@
 +
.?AVhistfig_hf_link_pet_ownerst@@
 
.?AVgeneral_ref_musical_formst@@
 
.?AVgeneral_ref_musical_formst@@
.?AVhistory_event_entity_razed_buildingst@@
 
.?AVhistfig_hf_link_prisonerst@@
 
.?AVhistfig_hf_link_pet_ownerst@@
 
.?AVhistory_event_insurrection_startedst@@
 
 
.?AVhistfig_site_link_prison_site_building_profilest@@
 
.?AVhistfig_site_link_prison_site_building_profilest@@
 +
.?AVhistory_event_competitionst@@
 
.?AVhistfig_entity_linkst@@
 
.?AVhistfig_entity_linkst@@
.?AVhistory_event_competitionst@@
+
.?AVhistfig_hf_link_prisonerst@@
 +
.?AVhistory_event_entity_razed_buildingst@@
 +
.?AVhistory_event_change_hf_statest@@
 +
.?AVhistfig_hf_link_loverst@@
 
.?AVhistfig_hf_link_apprenticest@@
 
.?AVhistfig_hf_link_apprenticest@@
.?AVhistfig_hf_link_loverst@@
 
.?AVhistory_event_change_hf_statest@@
 
.?AVhistory_event_hf_recruited_unit_type_for_entityst@@
 
 
.?AVhistory_event_hf_confrontedst@@
 
.?AVhistory_event_hf_confrontedst@@
 
.?AVhistory_event_site_diedst@@
 
.?AVhistory_event_site_diedst@@
 +
.?AVhistory_event_hf_recruited_unit_type_for_entityst@@
 
.?AVgeneral_ref_languagest@@
 
.?AVgeneral_ref_languagest@@
 
.?AVhistfig_site_link_home_site_realization_sulst@@
 
.?AVhistfig_site_link_home_site_realization_sulst@@
 
.?AVhistfig_hf_link_masterst@@
 
.?AVhistfig_hf_link_masterst@@
 
.?AVhistory_event_artifact_lostst@@
 
.?AVhistory_event_artifact_lostst@@
.?AVhistory_event_hist_figure_reach_summitst@@
 
 
.?AVhistory_event_processionst@@
 
.?AVhistory_event_processionst@@
 
.?AVhistory_event_masterpiece_created_dye_itemst@@
 
.?AVhistory_event_masterpiece_created_dye_itemst@@
Line 37,634: Line 48,087:
 
.?AVgeneral_ref_dance_formst@@
 
.?AVgeneral_ref_dance_formst@@
 
.?AVhistfig_entity_link_occupationst@@
 
.?AVhistfig_entity_link_occupationst@@
 +
.?AVhistory_event_gamblest@@
 
.?AVhistory_event_artifact_recoveredst@@
 
.?AVhistory_event_artifact_recoveredst@@
 +
.?AVhistfig_site_link_home_site_abstract_buildingst@@
 
.?AVhistfig_hf_link_former_masterst@@
 
.?AVhistfig_hf_link_former_masterst@@
.?AVhistory_event_gamblest@@
+
.?AVhistory_event_collection_ceremonyst@@
 +
.?AVhistfig_hf_link_former_spousest@@
 
.?AVhistfig_entity_link_former_positionst@@
 
.?AVhistfig_entity_link_former_positionst@@
 
.?AVhistory_event_written_content_composedst@@
 
.?AVhistory_event_written_content_composedst@@
.?AVhistfig_site_link_home_site_abstract_buildingst@@
 
 
.?AVhistory_event_performancest@@
 
.?AVhistory_event_performancest@@
.?AVhistory_event_collection_ceremonyst@@
+
.?AVinteraction_source_item_powerst@@
.?AVhistfig_hf_link_former_spousest@@
+
.?AVinteraction_target_materialst@@
.?AVhistfig_hf_link_former_apprenticest@@
 
.?AVhistory_event_hf_relationship_deniedst@@
 
.?AVhistory_event_insurrection_endedst@@
 
.?AVhistory_event_artifact_hiddenst@@
 
.?AVhistfig_site_link_prison_abstract_buildingst@@
 
.?AVhistory_event_hf_razed_buildingst@@
 
.?AVhistory_event_artifact_transformedst@@
 
.?AVhistfig_entity_link_former_prisonerst@@
 
.?AVgeneral_ref_historical_eventst@@
 
.?AVinteraction_target_materialst@@
 
 
.?AVinteraction_target_creaturest@@
 
.?AVinteraction_target_creaturest@@
 
.?AVinteraction_effect_material_emissionst@@
 
.?AVinteraction_effect_material_emissionst@@
 +
.?AVinteraction_effect_summon_unitst@@
 
.?AVinteraction_source_regionst@@
 
.?AVinteraction_source_regionst@@
.?AVinteraction_effect_summon_unitst@@
 
 
.?AVinteraction_effect_change_item_qualityst@@
 
.?AVinteraction_effect_change_item_qualityst@@
 
.?AVinteraction_source_underground_specialst@@
 
.?AVinteraction_source_underground_specialst@@
 
.?AVinteraction_source_attackst@@
 
.?AVinteraction_source_attackst@@
 
.?AVinteraction_effect_cleanst@@
 
.?AVinteraction_effect_cleanst@@
 +
.?AVinteraction_source_mythicalst@@
 +
.?AVinteraction_effect_add_syndromest@@
 
.?AVinteraction_effect_propel_unitst@@
 
.?AVinteraction_effect_propel_unitst@@
 
.?AVinteraction_effect_change_weatherst@@
 
.?AVinteraction_effect_change_weatherst@@
 +
.?AVinteraction_target_locationst@@
 
.?AVinteraction_source_disturbancest@@
 
.?AVinteraction_source_disturbancest@@
.?AVinteraction_target_locationst@@
 
.?AVinteraction_effect_add_syndromest@@
 
 
.?AVinteraction_effect_hidest@@
 
.?AVinteraction_effect_hidest@@
 
.?AVinteraction_effect_resurrectst@@
 
.?AVinteraction_effect_resurrectst@@
.?AVinteraction_targetst@@
 
.?AVinteraction_source_experimentst@@
 
 
.?AVinteraction_source_ingestionst@@
 
.?AVinteraction_source_ingestionst@@
 
.?AVinteraction_target_corpsest@@
 
.?AVinteraction_target_corpsest@@
.?AVinteraction_sourcest@@
+
.?AVinteraction_targetst@@
 
.?AVinteraction_source_deityst@@
 
.?AVinteraction_source_deityst@@
 +
.?AVinteraction_source_experimentst@@
 
.?AVinteraction_source_creature_actionst@@
 
.?AVinteraction_source_creature_actionst@@
 +
.?AVinteraction_sourcest@@
 
.?AVinteraction_effect_raise_ghostst@@
 
.?AVinteraction_effect_raise_ghostst@@
 
.?AVinteraction_effectst@@
 
.?AVinteraction_effectst@@
Line 37,681: Line 48,127:
 
.?AVinteraction_source_secretst@@
 
.?AVinteraction_source_secretst@@
 
.?AVinteraction_effect_contactst@@
 
.?AVinteraction_effect_contactst@@
 +
.?AVitemimprovement_bandsst@@
 +
.?AVitemimprovement_art_imagest@@
 +
.?AVitem_sheetst@@
 +
.?AVitem_windowst@@
 +
.?AVitemimprovement_rings_hangingst@@
 +
.?AVitemimprovement_clothst@@
 +
.?AVitem_braceletst@@
 +
.?AVitem_millstonest@@
 +
.?AVitemimprovement_instrument_piecest@@
 +
.?AVitemimprovement_image_setst@@
 +
.?AVitem_toyst@@
 +
.?AVitem_orthopedic_castst@@
 +
.?AVitem_slabst@@
 +
.?AVitemimprovement_coveredst@@
 +
.?AVitem_plant_growthst@@
 +
.?AVitemimprovement_spikesst@@
 +
.?AVitem_totemst@@
 
.?AVitemimprovement_threadst@@
 
.?AVitemimprovement_threadst@@
 +
.?AVitem_barst@@
 
.?AVitem_catapultpartsst@@
 
.?AVitem_catapultpartsst@@
 
.?AVitem_fish_rawst@@
 
.?AVitem_fish_rawst@@
 
.?AVgeneral_ref_item_typest@@
 
.?AVgeneral_ref_item_typest@@
.?AVitem_barst@@
 
 
.?AVitem_crutchst@@
 
.?AVitem_crutchst@@
 
.?AVitem_floodgatest@@
 
.?AVitem_floodgatest@@
 
.?AVitemimprovement_writingst@@
 
.?AVitemimprovement_writingst@@
 
.?AVitem_amuletst@@
 
.?AVitem_amuletst@@
 +
.?AVitem_branchst@@
 
.?AVitemimprovement_sewn_imagest@@
 
.?AVitemimprovement_sewn_imagest@@
 
.?AVitem_bookst@@
 
.?AVitem_bookst@@
.?AVitem_branchst@@
+
.?AVitem_ballistapartsst@@
 
.?AVitem_trappartsst@@
 
.?AVitem_trappartsst@@
 +
.?AVitem_splintst@@
 
.?AVitem_weaponrackst@@
 
.?AVitem_weaponrackst@@
.?AVitem_ballistapartsst@@
+
.?AVitem_cagest@@
 
.?AVitem_scepterst@@
 
.?AVitem_scepterst@@
.?AVitem_cagest@@
 
.?AVitem_splintst@@
 
.?AVitem_trapcompst@@
 
.?AVitemimprovement_pagesst@@
 
 
.?AVitemimprovement_illustrationst@@
 
.?AVitemimprovement_illustrationst@@
 
.?AVitem_animaltrapst@@
 
.?AVitem_animaltrapst@@
 
.?AVitem_figurinest@@
 
.?AVitem_figurinest@@
 +
.?AVitemimprovement_pagesst@@
 +
.?AVitem_trapcompst@@
 +
.?AVitem_rockst@@
 +
.?AVitemimprovementst@@
 
.?AVitem_ringst@@
 
.?AVitem_ringst@@
.?AVitemimprovementst@@
 
.?AVitem_rockst@@
 
 
.?AVitem_foodst@@
 
.?AVitem_foodst@@
 
.?AVitem_siegeammost@@
 
.?AVitem_siegeammost@@
 +
.?AVitem_ballistaarrowheadst@@
 
.?AVitem_chainst@@
 
.?AVitem_chainst@@
.?AVitem_ballistaarrowheadst@@
 
 
.?AVitem_armorstandst@@
 
.?AVitem_armorstandst@@
.?AVitem_globst@@
+
.?AVitem_coffinst@@
 
.?AVitem_earringst@@
 
.?AVitem_earringst@@
.?AVitem_petst@@
 
 
.?AVitem_crownst@@
 
.?AVitem_crownst@@
.?AVitem_coffinst@@
+
.?AVitem_bucketst@@
 
.?AVitem_gratest@@
 
.?AVitem_gratest@@
 
.?AVitem_pipe_sectionst@@
 
.?AVitem_pipe_sectionst@@
 +
.?AVitem_roughst@@
 
.?AVitem_blocksst@@
 
.?AVitem_blocksst@@
 
.?AVitemimprovement_itemspecificst@@
 
.?AVitemimprovement_itemspecificst@@
.?AVitem_bucketst@@
 
.?AVitem_roughst@@
 
.?AVitemimprovement_bandsst@@
 
.?AVitem_sheetst@@
 
.?AVitem_windowst@@
 
.?AVitemimprovement_clothst@@
 
.?AVitemimprovement_art_imagest@@
 
.?AVitemimprovement_rings_hangingst@@
 
.?AVitem_millstonest@@
 
.?AVitem_braceletst@@
 
.?AVitemimprovement_instrument_piecest@@
 
.?AVitem_slabst@@
 
.?AVitemimprovement_image_setst@@
 
.?AVitem_toyst@@
 
.?AVitem_orthopedic_castst@@
 
.?AVitem_plant_growthst@@
 
.?AVitemimprovement_spikesst@@
 
.?AVitem_totemst@@
 
.?AVitemimprovement_coveredst@@
 
 
.?AVitemdef_armorst@@
 
.?AVitemdef_armorst@@
 
.?AVitemdef_foodst@@
 
.?AVitemdef_foodst@@
 
.?AVitemdef_trapcompst@@
 
.?AVitemdef_trapcompst@@
 
.?AVitemdef_ammost@@
 
.?AVitemdef_ammost@@
 +
.?AVitemdef_shieldst@@
 
.?AVitemdef_toyst@@
 
.?AVitemdef_toyst@@
.?AVitemdef_shieldst@@
+
.?AVitemdef_pantsst@@
 
.?AVitemdef_shoesst@@
 
.?AVitemdef_shoesst@@
.?AVitemdef_pantsst@@
 
 
.?AVitemdefst@@
 
.?AVitemdefst@@
 
.?AVitemdef_toolst@@
 
.?AVitemdef_toolst@@
Line 37,758: Line 48,202:
 
.?AVMacroScreenSave@@
 
.?AVMacroScreenSave@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@X$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@X$$V@std@@
 +
.?AV?$_Associated_state@H@std@@
 
.?AVviewscreen_legendsst@@
 
.?AVviewscreen_legendsst@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@X$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@X$$V@std@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 +
.?AV?$_Task_async_state@X@std@@
 +
.?AV?$_Packaged_state@$$A6AXXZ@std@@
 
.?AVmachinest@@
 
.?AVmachinest@@
 
.?AVmachine_standardst@@
 
.?AVmachine_standardst@@
 
.?AVcreature_interaction_effect_paralysisst@@
 
.?AVcreature_interaction_effect_paralysisst@@
 +
.?AVcreature_interaction_effect_skill_roll_adjustst@@
 
.?AVcreature_interaction_effect_bp_appearance_modifierst@@
 
.?AVcreature_interaction_effect_bp_appearance_modifierst@@
.?AVcreature_interaction_effect_skill_roll_adjustst@@
+
.?AVcreature_interaction_effect_feverst@@
 
.?AVcreature_interaction_effect_add_simple_flagst@@
 
.?AVcreature_interaction_effect_add_simple_flagst@@
.?AVcreature_interaction_effect_feverst@@
 
 
.?AVcreature_interaction_effect_reduce_feverst@@
 
.?AVcreature_interaction_effect_reduce_feverst@@
 +
.?AVcreature_interaction_effect_reduce_swellingst@@
 +
.?AVcreature_interaction_effect_body_transformationst@@
 
.?AVcreature_interaction_effect_ment_att_changest@@
 
.?AVcreature_interaction_effect_ment_att_changest@@
.?AVcreature_interaction_effect_body_transformationst@@
+
.?AVcreature_interaction_effect_remove_simple_flagst@@
.?AVcreature_interaction_effect_reduce_swellingst@@
 
.?AVcreature_interaction_effectst@@
 
 
.?AVcreature_interaction_effect_display_namest@@
 
.?AVcreature_interaction_effect_display_namest@@
.?AVc"
 
reature_interaction_effect_remove_simple_flagst@@
 
 
.?AVcreature_interaction_effect_cough_bloodst@@
 
.?AVcreature_interaction_effect_cough_bloodst@@
 +
.?AVcreature_interaction_effect_bleedingst@@
 +
.?AVcreature_interaction_effectst@@
 
.?AVcreature_interaction_effect_reduce_paralysisst@@
 
.?AVcreature_interaction_effect_reduce_paralysisst@@
 +
.?AVcreature_interaction_effect_reduce_dizzinessst@@
 
.?AVcreature_interaction_effect_change_personalityst@@
 
.?AVcreature_interaction_effect_change_personalityst@@
.?AVcreature_interaction_effect_bleedingst@@
+
.?AVcreature_interaction_effect_reduce_nauseast@@
.?AVcreature_interaction_effect_reduce_dizzinessst@@
 
.?AVcreature_interaction_effect_special_attack_interactionst@@
 
 
.?AVcreature_interaction_effect_flash_symbolst@@
 
.?AVcreature_interaction_effect_flash_symbolst@@
 
.?AVcreature_interaction_effect_oozingst@@
 
.?AVcreature_interaction_effect_oozingst@@
.?AVcreature_interaction_effect_reduce_nauseast@@
+
.?AVcreature_interaction_effect_special_attack_interactionst@@
 
.?AVcreature_interaction_effect_drowsinessst@@
 
.?AVcreature_interaction_effect_drowsinessst@@
 +
.?AVcreature_interaction_effect_swellingst@@
 +
.?AVcreature_interaction_effect_erratic_behaviorst@@
 +
.?AVcreature_interaction_effect_painst@@
 
.?AVcreature_interaction_effect_stop_bleedingst@@
 
.?AVcreature_interaction_effect_stop_bleedingst@@
.?AVcreature_interaction_effect_painst@@
+
.?AVcreature_interaction_effect_heal_tissuesst@@
 +
.?AVcreature_interaction_effect_cure_infectionst@@
 
.?AVcreature_interaction_effect_phys_att_changest@@
 
.?AVcreature_interaction_effect_phys_att_changest@@
.?AVcreature_interaction_effect_erratic_behaviorst@@
+
.?AVcreature_interaction_effect_vomit_bloodst@@
.?AVcreature_interaction_effect_swellingst@@
 
 
.?AVcreature_interaction_effect_feel_emotionst@@
 
.?AVcreature_interaction_effect_feel_emotionst@@
.?AVcreature_interaction_effect_vomit_bloodst@@
 
.?AVcreature_interaction_effect_cure_infectionst@@
 
.?AVcreature_interaction_effect_heal_tissuesst@@
 
.?AVcreature_interaction_effect_necrosisst@@
 
 
.?AVcreature_interaction_effect_display_symbolst@@
 
.?AVcreature_interaction_effect_display_symbolst@@
.?AVcreature_interaction_effect_body_mat_interactionst@@
 
 
.?AVcreature_interaction_effect_can_do_interactionst@@
 
.?AVcreature_interaction_effect_can_do_interactionst@@
 +
.?AVcreature_interaction_effect_necrosisst@@
 +
.?AVcreature_interaction_effect_blistersst@@
 
.?AVcreature_interaction_effect_numbnessst@@
 
.?AVcreature_interaction_effect_numbnessst@@
.?AVcreature_interaction_effect_blistersst@@
+
.?AVcreature_interaction_effect_body_mat_interactionst@@
 +
.?AVcreature_interaction_effect_body_appearance_modifierst@@
 +
.?AVcreature_interaction_effect_impair_functionst@@
 
.?AVcreature_interaction_effect_sense_creature_classst@@
 
.?AVcreature_interaction_effect_sense_creature_classst@@
.?AVcreature_interaction_effect_body_appearance_modifierst@@
 
 
.?AVcreature_interaction_effect_close_open_woundsst@@
 
.?AVcreature_interaction_effect_close_open_woundsst@@
.?AVcreature_interaction_effect_impair_functionst@@
 
 
.?AVcreature_interaction_effect_regrow_partsst@@
 
.?AVcreature_interaction_effect_regrow_partsst@@
 
.?AVcreature_interaction_effect_heal_nervesst@@
 
.?AVcreature_interaction_effect_heal_nervesst@@
 
.?AVcreature_interaction_effect_nauseast@@
 
.?AVcreature_interaction_effect_nauseast@@
 
.?AVcreature_interaction_effect_unconsciousnessst@@
 
.?AVcreature_interaction_effect_unconsciousnessst@@
 +
.?AVcreature_interaction_effect_dizzinessst@@
 +
.?AVcreature_interaction_effect_speed_changest@@
 
.?AVcreature_interaction_effect_material_force_adjustst@@
 
.?AVcreature_interaction_effect_material_force_adjustst@@
.?AVcreature_interaction_effect_speed_changest@@
 
.?AVcreature_interaction_effect_dizzinessst@@
 
 
.?AVcreature_interaction_effect_reduce_painst@@
 
.?AVcreature_interaction_effect_reduce_painst@@
 
.?AVcreature_interaction_effect_bruisingst@@
 
.?AVcreature_interaction_effect_bruisingst@@
 +
.?AVmental_picture_property_color_patternst@@
 +
.?AVmental_picture_property_timest@@
 
.?AVmental_picture_property_toolst@@
 
.?AVmental_picture_property_toolst@@
.?AVmental_picture_property_timest@@
+
.?AVmental_picture_property_adjectivest@@
.?AVmental_picture_property_color_patternst@@
 
 
.?AVmental_picture_elementst@@
 
.?AVmental_picture_elementst@@
.?AVmental_picture_property_adjectivest@@
 
 
.?AVmental_picture_propertyst@@
 
.?AVmental_picture_propertyst@@
 
.?AVmental_picture_property_positionst@@
 
.?AVmental_picture_property_positionst@@
 
.?AVmental_picture_element_sitest@@
 
.?AVmental_picture_element_sitest@@
 +
.?AVmental_picture_property_actionst@@
 +
.?AVmental_picture_element_regionst@@
 
.?AVmental_picture_property_datest@@
 
.?AVmental_picture_property_datest@@
.?AVmental_picture_element_regionst@@
 
.?AVmental_picture_property_actionst@@
 
 
.?AVmental_picture_property_shapest@@
 
.?AVmental_picture_property_shapest@@
 
.?AVmental_picture_element_hfst@@
 
.?AVmental_picture_element_hfst@@
Line 37,838: Line 48,284:
 
.?AVreaction_reagent_itemst@@
 
.?AVreaction_reagent_itemst@@
 
.?AVreaction_product_item_improvementst@@
 
.?AVreaction_product_item_improvementst@@
 +
.?AVgeneral_ref_building_use_target_1st@@
 +
.?AVgeneral_ref_unit_slaughtereest@@
 +
.?AVgeneral_ref_entity_stolenst@@
 +
.?AVgeneral_ref_entity_popst@@
 +
.?AVgeneral_ref_unit_suckeest@@
 +
.?AVgeneral_ref_building_holderst@@
 +
.?AVgeneral_ref_unit_interrogateest@@
 +
.?AVgeneral_ref_unit_climberst@@
 +
.?AVgeneral_ref_unit_reporteest@@
 +
.?AVgeneral_ref_unit_foodreceiverst@@
 +
.?AVgeneral_ref_building_destinationst@@
 +
.?AVgeneral_ref_unitst@@
 +
.?AVgeneral_ref_is_artifactst@@
 +
.?AVgeneral_ref_unit_geldeest@@
 +
.?AVgeneral_ref_unit_beateest@@
 +
.?AVgeneral_ref_creaturest@@
 +
.?AVgeneral_ref_building_nest_boxst@@
 +
.?AVgeneral_ref_building_cagedst@@
 +
.?AVgeneral_ref_unit_itemownerst@@
 +
.?AVgeneral_ref_unit_kidnapeest@@
 +
.?AVgeneral_ref_building_use_target_2st@@
 +
.?AVgeneral_ref_unit_patientst@@
 +
.?AVgeneral_ref_unit_workerst@@
 +
.?AVgeneral_ref_entity_offeredst@@
 +
.?AVgeneral_ref_building_chainst@@
 +
.?AVgeneral_ref_unit_holderst@@
 +
.?AVgeneral_ref_unit_cageest@@
 +
.?AVgeneral_ref_spherest@@
 +
.?AVgeneral_ref_itemst@@
 
.?AVgeneral_ref_contains_itemst@@
 
.?AVgeneral_ref_contains_itemst@@
 +
.?AVgeneral_ref_contains_unitst@@
 +
.?AVgeneral_ref_unit_milkeest@@
 +
.?AVgeneral_ref_building_triggertargetst@@
 
.?AVgeneral_ref_nemesisst@@
 
.?AVgeneral_ref_nemesisst@@
.?AVgeneral_ref_building_triggertargetst@@
+
.?AVgeneral_ref_unit_riderst@@
.?AVgeneral_ref_unit_milkeest@@
 
.?AVgeneral_ref_contains_unitst@@
 
 
.?AVgeneral_ref_unit_traineest@@
 
.?AVgeneral_ref_unit_traineest@@
.?AVgeneral_ref_unit_riderst@@
+
.?AVgeneral_ref_locationst@@
 +
.?AVgeneral_ref_entity_itemownerst@@
 +
.?AVgeneral_ref_building_display_furniturest@@
 +
.?AVgeneral_ref_unit_sheareest@@
 
.?AVgeneral_ref_contained_in_itemst@@
 
.?AVgeneral_ref_contained_in_itemst@@
 +
.?AVgeneral_ref_building_triggerst@@
 +
.?AVgeneral_ref_unit_infantst@@
 
.?AVgeneral_ref_projectilest@@
 
.?AVgeneral_ref_projectilest@@
 
.?AVgeneral_ref_unit_tradebringerst@@
 
.?AVgeneral_ref_unit_tradebringerst@@
.?AVgeneral_ref_building_display_furniturest@@
+
.?AVgeneral_ref_is_nemesisst@@
.?AVgeneral_ref_unit_sheareest@@
 
.?AVgeneral_ref_entity_itemownerst@@
 
.?AVgeneral_ref_locationst@@
 
 
.?AVgeneral_ref_building_civzone_assignedst@@
 
.?AVgeneral_ref_building_civzone_assignedst@@
.?AVgeneral_ref_is_nemesisst@@
+
.?AVregion_block_eventst@@
.?AVgeneral_ref_unit_infantst@@
+
.?AVregion_block_event_sphere_fieldst@@
.?AVgeneral_ref_building_triggerst@@
+
.?AVrenderer_offscreen@@
.?AVgeneral_ref_unit_slaughtereest@@
+
.?AVscript_step_constructtopiclistst@@
.?AVgeneral_ref_building_use_target_1st@@
+
.?AVscript_stepst@@
.?AVgeneral_ref_entity_stolenst@@
+
.?AVscript_step_invasionst@@
.?AVgeneral_ref_unit_interrogateest@@
+
.?AVscript_step_textviewerst@@
.?AVgeneral_ref_building_holderst@@
+
.?AVscript_step_discussst@@
.?AVgeneral_ref_unit_suckeest@@
+
.?AVscript_step_diphistoryst@@
.?AVgeneral_ref_entity_popst@@
+
.?AVscript_step_setvarst@@
.?AVgeneral_ref_unit_reporteest@@
+
.?AVscript_var_unitst@@
.?AVgeneral_ref_unit_climberst@@
+
.?AVscript_step_simpleactionst@@
.?AVgeneral_ref_unit_foodreceiverst@@
+
.?AVscript_step_dipeventst@@
.?AVgeneral_ref_building_destinationst@@
+
.?AVscript_step_eventst@@
.?AVgeneral_ref_unitst@@
+
.?AVscript_step_conditionalst@@
.?AVgeneral_ref_is_artifactst@@
+
.?AVscript_var_longst@@
.?AVgeneral_ref_unit_geldeest@@
+
.?AVscript_varst@@
.?AVgeneral_ref_unit_kidnapeest@@
+
.?AVscript_step_topicdiscussionst@@
.?AVgeneral_ref_unit_itemownerst@@
+
.?AVviewscreen_choose_game_typest@@
.?AVgeneral_ref_building_cagedst@@
+
.?AVviewscreen_setupdwarfgamest@@
.?AVgeneral_ref_building_nest_boxst@@
+
.?AVviewscreen_choose_start_sitest@@
.?AVgeneral_ref_unit_beateest@@
+
.?AVresource_allotment_specifier_metalst@@
.?AVgeneral_ref_creaturest@@
+
.?AVresource_allotment_specifier_clothing_helmst@@
.?AVgeneral_ref_building_chainst@@
+
.?AVresource_allotment_specifier_extractst@@
.?AVgeneral_ref_entity_offeredst@@
+
.?AVresource_allotment_specifier_armor_bodyst@@
.?AVgeneral_ref_unit_workerst@@
+
.?AVresource_allotment_specifier_tallowst@@
.?AVgeneral_ref_unit_patientst@@
+
.?AVresource_allotment_specifier_powderst@@
.?AVgeneral_ref_building_use_target_2st@@
+
.?AVresource_allotment_specifier_flaskst@@
.?AVgeneral_ref_itemst@@
+
.?AVresource_allotment_specifier_threadst@@
.?AVgeneral_ref_unit_cageest@@
+
.?AVresource_allotment_specifier_quiverst@@
.?AVgeneral_ref_spherest@@
+
.?AVsite_realization_building_info_castle_wallst@@
.?AVgeneral_ref_unit_holderst@@
+
.?AVsite_realization_building_info_castle_courtyardst@@
.?AVregion_block_event_sphere_fieldst@@
+
.?AVresource_allotment_specifier_ammost@@
.?AVregion_block_eventst@@
+
.?AVresource_allotment_specifier_skinst@@
.?AVrenderer_offscreen@@
+
.?AVresource_allotment_specifier_armor_pantsst@@
.?AVscript_stepst@@
+
.?AVsite_realization_building_info_trenchesst@@
.?AVscript_step_invasionst@@
+
.?AVresource_allotment_specifier_clothing_glovesst@@
.?AVscript_step_constructtopiclistst@@
+
.?AVresource_allotment_specifier_clothing_pantsst@@
.?AVscript_step_textviewerst@@
+
.?AVresource_allotment_specifier_cheesest@@
.?AVscript_step_discussst@@
+
.?AVresource_allotment_specifier_toothst@@
.?AVscript_step_diphistoryst@@
+
.?AVsite_realization_building_info_market_squarest@@
.?AVscript_step_setvarst@@
+
.?AVresource_allotment_specifier_craftsst@@
.?AVscript_var_unitst@@
+
.?AVsite_realization_building_info_shop_housest@@
.?AVscript_step_simpleactionst@@
+
.?AVresource_allotment_specifier_pearlst@@
.?AVscript_step_dipeventst@@
+
.?AVsite_realization_building_info_hillock_housest@@
.?AVscript_step_eventst@@
+
.?AVresource_allotment_specifier_anvilst@@
.?AVscript_var_longst@@
+
.?AVresource_allotment_specifier_weapon_meleest@@
.?AVscript_step_conditionalst@@
+
.?AVresource_allotment_specifier_clothst@@
.?AVscript_varst@@
+
.?AVresource_allotment_specifier_meatst@@
.?AVscript_step_topicdiscussionst@@
+
.?AVresource_allotment_specifier_cabinetst@@
.?AVviewscreen_choose_game_typest@@
+
.?AVresource_allotment_specifier_weapon_rangedst@@
.?AVviewscreen_setupdwarfgamest@@
+
.?AVresource_allotment_specifier_gemsst@@
.?AVviewscreen_choose_start_sitest@@
+
.?AVresource_allotment_specifier_armor_bootsst@@
.?AVresource_allotment_specifier_powderst@@
+
.?AVresource_allotment_specifier_bonest@@
.?AVresource_allotment_specifier_extractst@@
+
.?AVresource_allotment_specifier_bagst@@
.?AVresource_allotment_specifier_metalst@@
+
.?AVresource_allotment_specifierst@@
.?AVresource_allotment_specifier_clothing_helmst@@
+
.?AVresource_allotment_specifier_woodst@@
.?AVresource_allotment_specifier_tallowst@@
+
.?AVresource_allotment_specifier_hornst@@
.?AVresource_allotment_specifier_threadst@@
+
.?AVresource_allotment_specifier_clothing_bootsst@@
.?AVresource_allotment_specifier_quiverst@@
+
.?AVresource_allotment_specifier_soapst@@
.?AVsite_realization_building_info_castle_wallst@@
+
.?AVresource_allotment_specifier_stonest@@
.?AVsite_realization_building_info_castle_courtyardst@@
+
.?AVresource_allotment_specifier_cropst@@
.?AVresource_allotment_specifier_armor_bodyst@@
+
.?AVresource_allotment_specifier_chairst@@
.?AVresource_allotment_specifier_armor_pantsst@@
+
.?AVsite_realization_building_info_shrinest@@
.?AVresource_allotment_specifier_flaskst@@
+
.?AVresource_allotment_specifier_shellst@@
.?AVresource_allotment_specifier_skinst@@
+
.?AVresource_allotment_specifier_leatherst@@
.?AVresource_allotment_specifier_clothing_pantsst@@
+
.?AVresource_allotment_specifier_armor_glovesst@@
.?AVresource_allotment_specifier_cheesest@@
+
.?AVsite_realization_building_info_tree_housest@@
.?AVresource_allotment_specifier_toothst@@
+
.?AVresource_allotment_specifier_armor_helmst@@
.?AVsite_realization_building_info_trenchesst@@
+
.?AVresource_allotment_specifier_tablest@@
.?AVresource_allotment_specifier_ammost@@
+
.?AVsite_realization_building_infost@@
.?AVresource_allotment_specifier_clothing_glovesst@@
+
.?AVsite_realization_building_info_castle_towerst@@
.?AVresource_allotment_specifier_clothst@@
+
.?AVresource_allotment_specifier_bedst@@
.?AVsite_realization_building_info_market_squarest@@
+
.?AVresource_allotment_specifier_boxst@@
.?AVsite_realization_building_info_shop_housest@@
+
.?AVresource_allotment_specifier_backpackst@@
.?AVresource_allotment_specifier_craftsst@@
+
.?AVresource_allotment_specifier_clothing_bodyst@@
.?AVresource_allotment_specifier_pearlst@@
+
.?AVunitst@@
.?AVresource_allotment_specifier_anvilst@@
+
.?AVkeybinding_display@widgets@@
.?AVresource_allotment_specifier_weapon_meleest@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_new_filter@filter@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@_NPEAVwidget@4@@std@@
.?AVresource_allotment_specifier_meatst@@
+
.?AVindiv_filter@multifilter@widgets@@
.?AVresource_allotment_specifier_cabinetst@@
+
.?AVmultifilter@widgets@@
.?AVsite_realization_building_info_hillock_housest@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?1???0better_button@widgets@@QEAA@PEA_N@Z@_N$$V@std@@
.?AVresource_allotment_specifier_gemsst@@
+
.?AVbetter_button@widgets@@
.?AVresource_allotment_specifier_armor_bootsst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??feed@better_button@widgets@@UEAAXAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@@Z@_NPEAVwidget@4@@std@@
.?AVresource_allotment_specifier_weapon_rangedst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???0better_button@widgets@@QEAA@PEA_N@Z@PEAH$$V@std@@
.?AVresource_allotment_specifier_bonest@@
+
.?AVfilter@widgets@@
.?AVresource_allotment_specifier_bagst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0better_button@widgets@@QEAA@PEA_N@Z@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@$$V@std@@
.?AVresource_allotment_specifierst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0filter@widgets@@QEAA@V?$shared_ptr@Vcontainer@widgets@@@std@@@Z@_NPEAVwidget@3@@std@@
.?AVresource_allotment_specifier_hornst@@
+
.?AV?$_Ref_count_obj2@Vkeybinding_display@widgets@@@std@@
.?AVresource_allotment_specifier_woodst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0textbox@widgets@@QEAA@HI@Z@XPEAV23@@std@@
.?AVresource_allotment_specifier_clothing_bootsst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_entry@radio_rows@widgets@@QEAA?AV?$shared_ptr@Vcontainer@widgets@@@std@@AEBV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@6@V?$function@$$A6AXPEAVwidget@widgets@@@Z@6@@Z@_NPEAVwidget@4@@std@@
.?AVsite_realization_building_info_shrinest@@
+
.?AV?$_Ref_count_obj2@Vindiv_filter@multifilter@widgets@@@std@@
.?AVresource_allotment_specifier_chairst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1???0better_button@widgets@@QEAA@PEA_N@Z@X$$V@std@@
.?AVresource_allotment_specifier_soapst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???0report_popup@widgets@@QEAA@HF@Z@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@$$V@std@@
.?AVresource_allotment_specifier_stonest@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0report_popup@widgets@@QEAA@HF@Z@PEAH$$V@std@@
.?AVresource_allotment_specifier_cropst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_tooltip@item_sheet_button@widgets@@UEAAXXZ@X$$V@std@@
.?AVresource_allotment_specifier_boxst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_activation@recenter_button@widgets@@IEAAXXZ@_NPEAVwidget@4@@std@@
.?AVresource_allotment_specifier_shellst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_activation@sheet_button@widgets@@IEAAXXZ@_NPEAVwidget@4@@std@@
.?AVsite_realization_building_infost@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??set_up_activation@recenter_button@widgets@@IEAAXXZ@X$$V@std@@
.?AVsite_realization_building_info_castle_towerst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_tooltip@unit_sheet_button@widgets@@UEAAXXZ@X$$V@std@@
.?AVresource_allotment_specifier_bedst@@
+
.?AVanchored_tile@widgets@@
.?AVresource_allotment_specifier_clothing_bodyst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1???0unit_list@widgets@@QEAA@XZ@_NU?$pair@PEAX_N@std@@@std@@
.?AVresource_allotment_specifier_leatherst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_happiness_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AVresource_allotment_specifier_armor_glovesst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?DA@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AVresource_allotment_specifier_tablest@@
+
.?AV?$_Ref_count_obj2@Umarkup_text_box_widget@@@std@@
.?AVresource_allotment_specifier_armor_helmst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_13>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
.?AVsite_realization_building_info_tree_housest@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_14>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AVresource_allotment_specifier_backpackst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_no_unit_button@unit_list@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$function@$$A6AXXZ@6@@Z@XPEAVwidget@4@@std@@
.?AVunitst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AVtextbox@widgets@@
+
.?AVjob_details_button@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???0textbox@widgets@@QEAA@HI@Z@XPEAV23@@std@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?BG@???R<lambda_17>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@4@V?$shared_ptr@Vcontainer@widgets@@@6@PEAX_N@Z@QEBA@PEAVwidget@4@@Z@_NPEAV94@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0textbox@widgets@@QEAA@HI@Z@X$$V@std@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?8???R<lambda_20>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@4@V?$shared_ptr@Vcontainer@widgets@@@6@PEAX_N@Z@QEBA@PEAVwidget@4@@Z@_NPEAV94@@std@@
.?AVbutton@widgets@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@3@@std@@
.?AVworld_construction_bridgest@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?BN@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@4@@std@@
.?AVworld_construction_square_bridgest@@
+
.?AV?$_Ref_count_obj2@Uitem_portrait@widgets@@@std@@
.?AVworld_construction_square_wallst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?O@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AVworld_construction_square_roadst@@
+
.?AV?$_Ref_count_obj2@Vitem_sheet_button@widgets@@@std@@
.?AVworld_constructionst@@
+
.?AV?$_Ref_count_obj2@Vjob_details_button@widgets@@@std@@
.?AVworld_construction_wallst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AVworld_construction_square_tunnelst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??get_list_copy@unit_list@widgets@@QEAA?AV?$vector@U?$pair@PEAX_N@std@@V?$allocator@U?$pair@PEAX_N@std@@@2@@std@@XZ@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AVworld_construction_tunnelst@@
+
.?AV?$_Func_impl_no_alloc@V<lambda_16>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_7>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
 +
.?AV?$_Ref_count_obj2@Vinterface_small_button@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_15>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?DI@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_10>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CN@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
 +
.?AUmarkup_text_box_widget@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_17>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?9??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?BH@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
 +
.?AV?$_Ref_count_obj2@Vanchored_tile@widgets@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??add_no_unit_button@unit_list@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$function@$$A6AXXZ@6@@Z@_NPEAVwidget@4@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?7??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NU?$pair@PEAX_N@6@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0unit_list@widgets@@QEAA@XZ@XPEAVtextbox@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?BP@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@4@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?N@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?BI@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_18>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?L@??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?L@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_11>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???0unit_list@widgets@@QEAA@XZ@_NU?$pair@PEAX_N@std@@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_7>@?M@??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_20>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?BK@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_19>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?BN@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?BJ@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_12>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
 +
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?CP@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
 +
.?AVworld_construction_square_bridgest@@
 +
.?AVworld_construction_square_wallst@@
 +
.?AVworld_construction_bridgest@@
 +
.?AVworld_construction_square_roadst@@
 +
.?AVworld_constructionst@@
 +
.?AVworld_construction_wallst@@
 +
.?AVworld_construction_tunnelst@@
 +
.?AVworld_construction_square_tunnelst@@
 +
.?AVworld_construction_squarest@@
 
.?AVworld_construction_roadst@@
 
.?AVworld_construction_roadst@@
.?AVworld_construction_squarest@@
+
 
++++++++
+
___
++++++++++
+
www
+++++++++
+
+ttttttttt
+++++++++
+
+tttttttttt
+++++++++++
 
++++++++++
 
+++++++++
 
++++++++
 
+++++++++
 
#NAAM?
 
#NAAM?
 
 
t>>tt>>tt
 
t>>tt>>tt
 
ttttttttLL
 
ttttttttLL
#NAAM?
+
+tttttLLLL
 
LLLLLLLLLLL
 
LLLLLLLLLLL
 
LLLLLLLLLLL
 
LLLLLLLLLLL
 +
LLLLLLLLL
 +
 
</pre>
 
</pre>

Revision as of 17:25, 23 January 2025

Strings v2.54 - Search for ANSI and Unicode strings in binary images.
Copyright (C) 1999-2021 Mark Russinovich
Sysinternals - www.sysinternals.com

!This program cannot be run in DOS mode.


!x-sys-default-locale
dbgeng.dll
DebugCreate
+0x%llX
(%u): 
%u> 
bad allocation
Out of memory - aborting
Fatal Error
UTF-16LE
UTF-8
Unknown exception
bad array new length
string too long
TRANS_NAME
nameless
FIRST_NAME
PRO_POS
PRO_OBJ
PRO_SUB
PRO_REF
<structure>
</local_id>
<local_id>
<type>counting house</type>
</name>
<name>
</structure>
<type>guildhall</type>
<type>hospital</type>
<type>tower</type>
<type>mead hall</type>
<type>keep</type>
<type>dark tower</type>
<type>underworld spire</type>
<type>temple</type>
</worship_hfid>
<worship_hfid>
</entity_id>
<entity_id>
<type>library</type>
</copied_artifact_id>
<copied_artifact_id>
<type>inn tavern</type>
<type>market</type>
<type>tomb</type>
<type>dungeon</type>
<subtype>standard</subtype>
<subtype>sewers</subtype>
<subtype>catacombs</subtype>
vector too long
invalid string position
Activity
Activity Event
Training Session
Play
Research
Socialize
Worship
Read
 empty 
 pick up 
 empties 
 embraces 
 picks up 
 has shared a few rumors.
 has shared many tales from beyond 
 gives you 
 has shared a rumor from abroad.
 has become a student of 
 has discovered 
Teach 
Ponder 
Discuss 
Learn 
Write about 
Copy
Write
Pray to 
Meditate on 
Organize Combat Training
Go to Combat Training
Wait for Combat Training
Lead Combat Training
Play with 
Play Make Believe
Preach on 
Toy
Inveigh Against 
Promote 
Loyalty
Law
Friendship
Family
Truth
Power
Eloquence
Cunning
Decorum
Fairness
Artwork
Tradition
Independence
Cooperation
Introspection
Stoicism
Tranquility
Self-Control
Merriment
Harmony
Martial Prowess
Craftsmanship
Hard Work
Skill
Competition
Sacrifice
Leisure Time
Perseverance
Romance
Commerce
Peace
Nature
Listen to Sermon
Knowledge
Listen to Story
Tell Story
Listen to Poetry
Recite Poetry
Play 
Simulate 
Chant
Sing
Listen to Music
Perform Music
Watch Dance
Perform Dance
 Demonstration
Go to 
Lead 
Organize 
Watch 
Wait for 
Serve Customer
Serve 
Individual Combat Drill
Go to Individual Combat Drill
Go to Sparring Match
/Resting
Go to Sparring Practice
Spar
Archery Practice
Watch Sparring Practice
There is not enough room to perform here.
DOUBLE TAGGED ITEM: By Activity, 
You could not find a partner.
There are not enough dancers.
You
You cannot perform here.
are
Some children
begin
 playing make believe.
begins
a toy
 playing with 
a sermon on 
The performers
reciting the poem 
the story of 
the musical composition 
an improvised recital of 
dancing 
improvised music, 
 in the middle of 
an improvised dance, 
The sermon continues.
You continue the sermon.
The story continues.
You continue the story.
The poetry enters
You begin
 line.
the 
 verse paragraph
the verse paragraph
 stanza
the stanza
The poem continues.
You continue the poem.
The dance enters a new section with 
You enter 
a simple passage
The music enters 
the exposition
the introduction
 of the first theme
 of the theme
 of the previous passage
 of the second theme
the synthesis
a recapitulation
 of previous passages
 of the two themes
a chorus
a verse
the coda
the finale
first 
a bridge-passage
theme
second 
 on the theme
a series of variations
 on the second theme
 on the first theme
 and 
The dance continues.
You continue the dance.
The music continues.
You continue the music.
The performers are finished.
You conclude your performance.
 has finished performing.
Some performers finish their act.
You've learned 
 concludes a performance.
 now.
You feel like you know the basic rules of 
Your
 lay
 artfully deliver
 forth an awe-inspiring sermon for the ages!
 giving a creditable sermon.
 a lucid and powerful sermon.
 weave
 just can't give a sermon very well.
 tell
 a mesmerizing tale!
 telling the tale quite well.
 the story in vivid detail.
 over the details.
 stumble
 the poem to life with this flawless recitation.
 bring
 the perfect phrasing.
 choose
 the words evocatively.
 recite
 crisply.
 enunciate
 well.
 speak
, having completely forgotten the words.
 mumble
 and the 
 poorly.
 are indistinguishable!
instrument
chant
 delivering a virtuoso performance on the 
 is absolutely flawless.
song
 play
 could nearly pass for the voice of the 
 with skill.
 the 
 beautifully.
sing
 vaguely like the intended 
 sound
chanting
 playing the 
 make
singing
 with a shameworthy performance.
 a mockery of the 
don't
doesn't
 sloppily
 seem to know how to play the 
 some of the words.
 and even forget
 flawlessly, like someone out of a legend!
 dance
 dancing well.
 dancing exceptionally.
 tangled up.
 get
It has no writing.
It has no pages.
The pages are blank.


 of 
Reputation:
legendary hero
greatly respected for heroic acts
respected for heroic acts
famous hero
hero
noted training partner
training partner
legendary training partner
famous training partner
famous brawler
noted brawler
dabbling training partner
legendary brawler
legendary villain
infamous villain
known brawler
rumored brawler
rumored villain
legendary trade partner
noted villain
known villain
trade partner
dabbling trade partner
famous trade partner
noted trade partner
notably polite
polite
legendarily polite
famously polite
infamous killer
noted killer
possibly polite
legendary killer
legendary murderer
infamous murderer
known killer
rumored killer
rumored murderer
legendary comrade
noted murderer
known murderer
comrade
possible comrade
famous comrade
noted comrade
noted ally
known ally
legendary ally
famous ally
infamous enemy
noted enemy
rumored ally
legendary enemy
legendary enemy fighter
infamous enemy fighter
known enemy
rumored enemy
rumored enemy fighter
legendary fighter
noted enemy fighter
known enemy fighter
known fighter
rumored fighter
famous fighter
noted fighter
noted bully
known bully
legendary bully
infamous bully
infamous brigand
noted brigand
rumored bully
legendary brigand
legendary loyal soldier
famous loyal soldier
known brigand
rumored brigand
rumored loyal soldier
legendary monster
noted loyal soldier
known loyal soldier
known monster
rumored monster
infamous monster
noted monster
noted storyteller
known storyteller
legendary storyteller
famous storyteller
famous poet
noted poet
rumored storyteller
legendary poet
legendary bard
famous bard
known poet
rumored poet
rumored bard
legendary dancer
noted bard
known bard
known dancer
rumored dancer
famous dancer
noted dancer
noted quarreler
known quarreler
legendary quarreler
infamous quarreler
infamous flatterer
noted flatterer
rumored quarreler
legendary flatterer
legendary hunter
great hunter
known flatterer
rumored flatterer
rumored hunter
legendary protector of the weak
talented hunter
skilled hunter
known protector of the weak
rumored protector of the weak
famous protector of the weak
noted protector of the weak
noted treasure hunter
known treasure hunter
legendary treasure hunter
famous treasure hunter
infamous thief
noted thief
rumored treasure hunter
legendary thief
legendary information source
infamous information source
known thief
rumored thief
rumored information source
legendary preserver of knowledge
noted information source
known information source
known preserver of knowledge
rumored preserver of knowledge
famous preserver of knowledge
noted preserver of knowledge
noted intruder
known intruder
legendary intruder
infamous intruder
infamous preacher
noted preacher
rumored intruder
legendary preacher
Unknown
Agreements
known preacher
rumored preacher
Sites
Groups
Events
People
Artifacts
Intrigue
Regions
Bestiary
Plots
Centered on location
Actors
Organizations
 Showing pin,last
 Showing type,date
Centered on last heard
Centered on first heard
Rescue Agreement
Aid Rescue Agreement
Overthrow Agreement
Guide Agreement
Entertainment Agreement
World Joining Agreement
Adventuring Agreement
Bound Servitude
Parley Arrangement
Corruption
Residency Agreement
Grant of Citizenship
Assassination Plot
Abduction Plot
Artifact Theft
Promise of Position
Framing Plot
War Starting Plot
Sabotage Plot
Infiltration Plot
Foiled Embezzlement Conspiracy
Build Structure
Foiled Bribery Conspiracy
Foiled Corruption Conspiracy
agreed to join
you
Offer Service
Retrieve Artifact
agreed to guide
in insurrection against
thereby freeing
in order to rescue
agreed to adventure with
somebody unknown
in order to be brought safely away from
by invocation of True Name
agreed to entertain people with
wherever the journey might lead
was bound to serve
throughout the world
Agreement concluded
requested that
make an offer of service to
from
for
asked that
retrieve
out of
Drive
Kill
Drive members of
Finish reporting in
Complete: report back
Cause trouble for
An order from
retrieve 
Centered on commander
Not yet completed
serve 
 members
Org: 
Centered on target
One member
: Toggle line
...
 Showing important
 Showing all
This site is a fortress of 
This site is controlled by 
This site is the capital of 
Vessel Crew
Migrating Group
Civilization
Site Government
Military Organization
Outcast
Nomadic Group
Religion
Craft Guild
, Dead
Performance Troupe
Merchant Company
Prisoner
Devoted
Enemy
Criminal
Affiliated
Associated
Loyal
Aligned
 slave
Former 
 member
 mercenary
slave
prisoner
member
mercenary
Tundra
Temperate Freshwater Swamp
Mountain
Glacier
Temperate Saltwater Marsh
Tropical Freshwater Swamp
Temperate Saltwater Swamp
Temperate Freshwater Marsh
Tropical Freshwater Marsh
Tropical Saltwater Marsh
Tropical Saltwater Swamp
Mangrove Swamp
Temperate Broadleaf Forest
Tropical Coniferous Forest
Taiga
Temperate Coniferous Forest
Temperate Grassland
Temperate Savanna
Tropical Dry Broadleaf Forest
Tropical Moist Broadleaf Forest
Tropical Savanna
Tropical Shrubland
Temperate Shrubland
Tropical Grassland
Sand Desert
Tropical Ocean
Badlands
Rocky Wasteland
Temperate Freshwater Pool
Temperate Brackish Pool
Temperate Ocean
Arctic Ocean
Tropical Brackish Pool
Tropical Saltwater Pool
Temperate Saltwater Pool
Tropical Freshwater Pool
Temperate Saltwater Lake
Tropical Freshwater Lake
Temperate Freshwater Lake
Temperate Brackish Lake
Temperate Freshwater River
Temperate Brackish River
Tropical Brackish Lake
Tropical Saltwater Lake
Tropical Brackish River
Tropical Saltwater River
Temperate Saltwater River
Tropical Freshwater River
Subterranean Magma
It is traditionally thought to be 
Subterranean Water
Subterranean Chasm
held by 
 in 
It was last seen 
It was last rumored to be 
Highest known in organization
Associated Organization: 
in 
Alias: 
 deity
Force
Associated Plot: 
Died in the year 
This person is one of the 
 and your military subordinate
This person is 
 and your military commander
You have known this person since 
 birth.
 alongside you
You have known this person your entire life.
You have heard this name suggested as a potential guide to faraway places.
You worship this figure.
You have known each other your entire lives.
You last spoke 
  You are held in some esteem.
  You have been favorably noticed.
  You are beloved.
  You are held in high regard.
This is your prisoner.
This is your jailor.
  You have attracted some positive interest.
This is your lover.
This is your traveling companion.
This is your former master.
This is your master.
This is your apprentice.
This is your former spouse.
This is your deceased spouse.
This is your former apprentice.
This is your owner.
You have encountered these creatures in the past but not recently.
You have only heard tell of these creatures.
This is your 
You have recently encountered one of these creatures.
This creature can be found in 
This creature lives in 
You have killed 
 of these creatures.
 in the year 
Somebody
This creature dwells underground.
This event occurred on the 
an untitled work
 to 
 giving of 
 placement of 
 gaining of 
 possession of 
somebody
The destruction of
The reunion of 
Your death
 refusal to give 
Your reunion with 
production order violation
The death of 
conspiracy to slow labor
crime of murder
export prohibition violation
job order violation
bribery
embezzlement
disorderly conduct
building destruction
crime of robbery
crime of espionage
vandalism
crime of theft
crime of attempted theft
crime of attempted murder
crime of treason
crime of blood-drinking
 self-identification to 
 refusal to identify to 
crime of kidnapping
crime of attempted kidnapping
 escalated attack on 
 ascension
 demand of submission from 
 attack on 
's acceptance of 
's offer of tribute
 presence
's presence
's offer of peace
's cessation of tribute to 
's refusal of 
's demand for tribute
's harassment
's withdrawal from 
's claim
 on 
's abandonment
The insurrection
's flight
 from 
overthrow 
failed insurrection 
 against 
The 
's reclamation
's foundation
insurrection crushed
 by 
 to found a site in 
 toward 
's march
 to reclaim 
The abduction of 
The destruction of 
The occupation of 
Your abduction
's possession of 
The absence of 
The presence of 
Your possession of 
's lack of possession of 
You have been ordered to slay this creature.
's 
Your lack of possession of 
You have been ordered to cause trouble for these forces.
You last
You have been ordered to drive these forces out.
You have been ordered to clear the forces from this site.
You first heard this 
This is common knowledge where you are from.
 heard this 
on the 
 Dropped
 Given
writing
Writing
 you
artifact
/You
 Held
 Gained
Artifact
 Destroyed
reunion
reunited
 Denied
rescue
death
Death/You
Reunion/
Reunion
ProdViol
production
Death/
crime
ExpViol
export
order
violation
job
SlowLabor
prohibition
JobViol
labor
Murder
conspiracy
slow
disorderly
conduct
murder
Disorder
destruction
Bribery
BuildDest
building
Theft
theft
Embezzlement
Vandalism
Espionage
espionage
Robbery
robbery
Blood-drinking
blood
Treason
treason
snatching
performance
drinking
kidnapping
Performance/
a poem
Performance
Sermon/
give
music
dance
SelfID/
refuse
name
identity
submission
YieldDemand/
RefusedID/
demand
Attack/
Escalation/
fight
conflict
presence
Beast/
succession
leader
Tribute/
NoTribute/
Group/
tribute
NoPeace/
claim
peace
Peace/
withdrawal
Leave/
harassment
Harass/
Flee/
Abandon/
refugees
flight
overthrow
revolution
insurrection
Insurrection
Failed
crushed
Overthrow
failure
reclaim
Reclaimed/
defeat
Crushed
Reclaiming/
Founding/
founding
Founded/
invasion
Invasion/
army
march
abduction
kidnap
occupation
Occupation/
Artifact/
location
Abduction/You
Abduction/
Insurrection with 
Guided by 
No Artifact/
Done: 
Adventure with 
The bound service of
Rescue 
Aid rescue with 
Order: Drive off 
Order: Cause trouble for 
Entertain people with 
Order: Kill 
We haven't performed for some time.
We are going the wrong way.
We should be making better progress.
We should have made it there by now.
We must not abandon 
The oppressor has been overthrown!
We have arrived at our destination.
We must go back.
Empty announcement 
, but it is deflected by 
 by the 
 in the 
 from behind
its
spinning 
flying 
, but there is no force!
, but it passes right through!
, but the attack passes right through!
, but it glances away!
 from the side
 with 
, but the attack is deflected by 
, lightly tapping the target!
 splits in gore!
 collapses!
the injured part
 is ripped into loose shreds!
, but the attack glances away!
 and the severed part sails off in an arc!
the part
 is smashed into the body, an unrecognizable mass!
 collapses into a lump of gore!
 is crushed!
passing through a hole in the 
main part
 is torn apart!
 and it is mostly cut away from the rest of the torso!
 is cloven asunder!
 explodes into gore!
tearing
tearing apart
shattering
chipping
jamming the
 part
out of the wound
through the 
 apart
 and
 tearing apart
 shattering
fracturing
denting
bruising
 it
 bruising
breaking away
 most of
 half of
 tearing
 chipping
 fracturing
 denting
 and spilling 
your
fetid
rotten
 a piece of
 the rest of
 through a hole in the 
 through the 
reeking
foul
The geldables have been torn away!
It is a gelding strike!
decomposing
rancid
stinking
filthy
many nerves
a motor nerve
a sensory nerve
have
It is a gelding blow!
a major artery
an artery
 has been opened by the attack
torn
sprained
bruised
a tendon
has
 been severed
a ligament
 has been 
 have
 has
 become enraged!
 has lodged firmly in the wound!
strained
 is ripped to shreds!
 breaks!
 attack is interrupted!
 are
 is
 propelled away by the force of the blow!
 been knocked unconscious!
 latch on firmly
 latches on firmly
 latch on firmly!
 latches on firmly!
 feel
 looks
 even more sick!
 sick!
 been stunned again!
 been stunned!
 having more trouble breathing!
 having trouble breathing!
 pours over the 
 is sucked out of the wound!
Okay
 is injected into the 
 crumbles over the 
 splatters over the 
 flows over the 
map/set too long
Environment
World
Attacks
Arrivals
General
Profession changes
Strange moods
Mental state
Military
Nobles
Trade
Life changes
Animal
Labor
Wildlife
Curses
Crime
Job failures
Masterpieces
Ghosts
Death
Tabs
Widgets
 is 
Date: 
Sparring
Combat
All
Hunting
Unit report tabs
Unit report sheet popup
hunting.
fighting!
sparring.


? unzip 1.01 Copyright 1998-2004 Gilles Vollant - http://www.winimage.com/zLibDll


Independent
No team/side
with 
 item
 (Tame)
Conditions
Not
Skills
Equipment
Reset
Creature
Side #
Create
Cumulonimbus (rain)
Cirrus
Scattered cumulus
Many cumulus (rain)
Set the weather, temperature, and time.
No cumulus clouds
Tame/mountable
 year
Fog
Thick fog
No fog
Thin mist
Stratus (rain)
Nimbostratus (rain)
No stratus
Altostratus
Cold
Hot
Warm
Fire
Scorching
Dragonfire
Magma
Morning
Late morning
Absolute zero
Below freezing
Deathly cold
Subterranean
Freezing
Night
Evening
Late afternoon
Early evening
Noon
Early afternoon
Late night
Early morning
item
 has brought back many tales from beyond 
 has returned.
 have returned.
 and others have returned.
 and others
Spoils Report: 
, a performance troupe, is visiting.
, the performance troupe, has arrived.
 is visiting.
 has arrived.
 has brought back a rumor from abroad.
 has brought back a few rumors.
The enemy have come and are preparing to lay siege.  They seek a parley!
A vile force of darkness has arrived, seeking a parley!
Forms twisted from their nature, legion of the night.  What hope remains?
The dead walk.  Hide while you still can!
Winter
Autumn
Summer
Spring
overlords
overlord
FORCED_ADMINISTRATOR
army is located out of bounds: teleporting
An army is invading!
The enemy have come and are laying siege to the fortress.
A vile force of darkness has arrived!
An army has come to your lands seeking a parley.
 looks to your thriving economy for its future prosperity.
 has been conquered and now
 incorporated into your holdings.
, has been
, has been conquered and
 has been founded 
vector<bool> too long
Biased index vector computation error
Empty biased index vector


bad cast
save
torturing 
committing a depraved act upon 
themselves
 before 
burning 
shooting 
devouring 
admiring 
.dat
art_image-
save/current
save/current/art_image-
 are 
prostrating 
save/current/
save/
praying to 
contemplating 
raising 
hiding 
impaled on 
being flayed by 
cooking 
engraving 
fighting with 
greeting 
surrounded by 
massacring 
embracing 
striking down 
refusing 
speaking with 
in a fetal position
smeared out into a spiral
committing a depraved act
making a submissive gesture
laughing
being shot
falling
dead
.  
praying
hanging from 
being mutilated by 
screaming
being tortured
weeping
cringing
withering away
striking a menacing pose
 confused
suffering
traveling
contemplating
striking a triumphant pose
laboring
burning
looks
making a plaintive gesture
melting
 terrified
 offended
look
 dejected
, depicted as a 
skeletal 
[LPAGE:HF:
, the deity of 
female 
male 
rotting 
ghostly 
unnaturally contorted
being flayed
cooking
engraving
Untitled
[/LPAGE]
being mutilated
[LPAGE:ARTIFACT:
the deity of 
=bA
will be installed at 
will be installed at target
Link to 
Cannot link to 
Click a building to link to 
Throwing a tantrum!
Sunk into depression...
Enraged at all enemies!
In a martial trance!
Specify image
Uses
Engraving 
View
View stockpile
In 
With 
Value: 
On 
Owner: 
Weight: 
Corrupt Strange Mood: 
Overcome by terror!
In a berserk rage!
Staring off into space...
Crawling around crazed!
Running around crazed!
Crawling around babbling!
Running around babbling!
Possessed by unknown forces!
Stricken by melancholy...
Has the aspect of one fey!
Peculiarly secretive...
Has a horrible fell look!
Brooding darkly...
Stumbling obliviously!
Corrupt Soldier Mood: 
Taken by a fright!
Wallowing in misery!
Completely dismayed!
Distressed!
Anguished!
Lost in despair!
Drowning in sadness!
Writhing in agony!
itself
 with grief!
herself
himself
Experiencing mortal fear!
Beside 
In emotional shock!
Overwhelmed by horror!
Child does the expelling
Child is not present
Spouse is nobility
Spouse is elected
Spouse does the expelling
Spouse is not present
Nobility
Holds elected office
Cannot expel or send away:
Does the expelling
Pet of 
Creator of 
In existential crisis!
Emotionally overloaded!
Truly mortified!
Shaken to the core!
 Old
Personality
 Year
Relations
Thoughts
Health
Rooms
Overview
Items
Send away
Cancel
Expel
Send to 
Child is nobility
Child is elected
Frail
Low stamina
Weak
Clumsy
Recovers quickly
Resists sickness
Tough
High stamina
Strong
Agile
Child: 
 pets
Lover: 
 children
Spouse: 
 lovers
High social awareness
Poor analytical ability
High kinesthetic sense
Developed empathy
Good spatial sense
Musical
Good memory
Good with language
Good intuition
Patient
High willpower
Creative
Good analytical ability
Good focus
Recovers slowly
Sickly
Envious
Cheerful
Quick to love
Hateful
Poor empathy
Poor social awareness
Not musical
Poor kinesthetic sense
Bad with words
Poor spatial sense
Impatient
Poor memory
Not creative
Poor intuition
Poor focus
Low willpower
Fearless
Overconfident
Polite
Disdains advice
Prone to discord
Flatterer
Stubborn
Wasteful
Intemperate
Brawler
Easily stressed
Greedy
Anxious
Lustful
Depression-prone
Anger-prone
Obstinate
Tolerant
Private
Perfectionist
Curious
Bashful
Single-minded
Hopeful
Proud
Cruel
Zany
Vengeful
Gracious
Extravagant
Vain
Ambitious
Slow to love
Slow to hate
Inclined to abstract
Artistically inclined
Thrill-seeker
Flights of fancy
Overbearing
Frenetic
Trusting
Gregarious
Thoughtless
Orderly
Altruistic
Dutiful
Emotional obsessive
Swayed by emotions
Rude
Overreliant on advice
Seeks harmony
Quarreler
Quick to give up
Not wasteful
Temperate
Avoid fights
Resilient
Not greedy
Not anxious
Not lustful
Not easily depressed
Slow to anger
Not envious
Cheerless
Overshares
Inattentive
Incurious
Shameless
Scatterbrained
Quick to despair
Low self esteem
Merciful
Humorless
Not vengeful
Ungrateful
Austere
Not vain
Not ambitious
Fearful
Pusillanimous
Not inclined to abstract
Not inclined to create art
Avoids excitement
Fact-oriented
Unassertive
Leisurely
Distrustful
Loner
Overcautious
Sloppy
Not altruistic
Not dutiful
Emotionally distant
Unswayed by emotions
Acquiescing
Intolerant
Values stoicism
Values introspection
Values cooperation
Values independence
Values tradition
Values artwork
Values fairness
Values decorum
Values cunning
Values eloquence
Values power
Values truth
Values family
Values friendship
Values law
Values loyalty
Values nature
Values peace
Values commerce
Values romance
Values perseverance
Values leisure time
Values sacrifice
Values competition
Values skill
Values hard work
Values craftwork
Values martial prowess
Values harmony
Values merriment
Values self-control
Values tranquility
Disdains independence
Disdains stoicism
Disdains artwork
Disdains cooperation
Disdains decorum
Disdains tradition
Disdains eloquence
Disdains fairness
Disdains truth
Disdains cunning
Disdains friendship
Disdains power
Disdains loyalty
Disdains family
Values knowledge
Disdains law
Disdains romance
Disdains nature
Disdains leisure time
Disdains commerce
Disdains competition
Disdains perseverance
Disdains hard work
Disdains sacrifice
Disdains martial prowess
Disdains skill
Disdains merriment
Disdains craftwork
Disdains tranquility
Disdains harmony
Disdains introspection
Disdains self-control
Slumberous
Unconscious
Thirsty!
Very thirsty
Drowsy
Very hungry
Thirsty
Very drowsy
Hungry
Dehydrated
Stressed
Starving
Harrowed
Haggard
Disdains peace
Disdains knowledge
Pale
Faint
Pain
Numb
Nauseous
Extreme pain
Drowning
Winded
Over-exerted
Tired
Dizzy
Exhausted
Sluggish
Stunned
Paralyzed
Partially paralyzed
 (Rusty)
Focused!
None
 (V Rusty)
Haul: 
Squad: 
Needs 
No official position
Injured
Healthy
Partially webbed
Seriously injured
Bleeding
Webbed
Fever
Heavy bleeding
Be with friends
Hear eloquence
Learn something
Be with family
Admire art
Excitement
Stay occupied
Be creative
Pray 
Meditate
Unmet need: 
Drink alcohol
Distracted
No unmet needs
Focused
Distracted!
Argue
Be extravagant
Fight
Cause trouble
Acquire object
Eat good meal
See animal
See great beast
Take it easy
Make romance
Martial training
Practice skill
Make merry
Craft object
Uphold tradition
Self-examination
Natural history
Chemistry
Mathematics
Astronomy
Other skills
Philosophy
Description
Social
Treatment
History
Status
Wounds
Think abstractly
Assume Control
Wander
Help somebody
Letter
Essay
Autobiography
Poem
Novel
Biography
Chronicle
Short story
Manual
Guide
Musical form
Dance form
Engineering
Poetic form
Geography
Medicine
Atlas
No assigned rooms
Star chart
Star catalogue
Treatise on technological evolution
Dictionary
Cultural comparison
Alternate history
Encyclopedia
Cultural history
Biographical dictionary
Genealogy
Choreography
Comparative biography
Dialog
Musical composition
Mercenary
Monster slayer
Scholar
Scribe
Tavern keeper
Performer
No dedicated workshop assignments
No location assignments
Cannot assign work details
No work details
Will only do assigned tasks
Will do available tasks anywhere
Locations
Work animals
Work details
Workshops
Bonded
Childhood friend
Lover
Child
Mother
Father
Pet owner
Spouse
No relationships
Pet
Cannot assign work animals
No assigned or assignable work animals
Surgeon
Bone doctor
Doctor
Diagnostician
Supernatural vengeance
Pure hate
Grudge
Jealous grudge
Persecutor
Religious persecutor
Athletic rival
Business rival
Close friend
Friend
Fellow athlete
Kindred spirit
Fellow scholar
Fellow artist
War buddy
Obsession
Considers bard
Considers dancer
Considers storyteller
Considers poet
Considers bully
Considers preacher
Considers monster
Considers brigand
Hero
Intruder
Long-term acquaintance
Passing acquaintance
Deity
Object of worship
Hated
Disliked
Companion
Former master
Master
Apprentice
Friendly fighter
Loyal soldier
Member of hated group
Enemy fighter
Comrade
Member of respected group
Considers killer
Considers murderer
Good for business
Friendly terms
Considers violent
Considers psychotic
Performance troupe
Merchant company
Nomadic group
Military organization
Vessel crew
Migrating group
No groups
Site government
Treasure hunter
Thief
Protector of the weak
Preserver of knowledge
Considers flatterer
Hunter
Former apprentice
Considers quarreler
Certainly feared as a monster
Feared as a monster
Infamous monster
Noted monster
Considered an intruder
Legendary monster
Noted intruder according
Certainly considered an intruder
Legendary intruder
Infamous intruder
Greatly respected for heroic acts
Respected for heroic acts
Legendary hero
Famous hero
craft
 guild
Considered a brawler
Legendary villain
Moted brawler
Certainly considered a brawler
Legendary brawler
Famous brawler
Certainly considered a bully
Considered a bully
Infamous bully
Noted bully
Feared as a brigand
Legendary bully
Noted brigand
Certainly feared as a brigand
Legendary brigand
Infamous brigand
Legendary murderer
Infamous murderer
Greatly feared as a killer
Feared as a killer
Infamous killer
Noted killer
Respected as a hunter
Legendary killer
Talented hunter
Skilled hunter
Legendary hunter
Great hunter
Greatly feared as a villain
Feared as a villain
Infamous villain
Noted villain
Famous loyal soldier
Noted loyal soldier
Respected for fighter
Legendary loyal soldier
Noted fighter
Greatly respected for fighter
Legendary fighter
Famous fighter
Greatly feared for violent oppositoin
Feared for violent opposition
Infamous enemy fighter
Noted enemy fighter
Feared as a murderer
Legendary enemy fighter
Noted murderer
Greatly feared as a murderer
Noted treasure hunter
Greatly respected for hunting treasure
Legendary treasure hunter
Famous treasure hunter
Greatly respected for preserving the knowledge
Respected for preserving the knowledge
Famous preserver of the knowledge
Noted preserver of the knowledge
Respected for protecting the weak
Legendary preserver of the knowledge
Noted protector of the weak
Greatly respected for protecting the weak
Legendary protector of the weak
Famous protector of the weak
Greatly respected for loyalty
Respected for loyalty
Former worker
Squad
Former prisoner
Worker
Slave
Former slave
Member
Former member
Former mercenary
Citizen
Certainly considered a thief
Considered a thief
Infamous thief
Noted thief
Respected for hunting treasure
Legendary thief
Cancel removal
Trap Occupied:
Removal suspended.
Removal inactive.
*** Forbidden ***
Slated for removal
Preferences
Needs
Traits
Values
Recent thoughts
Memories
No squad assigned
No orders
Uniform
Kills
works secretly...
works, darkly brooding...
works furiously!
keeps muttering
This building has
been claimed by
Cancel construction
Remove building
Resume construction
Suspend construction
Construction suspended.
Construction inactive.
Partially constructed.
Construction nearly done.
Waiting for construction...
Construction initiated.
tree... life
raw... green
a shell
a corpse
 needs
bones...  yes
mutters
screams
"I must have 
things...  certain things
"Yes.  I need 
"Leave me.  I need... 
works with menacing fury!
broods
a forest
glass
skeletons
shells
sketches
pictures of 
cloth... thread
..."
blocks... bricks...
leather... skin
bars... metal
gems... shining
rough... color
stone... rock
raw... clear
raw... crystal
Need accessible mechanisms.
Link lever
Work orders
Back
Tasks
Workers
stacked leather
stacked cloth
cut gems
square blocks
shining bars
of metal
rough gems
a quarry
glass and burning wood
rough gems and glass
The well is operational.
The well is dry.
There is no bucket.
The bucket is full.
Work orders can be added specifically for this shop.
General work orders allowed: 
Work orders cannot be assigned to this building.
A manager is required to add work orders to the shop.
will only do assigned tasks
will do available tasks anywhere
This workshop is free for anybody to use.
Only one master may be assigned to each workshop.
Add new task
Workers cannot be assigned to this building.
Pull lever
Link plate
This is a memorial to
On display
Pumps from the south
Pumps from the west
Pumps from the north
Pumps from the east
Stop Pumping Manually
Start Pump Manually
Stable Foundation
Hanging
Total Power: 
Total Power Needed: 
Active
Inactive
Frozen Here
Frozen Elsewhere
Not ready to be split
Too many hives
No outdoor access
Ready to be split
   * Saves colony for split
Outdoor access
   * Requires a jug
Do not gather products
Gather any products
   * Destroys colony
   * Existing hive
Do not install colony
Install colony when ready
   * Requires wild colony or
Assigned
Assign new display items
Unnamed fishing area
Unnamed pit/pond
Unnamed dump
Unnamed sand collection area
This furniture is a part of
Unnamed water source
be used for imprisonment.
This furniture is a part of multiple rooms.
You must designate a dungeon
before this restraint will
Terrarium
Aquarium
Occupant
Unassigned occupant
* No output
* Output restricted
Unnamed dormitory
Unnamed dining hall
Unnamed barracks
Unnamed dungeon
Unnamed office
Unnamed archery range
Unnamed plant gathering area
Unnamed bedroom
Unnamed clay collection area
Unnamed animal training area
Unnamed meeting hall
Unnamed pen/pasture
Unnamed zoo
Unnamed museum
Unnamed memorial hall
Unnamed sculpture garden
Open
HATCH TAKEN BY INVADERS
Retake door to forbid it.
DOOR USED BY INTRUDER
Passable
DOOR TAKEN BY INVADERS
Operated by Mechanisms
Forbidden
Not in Use
Orientation
Fire at Will
Prepare to Fire
Assigned and chained
Chained
Unnamed tomb
Unnamed zone
Anyone requested at depot
No trader needed at depot
There are no merchants trading right now.
Broker requested at depot
Awaiting 
 items
Nest box unclaimed
Move goods to/from depot
Deceased
Nest box claimed by
be used for burial.
This is the resting place of
You must designate a tomb
before this coffin will
Retake hatch to forbid it.
HATCH USED BY INTRUDER
Set to fertilize
Current amount: 
No seeds
Not set to fertilize
(now)
Leave fallow
Large gem
Trap Baited:
Meat
Fish
Desired bait: 
Nothing
Broker cannot access depot
You do not have a broker.
Broker: 
Broker can access depot
to perform
to slay beasts
to study
to relax
This visitor has come 
to pray
Show items
This visitor is ready to leave.
Disengaged
Show linked buildings
(Cavern soil
is best)
Poor soil
Fertilize
every season
was curious about 
 was the place for a good drink.
 was the place for prayer.
went on this journey out of curiosity.
heard 
this
heard this was a good place to search for monsters.
heard this was the place for those seeking danger.
 at 
seeking sanctuary
asking questions
seeking work as a scholar
for diplomacy
seeking work as a performer
seeking work as a mercenary
was 
is 
[C:7:0:0]
[C:7:0:1]
 about the location of 
You can learn more about this visitor after they chat with a local.
 would be a safe place to stay.
is seeking information
 was the place to look for long-term work.
believes 
 was the place for long-term scholarship.
 would make a good base for a mercenary.
 was the place to entertain people.
 was the place to perform research.
 was the place to admire fine architecture.
 was the place to enjoy oneself.
satisfied
grouchy
[C:1:0:1]
annoyed
[C:4:0:1]
[C:6:0:1]
[C:3:0:1]
[C:5:0:1]
[C:6:0:0]
[C:2:0:1]
didn't feel 
doesn't feel 
was in 
is in 
felt 
feels 
sad
joy
excited
gaiety
raged
rages
grieves
triumph
grim satisfaction
grieved
shocked
horrified
suspicious
alarmed
grumpy
fondness
angry
anguish
ambivalent
amused
alienated
amazed
aggravated
agony
affection
agitated
admiration
adoration
vengeful
accepting
blissful
love
despair
disappointed
dejected
delighted
contemptuous
content
caring
confused
bitter
bored
aversion
awe
aroused
astonished
anxious
apathetic
afraid
ferocity
exasperated
exhilarated
empty
enjoyment
embarrassed
empathy
eager
elated
displeasure
distressed
dislike
dismayed
disgusted
disillusioned
interested
irritated
humiliated
insulted
hope
hopeless
happy
hateful
gratitude
guilty
gloomy
glum
frustrated
gleeful
free
frightened
panics
patient
outraged
panicked
nostalgic
optimistic
mortified
nervous
lustful
miserable
loathing
lonely
jovial
jubilant
isolated
jolly
shaken
ashamed
self-pity
servile
restless
indignant
repentant
resentful
regretful
remorseful
rejected
relieved
proud
enraptured
passionate
pleasure
enthusiastic
pessimistic
expectant
doubt
existential crisis
defeated
wrathful
zealous
wonder
worried
uneasy
unhappy
terrified
thrilled
sympathy
tenderness
 intellectual values and changed 
 personal tendencies
allowed 
 to rethink 
, [C:5:0:1]
and mulling over the recurring memory 
 [C:7:0:1]
, [C:5:0:0]
remembering 
 [C:7:0:0]
reliving 
dwelling upon 
 [C:5:0:0]
 [C:5:0:1]
euphoric
anything
manual
guide
This is an untitled
, "
Making weapons
Making anvils
Cleaning
Making armor
Building
Fuel
Making projectiles
Making furniture
changed 
 intellectual values
genealogy
encyclopedia
comparative biography
biographical dictionary
musical composition
choreography
essay
dialog
play
letter
autobiography
poem
novel
biography
chronicle
short story
[B]
, authored by 
It is an example of 
star catalogue
atlas
dictionary
star chart
alternate history
treatise on technological evolution
cultural history
cultural comparison
Squad Order
A short trip
A half day's travel
Nearly a day's travel
A day's travel
More than a day's travel
 days' travel
Population: ~300
Population: ~400
Population: ~500
Population: ~600
Population: ~750
Population: ~1000
Population: ~2000
Population: ~3000
Population: ~4000
Population: ~5000
Population: ~6000
Population: ~7500
Population: ~10000
Population: >10000
Your location
Inaccessible from your location
 tribute
They accept 
They offer 
Civilization: 
Site government: 
No civilized population
Population: <10
Population: ~10
Population: ~20
Population: ~30
Population: ~40
Population: ~50
Population: ~60
Population: ~75
Population: ~100
Population: ~200
Click to explore this site (creates new mission)
Cannot order mission without leader
Inaccessible mission location
Click to request workers
No workers available
Cannot make request without leader
Cannot raid your civilization
Artifacts (Rumored)
Prisoners
Economically linked to you
Skirmishing
They accept tribute
They offer tribute
No contact
War
Alliance
Trade Agreement (Exports to 
You accept their tribute every 
a broker with appraisal skill.
You can look at trade information once you have
Vengeance
Offerings from 
Imports from 
Terror
Petty Annoyance
Exports to 
Your site government
Accepting tribute
Offering tribute
 civilization
Unnamed 
Click to raid this site (creates new mission)
No messengers
Recover 
Raid 
Seize 
Take Over 
Raze 
Demand Tribute from 
Pillage 
Explore 
Make Request of 
This land has no important leaders.
You have no agreements with this land.
Pending
Agreed in year 
Requests (Imports from 
Steal livestock
Loot other items
Take important treasures
Release other prisoners
Free captives belonging to your civilization
No notable skills
Remove
This mission cannot be altered now.
Click for assignments and details
and more...
Messenger (unfilled)
 commander
No commanders
 traveling
 here
 messenger
No reports available
Click to view all news and rumors
No squads available
No messengers available
No specific orders
On this mission
be manageable from this screen.
occupation and not return.  Your new holdings will
WARNING:  If successful, your soldiers will join the
Demand surrender and occupy
Conquer and occupy
Demand ongoing tribute
Demand one-time tribute
Raze (openly attack and destroy site)
Pillage (openly attack)
Raid (squads will try to avoid detection)
Done
Reports
Missing citizens
Civilizations
News and rumors
Missions
Center on fort
Click to recover (creates new mission)
Claimed by local family
Claimed by local 
Claimed by your local government
Last held by 
Click to rescue (creates new mission)
Location unknown
Last known to be traveling
Last in 
 on behalf of 
 reclaimed 
a group calling itself 
crushed an insurrection
waited out an insurrection
was overthrown after an insurrection
 began in 
an insurrection against 
 was known to be
, replacing 
ruler
 became 
 in the name of 
 claimed 
 marched on 
the army of 
 (not possible)
Unknown creature
, position 
elevation 
Recenter to 
Unnamed recenter location
was kidnapped
 descended upon 
 led by 
 fled from the area just before an army
refugees calling themselves 
 gave up on their occupation of 
 moved on in search of a better future after the horrible mismanagement of 
 was conquered
 after a long journey from the lands of 
 founded 
Saving units...
Saving items...
Allocating space...
Characterizing raw data...
Opening file...
Offloading art...
Offloading units... 
Preliminary cleaning...
Checking directory structure...
Initializing...
Saving game
Add new recenter location
Hotkey: 
Not yet asssigned
 (hidden)
Unknown item
Saving formations...
Saving squads...
Saving coin information...
Saving world events...
Saving work quotas...
Saving mandates...
Saving events...
Saving local animal populations...
Saving entities...
Saving effects...
Saving flow guides...
Saving machines...
Saving buildings...
Saving projectiles...
Saving schedules...
Saving jobs...
Saving image sets...
Saving belief systems...
Saving occupations...
Saving art forms...
Saving agreement...
Saving cultural identities...
Saving tracking information...
Saving army controllers...
Saving armies...
Saving vehicles...
Saving crimes...
Saving incidents...
Saving identities...
Saving written content...
Saving interactions...
Saving activities...
Information sheets
Woodcutting
Stockpiles
Mining
Camera controls
Interactive tutorial
Finishing...
Closing file...
Saving general information...
Saving adventure data...
Saving active historical figures...
Saving artifacts...
Saving world information...
Saving fortress information...
Saving announcements...
Saving divination sets...
Clothing
Handling light aquifers
Wells
Traps and levers
Ore and smelting
Offices and administrative work
Bins, bags, and barrels
Other food sources
Planting
Survival
Information and guides
[Completed]
Menu overview
Movement
Preparing for the caravan
Alerts
Popup: Work orders
Popup: The world
Popup: Squads
Popup: Justice
Popup: Nobles
Popup: Work details
Popup: Stocks
Popup: Hauling
Popup: Burrows
Popup: Zones
Goals
Happiness and stress
Dig deeper
Refuse and dumping
Ramps and channels
Meeting areas and locations
Conversations
The party and followers
Popup: Sleep and rest
Popup: Travel
Popup: Shoot and throw
Popup: Wrestle
Popup: Strike
Popup: Abilities
Popup: Butcher and craft
Popup: Perform
Popup: Talk
Popup: Hold and climb
Popup: Movement options
Popup: Inventory
Popup: Adventurer's log
Popup: Companions
autosave 1
current
but you can delete it while loading.
save?  It will never be overwritten,
What would you like to name this manual
title screen, with their own active save.
Saves starting here will be grouped on the
What would you like to name this timeline?
Save
Would you like to overwrite it?
There is a folder with this name already.
[Viewed]
Retirement
Fortress mode
Quests and reputation
Trading
Really quit?  The character will live on
Abandon
you will need to reclaim the fort to play
Really quit?  The fort will be saved but
Quit
save will be lost.
All of your progress since the last
Really quit without saving?
this character to play them again.
you will need to unretire or recruit
Retire
here again.
you will need to unretire the fort to play
Really retire?  The world will be saved but
autosave 3
autosave 2
Save world and return to title menu
Return to game
Settings
 (holding another's goods)
Give in to Starvation
Finish Game
Give in to the Night
Retire at this location (or rest a while)
Succumb to the invasion
Quit without saving
Abandon the fortress to ruin
Retire the fortress (for the time being)
Save and continue playing
Save and return to title menu
available to play.
through their legend but will not be
Dabu
Death Spiral
Expansive Cavern
Koganusan
Dabu & Simon Swerwer
Dwarf Fortress
May interfere with existing saves.
Do this if you want to keep the old save.
Multiple copies of the timeline found.
Recommended!
Save to new folder (same timeline)
Save to new timeline
Save to timeline folder: 
Save to this timeline
Continue
Return to title menu
Strike It Again
Classic DF Main Theme
Tarn Adams
Classic DF Title Theme
Mountainhome
Dabu & Agueda Macias
Craftsdwarfship
Winter Entombs You
Strange Moods
Strike the Earth!
Another Year
First Year
Vile Force of Darkness
Drink & Industry
Forgotten Beast
Hill Dwarf
 - 
Last track: 
Track playing: 
Losing is Fun
Two Coins
Pony Rider
Cannibal
Sisters of War
Dabu & rcab
Into The Pits
Night Creature
Hamlet Memoirs
Beyond The Gates
Life of Adventure
Bruising The Fat
The Capital
Cages & Chains
Haunted Lands
Toady Six
Toady Five
Obsidian
Toady Four
Suite Espagnole Part III
Suite Espagnole Part II
Suite Espagnole Part I
Dolomite
Roldeth
Toady Three
Toady Two
Toady One
The Tavern Part II
The Tavern Part I
Combat music: 
SoW
rcab
stia
df15
df3
df9
Last interlude: 
Interlude playing: 
Withered
Your strength has been broken.
Conquered
Your settlement has been abandoned.
Abandoned
Your fortress has settled into the rhythm of day-to-day living, beyond your meticulous concern.
Retired
Dwarf Fortress Adventure
And remember: [C:2:0:1]Losing is fun![C:7:0:0]
More likely, your dwarves will starve, unless you read the first few guides here! 
The game is open-ended and you can do whatever you choose.  If you'd like a goal, try to become a barony, then a Mountainhome. 
And remember: [C:2:0:1]Losing is fun, and now it's personal![C:7:0:0]
The guides here will suggest other possible avenues of play. 
The game is open-ended and you can do whatever you choose.  If you'd like a goal, try to join a village hearth and improve your reputation. 
save/current/world.sav
save/*.*
Finish mining
Unpause
End stairway
Start stairway
Open mining mode
Zoom out
Zoom in
Move the camera down
Move the camera up
Move the camera
Skip tutorial
Start tutorial
Your adventure has come to an end.
Dead
You settle in this location...
Your settlement has crumbled to its end.
Click a citizen or creature
Place a bed
Make the bed
Add a "Make bed" task
Click workshop
Construct workshop
Place carpenter's workshop
Open building mode
Stockpile wood
Chop down tree
Designate tree
Open tree-felling mode
Place All stockpile
Open stockpile mode
 of 20)
Room completed (
Non-interactive help will be available whatever you decide.
Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial? 
Quick start and short tutorial?
Deal with challenges as they arise, and you might one day find that your humble settlement has grown to become a Mountainhome, the center of your civilization.
As you dig deeper and more citizens take up residence in your outpost, your doings will attract attention, both wanted and unwanted. 
Once this process is complete, you can prepare a group and send them out to seek wealth deep in the mountains. 
You'll begin by creating your world and watching the region's history unfold. 
Prepare to guide your stout charges to fortune in a world fraught with many perils. 
Welcome to Dwarf Fortress
Next
Right click to move
Left click to move
Don't show again
Click the help button
Dismiss the large red alert
Close the information sheet
You can zoom in and out of the play area using 
] hotkey will recenter on your wagon.
The view will be dark underground until you begin mining.  You can move the camera to the surface with the surface button (highlighted.)  The 
When your view is in the air above other tiles, you can see them below, but you can only interact with objects in your current elevation.
] or [C:2:0:1]roll the mouse wheel[C:7:0:0].  Hold shift to move faster.
] and 
To change the camera's elevation, press 
] or hold the middle mouse button and drag the view.
[KEY:
Your view is focused on one elevation at a time.  To move the camera around, press 
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After you embark, help is available by pressing the help button in the top right corner, including all of the tutorials.
Some locations are challenging even for experienced players, and it will be a very short game indeed if you don't know how to deal with them!
If this is your first time playing, please heed the embark warnings about aquifers, saltwater, and other hazards. 
On your own!
from the [C:5:0:1]Zones[C:7:0:0] menu. Otherwise your citizens will continue to gather by the [C:6:0:0]Wagon[C:7:0:0] outside.
Later you can consider making a [C:3:0:0]Meeting Area[C:7:0:0] 
but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material.
Consider that most [C:6:0:0]Workshops[C:7:0:0] are 3x3 squares.  Mining through the stone layers further down may take longer, 
Dig a rectangle underground big enough for a large [C:6:0:0]Stockpile[C:7:0:0] and some [C:6:0:0]Workshops[C:7:0:0].  
Let's make a safe place to work.  Select [C:5:0:1]Regular Mining[C:7:0:0] mode, to the left of [C:5:0:1]Stair Mining[C:7:0:0] mode.
to unpause or use the highlighted controls at the top of the screen.  You should pause regularly starting out.
Now we'll unpause the game and let the miner finish the task.  Press 
order also works.
the next.  [C:2:0:1]Click[C:7:0:0] the surface, [C:2:0:1]move the camera down one level[C:7:0:0], and [C:2:0:1]click[C:7:0:0] the underground.  Reversing the 
There are several ways to mine.  Stairwells (selected) start at one elevation and are completed at 
Mining tasks are designated on the play area.  Begin by clicking the highlighted [C:5:0:1]Mining[C:7:0:0] button.
There may be plenty of hillside to dig into, but you'll want to seek wealth below the surface.
It's time to get to work!  Let's start by digging a stairwell into the ground.  
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], [C:2:0:1]Ctrl+mouse wheel[C:7:0:0], or the indicated buttons.
With shelter ready underground, it's time to build.  
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always be used to close most menus, as well as 
If the [C:5:0:1]Stockpile[C:7:0:0] menu is still open, you can close it now by right-clicking.  Right-clicking can 
good idea to keep your fortress clean.
button to forbid certain categories, like [C:5:0:1]Refuse[C:7:0:0] for example.  A separate [C:6:0:0]Refuse Stockpile[C:7:0:0] is a 
Later you may want to customize your [C:6:0:0]Stockpiles[C:7:0:0] by clicking on them and pressing the [C:5:0:1]Custom[C:7:0:0] 
If unpaused, your workers should start unloading the wagon into the [C:6:0:0]Stockpile[C:7:0:0].  
Once the pile is placed, click [C:5:0:1]Accept[C:7:0:0] and select the [C:5:0:1]All[C:7:0:0] option.
to place your pile.  [C:6:0:0]Stockpiles[C:7:0:0] can be placed both on the surface and underground.  
Click the add button, and click two corners of a rectangle somewhere safe 
[C:6:0:0]Stockpiles[C:7:0:0] are placed with the [C:5:0:1]Stockpile[C:7:0:0] button (highlighted.)  Click it now.
supplies around your fortress where they are needed.
It's time to build a [C:6:0:0]Stockpile[C:7:0:0] underground to unload them.  [C:6:0:0]Stockpiles[C:7:0:0] are crucial to moving 
The supplies on the wagon are in danger of being carried off by wild creatures!  
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When unpaused, a worker should now build the [C:6:0:0]Workshop[C:7:0:0].
Click [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Carpenter[C:7:0:0] and place the shop in an empty area on the surface or underground.
If you have some [C:6:0:1]Wood[C:7:0:0] stockpiled, you'll be able to place a [C:6:0:0]Carpenter's Workshop[C:7:0:0].  
Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].  
[C:6:0:0]Workshops[C:7:0:0] are one of many buildings you can place with the highlighted [C:5:0:1]Build[C:7:0:0] button.  Click it now.
Now that you have the building materials it's time to start building.  
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If all of your [C:6:0:0]Stockpiles[C:7:0:0] are full, go ahead and place another one.
You can right click to close [C:5:0:1]Woodcutting[C:7:0:0] mode.  Right clicking closes most menus.
If the fallen logs are accessible, everyone will help store them in the [C:6:0:0]Stockpile[C:7:0:0].  
Now we just need to wait for the woodcutter to chop down the tree.  
Make sure your woodcutter can walk to the designated location.
When you are ready, open the [C:5:0:1]Woodcutting[C:7:0:0] menu and designate the trunk of a tree on the surface.  
[C:2:0:0]Haulers[C:7:0:0] will also drop [C:6:0:1]Wood[C:7:0:0] in your [C:6:0:0]All Stockpile[C:7:0:0] unless you turn it off in the [C:5:0:1]Custom Stockpile Menu[C:7:0:0].
Before you start chopping down trees you may want to create a dedicated [C:6:0:0]Wood Stockpile[C:7:0:0].  
First you need building materials, like [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].  
Feel free to pause and check out the information.
You can also access information from the [C:5:0:1]Citizens[C:7:0:0] button.
Click on a [C:2:0:0]Resident[C:7:0:0] to see their needs, inventory, thoughts, relations, and more. 
You can click on [C:2:0:0]Creatures[C:7:0:0] and [C:6:0:1]Items[C:7:0:0] just as you can click on [C:6:0:0]Buildings[C:7:0:0] to get more information about them. 
The rest of the interface is now enabled.
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room with a [C:6:0:0]Door[C:7:0:0] and use the [C:5:0:1]Zones[C:7:0:0] menu to assign an official [C:3:0:0]Bedroom[C:7:0:0] for each resident.
With a [C:6:0:0]Bed[C:7:0:0] placed, your workers will have somewhere to sleep.  Later you can create a 
[C:5:0:1]Beds[C:7:0:0] are found in the [C:5:0:1]Furniture[C:7:0:0] category.  Unlike [C:6:0:0]Workshops[C:7:0:0], [C:6:0:0]Beds[C:7:0:0] must be placed underground.
Use the [C:5:0:1]Build[C:7:0:0] menu to place it in a room underground, just like the [C:6:0:0]Workshop[C:7:0:0].  Dig a new room first if you like.  
Now that you have a [C:6:0:1]Bed[C:7:0:0] you can place in it the fortress.  
Chop down more trees if necessary.  Unpause and wait for the [C:6:0:1]Bed[C:7:0:0] to be completed.
[C:6:0:1]Furniture[C:7:0:0] created at the [C:6:0:0]Carpenter's Workshop[C:7:0:0] usually takes one [C:6:0:1]Wood[C:7:0:0] to build.  Add a task and make a [C:6:0:1]Bed[C:7:0:0].  
Most objects that are placed, like [C:6:0:1]Doors[C:7:0:0] and [C:6:0:1]Furniture[C:7:0:0], must first be built in a [C:6:0:0]Workshop[C:7:0:0].  
Your industrious citizens will perform any task added to the [C:6:0:0]Workshop[C:7:0:0].  
Once the worker is done, click on the building to select it.
Make the appropriate workshop with [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Crafts[C:7:0:0]. 
[C:6:0:1]Crafts[C:7:0:0] are an easy way to make a lot of trade goods quickly. 
You need something of value to trade. 
To trade with the autumn caravan, you must build a [C:6:0:0]Trade Depot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu.
You may need supplies before the coming of winter. 
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Preparing for the Caravan
Left click on an alert for recentering options, and right click to dismiss an alert.
Hover over an alert icon to see the information. 
There has been one already!
There have been a few already!
There have been several already!
Important and sometimes urgent information is given as alerts on the left side of the screen. 
This is an example urgent alert!  These are very important.  Ignore them at your peril.
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Right click to dismiss the information sheet.
[C:7:0:1]Labor[C:7:0:0]
Later you may try the [C:5:0:1]Burrows[C:7:0:0] menu to create a safe place for your civilians to hide when real trouble comes.
To make sure they spend their free time down there you will need to use the [C:5:0:1]Zones[C:7:0:0] menu to create a [C:3:0:0]Meeting Area[C:7:0:0]. 
By now you should have a room underground where your residents can hide from the creatures above. 
[C:7:0:1]Shelter[C:7:0:0]
Use the arrow at the top of this window to minimize the tutorial when it obscures your view. 
In order to keep your citizens alive in the unforgiving wilderness they will need shelter, drink, and food.
Click it now, and this tutorial will be concluded.
The [C:5:0:1]Help[C:7:0:0] button at the top of the screen contains more guides. 
As you enter new menus, there will be information and tips.
There's a lot more to learn!
Just the beginning
[C:6:0:1]Gems[C:7:0:0] can be [C:3:0:1]Cut[C:7:0:0] at the [C:6:0:0]Jeweler's Workshop[C:7:0:0].  [C:3:0:1]Encrust[C:7:0:0] them on [C:6:0:1]Crafts[C:7:0:0] and other items to add even more value.
kinds as well as some [C:6:0:1]Rough Gems[C:7:0:0] if you are lucky.
If you dig down enough layers you will find a near infinite amount of [C:6:0:1]Boulders[C:7:0:0] of various 
An obvious material to use to make the crafts is rock. 
may try [C:5:0:1]Planting[C:7:0:0] or [C:5:0:1]Gathering[C:7:0:0]. 
Once the [C:6:0:0]Still[C:7:0:0] is constructed, click on it and add the task [C:3:0:1]Brew Drink from Plant (or fruit)[C:7:0:0].  If you have no suitable [C:6:0:1]Plants[C:7:0:0], you 
This is done by building a [C:6:0:0]Still[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Still[C:7:0:0]. 
The main way is by brewing alcohol. 
There are two ways to make drinks for your residents.
[C:7:0:1]Drink[C:7:0:0]
But if one of these brave workers falls, you'll need to assign somebody to these duties.
If you haven't suffered any casualties, you should have these labors assigned already. 
[C:7:0:0]. 
Fisherdwarf
[C:7:0:0], and [C:2:0:0]
Woodcutter
[C:7:0:0], [C:2:0:0]
Miner
Click here and make sure you have a [C:2:0:0]
Some essential tasks must be assigned from the [C:5:0:1]Labor[C:7:0:0] menu. 
You need to select the crops to be grown each season. 
Select [C:5:0:1]Farmplot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu.  It's in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Farmplot[C:7:0:0].  Place the [C:6:0:0]Farmplot[C:7:0:0] on the subterranean soil.
This isn't rich soil, but will suffice for now.  Dig deeper to find better soil. 
With a subterranean soil floor exposed, you can place an underground [C:6:0:0]Farmplot[C:7:0:0]. 
Make sure to leave the ceiling above intact so the underground soil doesn't receive any sunlight.
The highest mountain elevations do not have soil. 
The underground rectangle must be near the surface, where there is soil (loam, clay, or sand.) One level down should suffice, before you hit rock. 
Using [C:5:0:1]Mining[C:7:0:0] orders, you'll need to carve out a rectangular area underground for your [C:6:0:0]Farmplot[C:7:0:0]. 
The [C:6:0:0]Wagon[C:7:0:0] comes with some [C:6:0:1]Seeds[C:7:0:0], but as you might expect, these crops must be grown underground!
There's some food on the embark [C:6:0:0]Wagon[C:7:0:0], and you can trade for food, but you can also grow your own. 
and certain [C:6:0:0]Workshop[C:7:0:0] tasks.  You may find water underground.
so that your residents have water to drink.  You'll want one of these anyway for other purposes, like cleaning 
Absent alcohol and in warmer weather, you can designate a [C:3:0:0]Water Source[C:7:0:0] from the [C:5:0:1]Zones[C:7:0:0] menu at a river or pond, 
or [C:6:0:1]Plants[C:7:0:0] there.  The number of [C:6:0:1]Drink[C:7:0:0] rations can be seen at the top of the screen.
If you survive until the caravan comes you may also trade for [C:6:0:1]Drinks[C:7:0:0] 
The task also requires a [C:6:0:1]Barrel[C:7:0:0] from the [C:6:0:0]Carpenter's Workshop[C:7:0:0]. 
[C:7:0:1]Gathering[C:7:0:0]
Do this by selecting [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Fishery[C:7:0:0].
Remember, your workers do not eat raw fish!  You must build a [C:6:0:0]Fishery[C:7:0:0] to prepare them. 
You can optionally choose to designate a [C:3:0:0]Fishing[C:7:0:0] zone if you don't want your workers going far afield.
fishing labor assigned will begin fishing automatically.
If there is a river or pond nearby you may consider fishing.  If the water isn't frozen, a worker with the 
[C:7:0:1]Fishing[C:7:0:0]
[C:6:0:1]Fertilizer[C:7:0:0] is not needed to farm.
[C:6:0:1]Potash[C:7:0:0] is the fertilizer of choice, and it can be created in the [C:6:0:0]Ashery[C:7:0:0], using [C:6:0:1]Ash[C:7:0:0] from [C:6:0:1]Wood[C:7:0:0] burned in a [C:6:0:0]Wood Furnace[C:7:0:0].  A [C:3:0:0]Water Source[C:7:0:0] zone and a [C:6:0:1]Bucket[C:7:0:0] are also required. 
These effects are more pronounced deep underground where you can locate the cavern biome and its rich soil.
[C:6:0:1]Fertilizer[C:7:0:0] and skilled [C:2:0:0]Planters[C:7:0:0] have a direct impact on crop yield. 
If you'd like to focus a few of your citizens on farming, which gives skill benefits, you can assign them to the [C:2:0:0]Planters[C:7:0:0] work detail from the [C:5:0:1]Labor[C:7:0:0] menu. 
Now your [C:2:0:0]Planters[C:7:0:0], those that can access both the [C:6:0:0]Farmplot[C:7:0:0] and the [C:6:0:1]Spawn[C:7:0:0], will plant the field, and after a period of growth, they'll be harvested. 
Note that you can obtain aboveground [C:6:0:1]Seeds[C:7:0:0] from trade or by eating gathered [C:6:0:1]Plants[C:7:0:0], but aboveground farming exposes your [C:2:0:0]Planters[C:7:0:0] to dangers and the elements.
[C:6:0:1]Plump Helmets[C:7:0:0] are edible and the default [C:6:0:0]Wagon[C:7:0:0] comes with [C:6:0:1]Plump Helmet Spawn[C:7:0:0], which are their "seeds".
Click on the [C:6:0:0]Farmplot[C:7:0:0] you placed to pull up the [C:5:0:1]Farming[C:7:0:0] menu.
Unlike [C:6:0:0]Stockpiles[C:7:0:0], multiple [C:3:0:0]Zones[C:7:0:0] can overlap.
[C:3:0:0]Zones[C:7:0:0] are placed much like [C:6:0:0]Stockpiles[C:7:0:0]. 
There are several kinds of [C:3:0:0]Zones[C:7:0:0], which you can see in the panel on the left.
[C:3:0:0]Zones[C:7:0:0] are areas you designate where your citizens will work, socialize, rest, or perform specific duties. 
Zones
add button to assign the [C:2:0:0]Animals[C:7:0:0].
To keep them alive use the [C:3:0:0]Pen/Pasture[C:7:0:0] zone from the [C:5:0:1]Zones[C:7:0:0] menu to select a section of grass and click the 
Note that some [C:2:0:0]Livestock[C:7:0:0] must eat vegetation to survive. 
There you can select which [C:2:0:0]Animals[C:7:0:0] to slaughter.  You may need to minimize the tutorial to see the [C:5:0:1]Slaughter[C:7:0:0] buttons.
Once the shop is built, open the [C:5:0:1]Creatures[C:7:0:0] info menu.  From there select the [C:5:0:1]Pets/Livestock[C:7:0:0] tab. 
Do this by selecting the building in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Butcher[C:7:0:0]. 
To slaughter an [C:2:0:0]Animal[C:7:0:0] you must first build a [C:6:0:0]Butcher's Shop[C:7:0:0]. 
[C:6:0:1]Meat[C:7:0:0] from [C:2:0:0]Livestock[C:7:0:0] you slaughter is a source of food. 
[C:7:0:1]Butchering[C:7:0:0]
Then draw a rectangle over the bushes you wish to search.
It is possible to survive by gathering plants outside.  Do this by selecting the [C:5:0:1]Gathering[C:7:0:0] order. 
Here you can see every [C:6:0:1]Item[C:7:0:0] in the fortress. 
Stocks
When a route has a steep descent, consider using powered [C:6:0:0]Rollers[C:7:0:0], extra curves, track "stops" between [C:6:0:0]Stops[C:7:0:0] with various friction settings, or a worker to guide the vehicle.
[C:6:0:1]Minecarts[C:7:0:0] that move too quickly around corners will spill their contents. 
Only one condition needs to be satisfied for the [C:6:0:1]Minecart[C:7:0:0] to move to the next [C:6:0:0]Track Stop[C:7:0:0].
Each [C:6:0:0]Track Stop[C:7:0:0] must be linked to a [C:6:0:0]Stockpile[C:7:0:0] for [C:6:0:1]Items[C:7:0:0] to be put on or removed from the [C:6:0:1]Minecart[C:7:0:0].
One [C:6:0:1]Minecart[C:7:0:0] can be assigned to each route, and workers will move the vehicle from [C:6:0:0]Track Stop[C:7:0:0] to [C:6:0:0]Track Stop[C:7:0:0] according to conditions you specify.
[C:6:0:1]Minecarts[C:7:0:0] and [C:6:0:0]Tracks[C:7:0:0] are a convenient way to move a lot of objects around the fortress quickly, though they take a little effort to prepare. 
Minecart routes
It can be useful to assign all of your civilians to a safe emergency [C:1:0:0]Burrow[C:7:0:0] which you activate in case of intruders.
[C:1:0:0]Burrows[C:7:0:0] can be suspended and unsuspended freely.  When a [C:1:0:0]Burrow[C:7:0:0] is suspended, assigned citizens will ignore it.
Workers will try to limit their tasks to the confines of the [C:1:0:0]Burrow[C:7:0:0], but they will sometimes form paths which pass through other areas.
[C:1:0:0]Burrows[C:7:0:0] are work and living areas where citizens can be assigned. 
Burrows
Just make sure you have the correct [C:6:0:0]Furniture[C:7:0:0] placed in the rooms with [C:6:0:0]Doors[C:7:0:0] or vertical entries separating each room before you begin.
Certain [C:3:0:0]Zones[C:7:0:0] like [C:3:0:0]Bedrooms[C:7:0:0] can be placed several at a time. 
Justice
Nobles and certain administrators require rooms, and some may also make demands.
Once they are assigned, you can create work orders, run a [C:1:0:1]Hospital[C:7:0:0], and count and appraise your hoard.
Certain important functions in your fortress can only be performed by assigned administrators, such as the [C:5:0:0]Manager[C:7:0:0] and [C:5:0:0]Bookkeeper[C:7:0:0]. 
These can also be assigned from the squad menu.
Once the first leader is assigned, subsequent [C:5:0:0]Captain[C:7:0:0] positions will appear. 
[C:5:0:0]Militia Commanders[C:7:0:0] are assigned here. 
Here you can view your nobles, as well as assign your administrators, military leaders, and other officials.
Nobles and administrators
If a task does not have a default work detail, you can create a custom work detail.  Once you assign citizens to the task, you can then set [C:5:0:1]"Only selected do this"[C:7:0:0] if you want to restrict it.
Tasks are restricted by setting their work detail to [C:5:0:1]"Only selected do this"[C:7:0:0].
Citizens are restricted by using their [C:5:0:1]Specialization[C:7:0:0] button. 
Generally, almost every task will be available for every citizen, but you can both restrict both citizens and tasks. 
Work details are one way you can control which workers do which tasks, and they are the only way to assign certain tasks like mining, woodcutting, hunting, and fishing. 
If you don't have a [C:5:0:0]Bookkeeper[C:7:0:0], or they don't have an [C:3:0:0]Office[C:7:0:0] to work in, numbers may be approximate.
Click on category headings to collapse and expand them. 
The World
You have no idea what's lurking out there.
It is recommended that you prepare a squad and get them training as soon as you can. 
Wildlife and even your own citizens can still be dangerous at times.
Although this location is relatively safe, it is recommended that you prepare a squad and get them training at some point. 
Here you can create squads, fill their positions, assign equipment and schedules, and give specific orders.
This is the squad menu. 
Squads
Officers may opt for physical punishment if they cannot carry out custodial sentences.
It is recommended to place a certain number of [C:6:0:0]Cages[C:7:0:0] and [C:6:0:0]Chains[C:7:0:0] and assign them to a [C:3:0:0]Dungeon[C:7:0:0] zone. 
This is particularly important for schemes where the witnesses might not have the full story.
You can also interrogate suspects. 
All available witness information is presented for each case. 
It's up to you to choose whom to convict. 
Certain crimes are indicative of larger problems, so you should pay attention to them, and affected victims and family members get upset if crime is ignored.
If you have a law enforcement administrator like a [C:5:0:0]Sheriff[C:7:0:0] or [C:5:0:0]Captain of the Guard[C:7:0:0], witnesses of crimes will make reports, which find their way here. 
When the caravan arrives at the [C:6:0:0]Trade Depot[C:7:0:0], you must click on the depot and select [C:5:0:1]"Bring Goods to Depot"[C:7:0:0]. 
the [C:6:0:0]Stoneworker's Shop[C:7:0:0] and the [C:6:0:0]Metalsmith's Forge[C:7:0:0].  [C:6:0:1]Bags[C:7:0:0] are created at the [C:6:0:0]Clothier's Shop[C:7:0:0] or the [C:6:0:0]Leatherworks[C:7:0:0].
The [C:6:0:0]Carpenter's Workshop[C:7:0:0] is the best place to make lightweight [C:6:0:1]Bins[C:7:0:0] and [C:6:0:1]Barrels[C:7:0:0], but they can also be made at 
(and some other things like [C:6:0:1]Sand[C:7:0:0]).  [C:6:0:1]Bins[C:7:0:0] hold just about everything else except [C:6:0:1]Furniture[C:7:0:0], [C:6:0:1]Wood[C:7:0:0] and [C:6:0:1]Boulders[C:7:0:0]. 
[C:6:0:1]Barrels[C:7:0:0], and [C:6:0:1]Bags[C:7:0:0].  [C:6:0:1]Barrels[C:7:0:0] are used to store [C:6:0:1]Food[C:7:0:0].  [C:6:0:1]Bags[C:7:0:0] are used to store [C:6:0:1]Seeds[C:7:0:0] 
If you find that your stockpiles are filling up too fast, you can create room by building [C:6:0:1]Bins[C:7:0:0], 
The system is reasonably powerful and you can eventually automate almost all of your production if you wish.
You can also create work orders at specific [C:6:0:0]Workshops[C:7:0:0] from their building sheet. 
You can limit work orders to a number of [C:6:0:0]Workshops[C:7:0:0]. 
For instance, you can create an order to [C:3:0:1]Make Wooden Bins[C:7:0:0] if you are out of empty ones, to [C:3:0:1]Brew Drinks[C:7:0:0] if you are running low, or to [C:3:0:1]Make Five Statues[C:7:0:0] every month.
These work orders are set to complete a certain number of [C:3:0:1]Tasks[C:7:0:0] and can be given start conditions.
Work orders are used to automate [C:3:0:1]Tasks[C:7:0:0] in [C:6:0:0]Workshops[C:7:0:0]. 
Raids are created by clicking on any site not belonging to your civilization.
You can also cause trouble if you'd like to raid your neighbors. 
Stolen [C:6:0:1]Artifacts[C:7:0:0] and kidnapped citizens can be recovered by preparing missions from this screen. 
The world created at the beginning of the game is active, and others may take an interest in your outpost as it grows. 
In order to make [C:6:0:1]Metal Bars[C:7:0:0] for the [C:2:0:0]Metalsmith[C:7:0:0], you must smelt [C:6:0:1]Ore[C:7:0:0]. 
the game progresses.  Use the [C:5:0:1]Nobles and administrators[C:7:0:0] menu to check their wants and needs.
Other nobles may appear or be assigned as 
Remember to assign the [C:5:0:0]Administrator[C:7:0:0] to the [C:3:0:0]Office[C:7:0:0].
The [C:3:0:0]Zone[C:7:0:0] you select must contain a [C:6:0:0]Chair[C:7:0:0], or you can paint a [C:3:0:0]Zone[C:7:0:0] and place a [C:6:0:0]Chair[C:7:0:0] later. 
You can create these with [C:5:0:1]Zones[C:7:0:0] -> [C:5:0:1]Office[C:7:0:0]. 
Some [C:5:0:0]Administrators[C:7:0:0] will require [C:3:0:0]Offices[C:7:0:0] to perform their work. 
To do this select the [C:5:0:1]Nobles and administrators[C:7:0:0] menu and click the add button to assign somebody. 
In order for some functions to be used, like work orders or bookkeeping, [C:5:0:0]Administrators[C:7:0:0] must be assigned. 
Note that if you have a [C:5:0:0]Broker[C:7:0:0] the value of each good with be shown if their skill is high enough.
they can carry away the weight of the things you are selling.
trade from the list on the right.  Then hit [C:5:0:1]"Trade"[C:7:0:0].  The trader will accept if the deal is fair and 
When trading you select which goods you want from the list on the left, and which goods of yours to 
until your [C:5:0:0]Broker[C:7:0:0] or another resident arrives at the depot.
select [C:5:0:1]"Trade"[C:7:0:0].  Don't worry if you have no [C:5:0:0]Broker[C:7:0:0], just select [C:5:0:1]"Anyone can Trade"[C:7:0:0].  You cannot trade 
Here you can select which goods you wish to trade.  After everyone has brought their goods you can 
There are also predesigned traps, such as [C:6:0:0]Weapon[C:7:0:0], [C:6:0:0]Cage[C:7:0:0], and [C:6:0:0]Stone-Fall Traps[C:7:0:0]. 
or raise the [C:6:0:0]Bridge[C:7:0:0], locking you inside. 
Then click on the [C:6:0:0]Lever[C:7:0:0] and choose to link it to a [C:6:0:0]Bridge[C:7:0:0] or [C:6:0:0]Door[C:7:0:0].  This will lock the [C:6:0:0]Door[C:7:0:0] 
To stop some enemies from entering your fortress use [C:5:0:1]Build[C:7:0:0] -> [C:5:0:1]Machines/fluids[C:7:0:0] -> [C:5:0:1]Lever[C:7:0:0] to build a [C:6:0:0]Lever[C:7:0:0]. 
Most require [C:6:0:1]Mechanisms[C:7:0:0] made at the [C:6:0:0]Mechanic's Shop[C:7:0:0], using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Mechanic[C:7:0:0]. 
lock the ways into your fortress.  The ways to build traps are as wild as your imagination. 
The best way to avoid this fate is to build traps and 
you can succumb to invasions. 
It is a dangerous world, and if the entrances of your fortress are left open, 
need [C:6:0:1]Charcoal[C:7:0:0] from the [C:6:0:0]Wood Furnace[C:7:0:0] to start the process.
You may switch to other forms of [C:6:0:1]Fuel[C:7:0:0] later, such as [C:6:0:1]Coal[C:7:0:0], but you will usually 
found at [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Wood Furnace[C:7:0:0]. 
To get [C:6:0:1]Fuel[C:7:0:0] you need to make [C:6:0:1]Charcoal[C:7:0:0] with a [C:6:0:0]Wood Furnace[C:7:0:0], 
If you have found magma you can build a [C:6:0:0]Magma Smelter[C:7:0:0] directly over it, otherwise you need [C:6:0:1]Fuel[C:7:0:0]. 
[C:6:0:1]Ore[C:7:0:0] is mined underground, below the soil layers.
This can done at the [C:6:0:0]Smelter[C:7:0:0] which can be found under [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Smelter[C:7:0:0]. 
[C:6:0:1]Skins[C:7:0:0] can be obtained by butchering [C:2:0:0]Livestock[C:7:0:0] at the [C:6:0:0]Butcher's Shop[C:7:0:0]. 
Gathered [C:6:0:1]Silk[C:7:0:0] can go directly to the [C:6:0:0]Loom[C:7:0:0].
weave [C:6:0:1]Cloth[C:7:0:0] at the [C:6:0:0]Loom[C:7:0:0], then make [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Clothier[C:7:0:0]. 
After harvesting plants like the [C:6:0:1]Pigtail[C:7:0:0], first process them at the [C:6:0:0]Farmer's Workshop[C:7:0:0], then 
gather [C:6:0:1]Silk[C:7:0:0], or tan [C:6:0:1]Skins[C:7:0:0] for [C:6:0:1]Leather[C:7:0:0]. 
While it is possible to trade for [C:6:0:1]Clothing[C:7:0:0], [C:6:0:1]Cloth[C:7:0:0], or [C:6:0:1]Leather[C:7:0:0], you can also farm [C:6:0:1]Pigtails[C:7:0:0], 
Eventually the [C:6:0:1]Clothing[C:7:0:0] that your residents start with will rot away. 
Repeat this pattern until you get below the aquifer.
You can then build [C:6:0:0]Walls[C:7:0:0] around the stairs until the leaking water is blocked off. 
One way is to simply re-designate the damp stone for mining in order to build a 3x3 room around the stairs. 
Aquifers can block the downward progress of your fortress, but it is possible to bypass them. 
any body of water.  It is possible to find water underground, or divert it from the surface.
[C:6:0:0]Wells[C:7:0:0] require a [C:6:0:1]Bucket[C:7:0:0], [C:6:0:1]Blocks[C:7:0:0], a [C:6:0:1]Rope[C:7:0:0] or [C:6:0:1]Chain[C:7:0:0], and [C:6:0:1]Mechanisms[C:7:0:0].  They can be built over 
get it is from a [C:6:0:0]Well[C:7:0:0]. 
Non-alcoholic water is essential to a functioning fortress.  The most favored place to 
These require a [C:6:0:1]Weapon[C:7:0:0], [C:6:0:1]Cage[C:7:0:0], or [C:6:0:1]Boulder[C:7:0:0] to function. 
Upon creation of the [C:1:0:1]Location[C:7:0:0] you must choose which deity to dedicate the [C:1:0:1]Temple[C:7:0:0] to, if any. 
[C:1:0:1]Temples[C:7:0:0] are places for faithful residents to commune with their chosen deity. 
[C:7:0:1]Temples[C:7:0:0]
visitors drinks. There is also an option to allow outsiders to come to your [C:1:0:1]Tavern[C:7:0:0].
From the [C:5:0:1]Tavern Info Menu[C:7:0:0] you can choose to assign [C:5:0:0]Performers[C:7:0:0] or a [C:5:0:0]Tavern Keeper[C:7:0:0] who will serve the 
Instruments[C:7:0:0] these can also be used by the [C:1:0:1]Tavern[C:7:0:0]. 
You may also leave a cleared space your tavern-goers will use as a dance floor.  If you have any [C:6:0:1]Musical 
[C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Tavern[C:7:0:0].  Optionally you can place [C:6:0:0]Tables[C:7:0:0] and [C:6:0:0]Chairs[C:7:0:0] where your residents can eat. 
The inhabitants also like to drink from [C:6:0:1]Goblets[C:7:0:0], [C:6:0:1]Cups[C:7:0:0], or [C:6:0:1]Mugs[C:7:0:0].  These must be stored in [C:6:0:0]Chests[C:7:0:0] or 
To have a fully functioning [C:1:0:1]Tavern[C:7:0:0] you must have a [C:6:0:0]Stockpile[C:7:0:0] with [C:6:0:1]Booze[C:7:0:0] in it, preferably close by. 
[C:1:0:1]Taverns[C:7:0:0] are where your residents gather to drink, socialize, tell stories, and dance. 
[C:7:0:1]Taverns[C:7:0:0]
There are five types of [C:1:0:1]Locations[C:7:0:0], which we'll go over in turn.
[C:3:0:0]Zones[C:7:0:0] can be assigned to special [C:1:0:1]Locations[C:7:0:0]. Usually one [C:3:0:0]Meeting Area[C:7:0:0] is sufficient, but [C:1:0:1]Locations[C:7:0:0] can span several [C:3:0:0]Zones[C:7:0:0]. 
[C:3:0:0]Meeting Areas[C:7:0:0] are [C:3:0:0]Zones[C:7:0:0] where your citizens gather when not working or taking care of their needs. 
[C:6:0:1]Skins[C:7:0:0] are tanned at the [C:6:0:0]Tanner's Shop[C:7:0:0], and made into [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Leather Works[C:7:0:0].
Chief Medical Dwarf
You will need to appoint a [C:5:0:0]
Some patients will need [C:6:0:1]Crutches[C:7:0:0] after they are treated. 
Some injuries require [C:6:0:1]Splints[C:7:0:0], or [C:6:0:1]Gypsum Plaster Powder[C:7:0:0] for [C:6:0:1]Orthopedic Casts[C:7:0:0].  [C:6:0:1]Soap[C:7:0:0] is necessary to prevent infection. 
You must build [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Hospital[C:7:0:0] to store these items. 
[C:6:0:1]Buckets[C:7:0:0] (with a source of water), [C:6:0:1]Thread[C:7:0:0] for sutures, and [C:6:0:1]Cloth[C:7:0:0] for bandages. 
To fully function your [C:1:0:1]Hospital[C:7:0:0] needs to have [C:6:0:0]Beds[C:7:0:0], 
they are seen by a [C:5:0:0]Doctor[C:7:0:0]. 
Your unfortunate citizens are taken to the [C:1:0:1]Hospital[C:7:0:0] when injured.  There they will rest and given water until 
[C:7:0:1]Hospitals[C:7:0:0]
You can also assign [C:5:0:0]Performers[C:7:0:0] to the [C:1:0:1]Temple[C:7:0:0] and even [C:5:0:0]Priests[C:7:0:0] once the [C:1:0:1]Temple[C:7:0:0] becomes more established.
You can also add [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] to hold [C:6:0:1]Musical Instruments[C:7:0:0] that the faithful will use. 
that you increase the value of the temple by decorating or adding [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0]. 
In the [C:6:0:1]Temple Info Menu[C:7:0:0] you can see the value of the [C:1:0:1]Temple[C:7:0:0].  Sometimes the worshippers will demand 
You can see how many worshippers of each deity live in your fortress by scrolling over their names. 
Sometimes the adherents to a certain religion will demand that you build a [C:1:0:1]Temple[C:7:0:0] to their specific deity. 
and see how many workers of each profession there are and whether a guild has been established. 
When deciding which guild to dedicate the [C:1:0:1]Guildhall[C:7:0:0] to, you can scroll over the names of the guilds 
[C:1:0:1]Guildhalls[C:7:0:0] are where the workers of specific professions gather to socialize and share their knowledge. 
[C:7:0:1]Guildhalls[C:7:0:0]
[C:6:0:1]Writing Material[C:7:0:0] for the [C:5:0:0]Scribes[C:7:0:0] to write on. 
[C:6:0:0]Tables[C:7:0:0] for your [C:5:0:0]Scribes[C:7:0:0] to work on.  [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] are needed to store the 
In order to hold [C:6:0:1]Scrolls[C:7:0:0] and [C:6:0:1]Codices[C:7:0:0] you will need [C:6:0:0]Bookcases[C:7:0:0].  You will also need 
and [C:5:0:0]Scribes[C:7:0:0] to record them. Beware!  Some knowledge is dangerous.
From the [C:5:0:1]Library Info Menu[C:7:0:0] you can assign [C:5:0:0]Scholars[C:7:0:0] who discuss their interests with the inhabitants, 
The thirst for knowledge some residents have can be satisfied at the [C:1:0:1]Library[C:7:0:0]. 
[C:7:0:1]Libraries[C:7:0:0]
[C:6:0:0]Traction Benches[C:7:0:0] which can be built at the [C:6:0:0]Mechanic's Shop[C:7:0:0].
The [C:5:0:0]Doctor[C:7:0:0] will need a [C:6:0:0]Table[C:7:0:0] to perform surgeries.  Some injuries will require 
Later you can assign [C:5:0:0]Doctors[C:7:0:0] to specific roles such as the [C:5:0:0]Diagnostician[C:7:0:0]. 
You will need to assign a [C:5:0:0]Doctor[C:7:0:0] to the [C:1:0:1]Hospital[C:7:0:0] from the [C:5:0:1]Hospital Info Menu[C:7:0:0]. 
[C:7:0:0] from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu. 
the [C:5:0:1]Burrow[C:7:0:0] menu) for your squad to defend.  The [C:3:0:1]Training[C:7:0:0] order allows your soldiers to train, but you must 
and assign your squads to it.  The [C:3:0:1]Defend Burrow[C:7:0:0] order gives you a list of [C:1:0:0]Burrows[C:7:0:0] (created by pressing 
You can make a [C:3:0:1]Station[C:7:0:0] order to have your squad stand in that position.  You can create a [C:3:0:1]Patrol Route[C:7:0:0] 
The orders can be found at the bottom of the [C:5:0:1]Squad[C:7:0:0] menu when somebody is selected.  You can make a [C:3:0:1]Kill[C:7:0:0] order and confirm it. 
or the whole squad from the [C:5:0:1]Squad[C:7:0:0] menu. 
You can give individual orders to the soldiers by selecting them with the checkmark from the [C:5:0:1]Position[C:7:0:0] menu 
are the checkmark to select the squad to give orders and the [C:5:0:1]Position[C:7:0:0] button to add more soldiers to the squad. 
The most important buttons 
can select the leader from the buttons at the top of the squad screen. 
The squad can be customized and you 
assign the uniform.  A new uniform can be assigned later. 
Then from the [C:5:0:1]Squad[C:7:0:0] menu you can assign your first squad, led by the [C:5:0:0]Commander[C:7:0:0].  First you must 
from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu. 
Before you can create a military, you must appoint a [C:5:0:0]Militia Commander[C:7:0:0] 
decorating the hall and building [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0].
As the guild grows in power they may demand a [C:1:0:1]Guildhall[C:7:0:0] of greater value.  This can be increased by 
and an adjacent wall with an open floor above for the ramp to be usable.
A ramp is a special square that can be traversed to the level above. There must be space above a ramp 
This leaves a "ceiling" above and "floor" below the empty space you have mined. 
The regular mining command digs a tunnel into the side of a mountain or deep underground. 
column itself will assign the routine to the selected squad.
orders lining up with the month.  You can also copy an order from any cell.  Clicking on the 
for each month, line up with your chosen routine, go down the column, and press edit on the 
the grid and the months of the year are shown down the left side.  To assign different orders 
You can also give your squads a monthly schedule.  The routines are aligned along the top of 
can assign and edit the routines your soldiers will follow. 
Routines are individual orders given to a squad or individual members of a squad.  From here you 
The [C:5:0:1]Schedule menu[C:7:0:0] is a powerful tool to give automatic orders to the selected squad. 
You can also click on details to customize each individual soldier.
You can assign new uniforms to your squads or add a new one to customize it and add it to the uniform list. 
The [C:5:0:1]Equipment[C:7:0:0] menu allows you to customize the uniforms of the selected squads. 
first assign a [C:3:0:0]Barracks[C:7:0:0] created from the [C:5:0:1]Zones[C:7:0:0] menu.
you want to dump using the [C:5:0:1]Dump Designation[C:7:0:0] tool.
This can be done either from the [C:5:0:1]Item's Info Sheet[C:7:0:0] or by dragging a rectangle over everything 
then designate [C:6:0:1]Items[C:7:0:0] for [C:3:0:1]Dumping[C:7:0:0]. 
Use the [C:5:0:1]Zones[C:7:0:0] menu to select [C:3:0:0]Garbage Dump[C:7:0:0] and draw a rectangle over a cliff or hole and 
If your [C:6:0:0]Refuse Stockpile[C:7:0:0] starts to fill up you can create a [C:3:0:0]Dump Zone[C:7:0:0]. 
Most of it will just generate foul smelling [C:0:0:1]Miasma[C:7:0:0].
Some [C:6:0:1]Refuse[C:7:0:0] can be put to use, for instance [C:6:0:1]Shells[C:7:0:0] can be turned into [C:6:0:1]Crafts[C:7:0:0]. 
You can gather the [C:6:0:1]Refuse[C:7:0:0] in a [C:6:0:0]Refuse Stockpile[C:7:0:0]. 
This includes everything from [C:6:0:1]Bones[C:7:0:0] and other [C:6:0:1]Remains[C:7:0:0] to worn-out [C:6:0:1]Clothing[C:7:0:0]. 
As your dwarves live and work in your fortress they will generate [C:6:0:1]Refuse[C:7:0:0]. 
To easily see which ramps go up or down, click the [C:5:0:1]Ramp Vision[C:7:0:0] button by the minimap.
and create a hole instead.
below.  If there's no solid ground below the square being channeled, channeling will destroy the floor 
Digging a channel will mine out a floor or wall at the current level and dig out a ramp at the level 
Once a ramp is present, you can start using the regular mining command on the higher level.
Digging a ramp into a wall on the same level will create a connection to the higher level and remove the ceiling. 
can attract the existing monarch of the civilization.
you become a county then a duchy.  A happy fortress with many exports and massive wealth 
From there, you can build your wealth, export goods, and attract more migrants until 
The current and optional path to victory is to have your fortress elevated to a barony. 
miserable fortress.
Unhappy citizens can act out and cause trouble, and fewer people will risk travel to a 
Monitor their thoughts to identify problems that you can solve.
Meet their needs by providing [C:3:0:0]Meeting Areas[C:7:0:0] and [C:1:0:1]Locations[C:7:0:0] for socializing, worship, and study. 
Alcohol, good food, and personal rooms go a long way. 
There are many ways to maintain your citizens. 
you will need to keep your citizens happy.
To attract migrants and build a successful settlement, 
desperately needed water, fungal lumber, and other tantalizing mysteries.
Valuable gems and precious metals can be found, along with richer soil, 
In order to pursue the wealth of the earth, you must dig deeper! 
There are many treasures and perils deep underground. 
If your needs aren't met, you won't perform quite as well in most situations.  
You also have needs according to your personality as seen in character creation and on your character sheet.  
If you have party members or followers, they will take turns keeping watch and reducing the chance of ambush.  
You can sleep using the sleep option in either local play or travel mode.  
Alcohol is also sufficient but may not be as easy to come by as it is in a fortress.  
You can find water in wells in towns, or in rivers.  Salt and brackish waters are not safe for drinking.  
Food can be obtained in towns, from the environment, or by butchering corpses with a sharp object.  
Most adventurers have three principle needs: food, water, and sleep.  
Your exploits will be recorded for Legends mode and by the master engravers in subsequent fortresses in your world.
Settle in unliveable regions tormented by ancient evils and defend your fortress from zombies with your own army of vampires. 
Build an elaborate water-powered contraption or domesticate previously untameable wild beasts. 
Call visitors from all over the world with the greatest tavern, library, or temple the world has ever known. 
But this is only the beginning.  Ultimately, your true goals are up to your imagination. 
You'll be an accomplished player at this point.
and finally become a Mountainhome by seating them on a legendary throne with seven mythical symbols of office. 
This is the first step to completing the game.  Next, you'll need to satisfy your ruler's needs, 
and more by talking to the other inhabitants you find in the world.  
Along with combat, conversations are where most of the events in play happen.  You can obtain quests, followers, information, 
based on the [C:3:0:1]Leadership[C:7:0:0] skill and the [C:2:0:1]Social Awareness[C:7:0:0] attribute.
Followers will join according to your heroic reputation, relevant skill, destiny type, and total follower amount.  The total follower amount is 
and they cannot be controlled directly.  Some followers leave when their task is completed, while others will stay until they are asked to leave.  
You can also obtain other followers through conversation, such as a guide or a mercenary.  These followers may help or run away in combat, 
For simplicity, only the party leader needs to eat and drink, though all party members will sleep aside from whoever is on watch.  
and control them while the others follow, or control each party member tactically.  The game ends when the entire party is deceased or retired.  
You may create multiple characters during character creation.  These are your party.  You may select one party leader freely 
Blocking is done with a shield and works on any attack, including fire and natural attacks.  
choice but to jump or scramble to another tile (or else be hit.)  Parrying is by weapon skill and only works on other weapons.  
The three main methods of defending are dodging, parrying, and blocking.  If a strike is barely dodged, the defender may have no 
with special abilities like spraying webs or breathing fire.  
The three main methods of attacking are striking, wrestling, and shooting.  Items can also be thrown, and there are creatures 
are capable of killing unprepared opponents.  
Combat with any creature will put you in immediate peril.  Wounds can be serious and long-lasting, and most enemies 
If you speak to a priest at a temple or select the Chosen destiny, you might receive a divine quest.
or stirring up trouble with a neighboring hearth.  
If you are a member of a hearth (a hearthperson), you can speak to your leader to receive an order.  Typically this will involve protecting the locals 
There are several types of quests or quest-adjacent tasks that can be received during conversation or from a deity.  
money between currency types in this fashion.
value.  Other currencies can be traded as regular items.  You might receive change in the currency of the realm.  You can change your 
In Adventure mode, currency plays a role.  You can trade the accepted currency of whatever realm you are in for a precise measure of 
make a counteroffer if your offer is almost acceptable.  
as you don't leave the premises.  Then select the items you'd like to trade, and see if you're successful.  The trader might 
items that a person is carrying.  You don't have to pick up an item in a store before you purchase it, but feel free to do so as long 
Trading is very similar to trading with a [C:5:0:1]Broker[C:7:0:0] in Fortress mode.  You can select any item in a store, or most 
Trading and bartering happen during conversation.  Trading occurs in shops and bartering happens in every other context.  
might become impatient or upset with you.  
The [C:3:0:1]Judge of Intent[C:7:0:0] skill can help you keep tabs on the other speaker's mood.  The people you are conversing with 
don't always receive a reply immediately.  The words of people that are talking to you will be highlighted.  
Most conversation events aside from trading take place interlaced with the rest of the game's actions, so don't be surprised if you 
Your view is focused on one elevation at a time.  To move the camera around, hold the middle mouse button and drag the view.
 (1 of 3)
Before you begin your travels, we'll familiarize you with the basic controls.
Welcome adventurer!
Adventure mode
You can also unretire characters directly if they are still alive.  
Retired adventurers will continue their travels, and might show up in a future fortress or be hired by a future adventuring party.  
You don't always need to be slain in combat or starve to death.  If you are in a friendly community, you can retire there.  
might contain new residents along with their old treasures...  
Your retired and abandoned fortresses are available to visit, if you can remember where to find them.  Abandoned fortresses 
a drink in the tavern to let the people you meet know who you are.
will be happy that you've slain a dragon, for instance, whether you've received the quest from them or not, and it might be worth 
especially if it's a hearth order, but generally you can tell anybody in a group what you've done and they'll react and spread the news.  Most villages 
In order to receive recognition for your accomplishments, you must tell the relevant people about them.  The quest giver is a safe bet, 
with that community.  For instance, you could rescue a kidnapped child or slay a dragon in order to be recognized as a hero.  
Finally, if you ask regular people about their troubles, they might tell you about various tasks which would result in a change in reputation 
] etc.
 etc.  If you want to move carefully, confirming your selection, you can press 
If you have a number pad, you can move one tile at a time by pressing 
.  This menu will also show you how stealthfully you are moving.
You can set your gait/speed and other movement options by clicking the indicated button or pressing 
You can alternate between standing and a prone position by clicking the indicated button or pressing 
If you see brown downward triangles under your character, you will move very slowly and should try to stand if you are able.  
It's very important to note that only one creature can be standing in a tile at a time.  
If you right click in the play area, you'll open a context-sensitive menu of actions.  This lets you select a destination more carefully.
The easiest way to move is to left click in the play area.  Your character will path to the target tile if possible.
Every creature in adventure mode moves simultaneously.  Once you initiate movement, play will advance until you can move again.  The duration of movement depends on gait, injuries, etc.
 (2 of 3)
] hotkey or by clicking the recenter button.
The view is dark underground.  You can recenter on yourself with the 
When your view is in the air above other tiles, you can usually see them below.  If you are indoors or in a cavern, your view might be blocked by the ceiling.
To change the camera's elevation, [C:2:0:1]roll the mouse wheel[C:7:0:0].
You can strike, wrestle, or shoot to engage in combat.  You can also throw objects in your inventory.  
 to butcher a carcass or to engage in crafting activities.  Hunting is an important way to get food.  The base game has limited crafting. 
Conversations, like movement, take place over time.  If you engage in a conversation, you'll generally wait for a reply before you can act again. 
 to continue an active conversation.  People can share troubles they'd like your help with, and you can also trade with shopkeepers or barter with most others.  
Right click on people to initiate conversations.  You can click the indicated button or press 
 to interact with nearby objects and environmental features.  In particular, this is an easy way to pick things up. 
 to view and interact with your worn and carried items.  
You can also speak to locals and inquire about their troubles. 
 to view your log.  Your character generally starts with a variety of local knowledge, including a few places to have an adventure.  
 to view your character's status.  This can be used to view your injuries, skills and needs.
You can click the indicated button or press 
 (3 of 3)
You can also flying to other altitudes by left/right clicking while the camera is adjusted.
] etc. to change altitude.  
] etc. and
When flying, use 
This is your adventurer's log.  It functions as an encyclopedia of your known world, and also keeps track of important agreements, such as quests.  
Adventurer's log
Tactical mode can be set by a button near the companion mode button on the main menu if you have multiple party members.
In tactical mode, you can control every party member manually if you wish, allow you to coordinate movements and attack with more precision.  
You can also set whether a party member will be controlled manually during tactical mode, or whether they'll be controlled by the computer.  
You can assume control of party members.  Companions who join you later in the journey can't generally be controlled manually.
Here you'll see a list of party members, companions, and pets, along with their general location if you know it.
This is the companion menu.
Companions
 to view the message log.
If you miss an announcement or would like to review old messages, you can click the indicated button or press 
 to draw or strap your weapon.  If your weapons are drawn and you aren't a local soldier, people may panic. 
You can also demand your opponent yield using a conversation option. 
 to yield in combat.  If the conflict has not reached a No Quarter state, your opponent should stand down.  
specify your attack more precisly. 
Moving toward an active opponent will initiate a default attack, or you can use the strike and wrestle buttons (or right click Combat option) to 
Some surfaces like walls can be also climbed, but these require climbing skill to hold reliably.  
If you climb atop certain large branches, you can walk on them freely.  
You can climb trees.  First you must establish a hold with a free grasp.  Then you can continue to move up into the air, while maintaining a hold on an adjacent tile.  
This is the hold and climb menu.
Hold and climb
Continue moving in the same direction to build up speed.  If you or your mount are moving quickly, your attacks gain velocity.  
If a gait has two numbers, the first number is the starting speed for the gait, and the second is the maximum speed.  
Moving quickly costs energy.  You'll begin to move slowly or even collapse if you sprint for too long.  
This is the movement options menu.  Here you can choose your gait and see your current stealth profile.  
Movement options
If you are carrying too much, you'll see an encumbrance indicator above the inventory button.  Encumbrance can cause you to move very slowly and should be avoided if possible.  
Inventory items are all worn, held, in containers, or otherwise related to specific body parts.  There is no abstract inventory space.  
Here you can interact with the objects you are carrying.  Items can be dropped, worn, eaten, thrown, named, etc.  The icon tooltips describe your options for each item.  
This is the inventory menu.
Inventory
In the beginning, you'll probably find it populated with a variety of rumors and knowledge known to everybody from your home.  This could include some opportunities for adventure.  
Butchering requires a sharp-edged weapon or tool, as well as a butcherable carcass.  Butchering is an excellent source of meat.  The other products cannot currently be used.  
This is the butchering and crafting menu.
Butcher and craft
Compositions take more time, and you'll pass through a period of time similar to sleeping, resting, and traveling.  
Performance occur over a period of time related to the specific art form or piece.  You can interrupt the performance as it unfolds, commit to finishing it and wait for its completion, or continue in steps.  
You can also compose poems, songs, and choreography if you know a relevant art form.  
This is the performance menu.  Here you can initiate a poetry recital, tell a story, dance, sing, or play a musical instrument.  
Perform
asking for duties from your leader if you have one, and the ability to trade in shops.  You can also ask anybody to join you, but many people will be shy of danger. 
There are many conversation options.  Important ones to note at first are inquiring about troubles, which might set you on the road to adventure, 
When speaking to somebody, you'll choose what to say, and then time will pass while you are speaking and waiting for a reply.  
Conversations occur over time, like movements and attacks.  
This is the conversation menu.
Talk
The hold menu also allows you to lead and mount pets.  You can claim stray animals as pets here too.  To name your new pets, use the talk menu.  
You can jump while climbing, and you can also release your hold.  In these ways, you might reach areas you can't otherwise reach.  
This is the wrestling menu.  Here you can grab creatures and then execute a variety of wrestling moves.  You can also initiate defensive actions here.  
Wrestle
For this reason, it's important to obtain better equipment when you can.  
Skill and item quality can help with this, but sometimes it's just not possible to damage a target material with a weaker material.  
Once a strike hits, the materials and velocity are used to determine the damage.  
However, skill is the most important determiner of hits versus misses.  
There is a random element to outcomes and some body parts will be easier or harder to hit from moment to moment.  
Attacks target specific body parts and have various modifiers.  You will select these in the subsequent menus.  
This is the attack menu.  Here you can strike creatures with an item or body part, or you can initiate a dodge or parry movement.  
Strike
If you obtain any magical powers during your adventure, you will find them in this menu.  
Some abilities, like the flight of winged creatures, can just be used during regular movement without needing this menu. 
Any ability you possess that doesn't fit elsewhere will appear here.  For instance, many creatures can spit or pet animals.  Others can breathe fire.  
This is the abilities menu.
Abilities
Crafting in the base game is limited to constructing a stone axe necessary to fell trees.  You can pick up few rocks and a tree branch to get started.  
You can stop traveling using the stop travel button below or by pressing .
You are also still subject to attack or ambush, though you can see certain groups on the map and may be able to avoid them.  
Here you can travel great distances without having to move in the local mode.  You still become thirsty, hungry, and drowsy while traveling.  
This is travel mode.
Travel
Friendly fire isn't currently possible, so your companions should be safe.  
Be warned that shooting a projectile currently has a long recovery time, so you may be subject to attack after you fire.  
] from play.
You can initiate throwing from the inventory menu, or by pressing 
This is the projectile aiming menu.  You can shoot projectiles with a launcher like a bow or crossbow, and you can throw almost any object that you are carrying in a grasp.  
Shoot and throw
Unless you are very skilled, you should not attempt to wrestle larger creatures, and you should try to avoid being grabbed by them.  
Relative body size is the most important determiner of wrestling outcomes.  A character's wrestling skill is also important.  
You can grab creatures with your grasps and limbs, and both the target and attacking part determine which wrestling moves are available.  
Wrestling involves specific attacking body parts and specific target body parts.  
region
It's also generally wise to try to sleep in friendly places, but you might need to obtain permission. 
If you have multiple party members, your chances of being ambushed will be greatly reduced.  
This is the sleep menu.  Here you can sleep to overcome drowsiness or wait to pass time.
Sleep and rest
?bA
H>bA
`z-A
@bA
 >bA
@@bA
>bA
@bA
 praying
 weeping
 cringing
 screaming
 being tortured
 withering away
 striking a menacing pose
 striking a triumphant pose
 laboring
 contemplating
 cooking
 engraving
 unnaturally contorted
 being flayed
 being mutilated
 prostrating itself before 
 torturing 
 committing a depraved act upon 
 devouring 
 admiring 
 committing a depraved act
 making a submissive gesture
 in a fetal position
 smeared out into a spiral
 falling
 dead
 laughing
 being shot
 making a plaintive gesture
 melting
 burning
looks dejected
looks terrified
looks offended
looks confused
 suffering
 impaled on 
 being flayed by 
 hanging from 
 being mutilated by 
Name yourself
Name your pet
Name your settlement
Name your group
Name the image
Name the location
Name the squad
Name the symbol
Name 
Name your performance troupe
Name the identity
Random
 burning 
 shooting 
 surrounded by 
 massacring 
 fighting with 
 greeting 
 refusing 
 speaking with 
 embracing 
 striking down 
 raising 
 hiding 
 praying to 
 contemplating 
 cooking 
 engraving 
Past Participle
Present Participle
You have bestowed the name 
 upon 
.  How do you like the sound of that?
The symbol of 
Image information for 
Image information for engraving
Image information
Warning!
You won't perform your action if you leave.
Don't perform action
Keep working
Any image data you've changed will be lost.
Given name
Front Compound
Rear Compound
First Adjective
Second Adjective
Hyphen Compound
The X
Clear
Singular Noun
Plural Noun
Adjective
Prefix
Present (1st)
Present (3rd)
Preterite
Shape
Object
Action or relationship
Delete element
Number:
(0 for unnumbered plural)
Untitled/unnamed
Choose X: 
Choose Y: 
This is a 
These are 
migrating 
nomadic 
local 
outcast 
Leave editor and discard data
Related to historical figure
Related to site
Related to civilization or other group
Existing image
Specify a new image
Let your mind wander
Allow artist to choose
Group symbol
Group commission
Civilization symbol
Civ commission
Name
Historical figure
Plant
Tree
yarn
silk
bone
shell
soap
tooth
horn
pearl
gem
material
Specify size
Setting type
Image
Bands
Covered
Hanging rings
civilization
group
merchant company
performance troupe
government
vessel
religion
military organization
Specify type
stone
wood
leather
cloth
thread
plant
Spikes
Setting material
 drops 
 drinks 
Fullscreen
Windowed
Detect
Resolution:
No fullscreen resolutions detected.
 x 
Audio has been manually disabled.
Range: 
Change it to [SOUND:YES] for audio.
Check data/init/init_default.txt and prefs/init.txt for [SOUND:NO] or similar.
Music Volume (Fortress): 
Master Volume: 
Sound Effects Volume (Fortress): 
Ambience Volume (Fortress): 
 straps 
 draws 
Restore defaults
No macros created.
Enemies:
Custom settings
Normal
Off
(Custom)
Hard
data/init/interface.txt
Economy:
Popup
prefs/interface.txt
Recenter
Pause
Fort
Adv
Music Volume (Adventure): 
Average Seconds Between Tracks/Interludes (Fortress): 
Sound Effects Volume (Adventure): 
Ambience Volume (Adventure): 
Text entry
Fortress
Add
Macros
Delayed repeat
Don't repeat
Use 
Fast repeat
 to play back a recorded macro.
 to record/stop recording a macro.
 to load a macro.
 to save a macro to a file.
Initial window width (if windowed)
 Interface scaling percentage if not fitting width
Window is resizable (takes effect on restart)
Initial window height (if windowed)
Graphical FPS cap (default 50)
Maximum interface percentage (not counting minimap/elevation)
Scaling mode
Use Classic ASCII glyphs
Nearest-neighbor
Automatic
Mouse: 
Lanczos
down
Autosave frequency
Mwheel 
Report (Active)
Report
Alert
Video
Yes
Game
Audio
Announcements
Keybindings
Other
Adventure
Scale interface to fit grid height/width
Difficulty
 Desired grid height for scaling (default = 64)
 Desired grid width for scaling (default = 170)
Enable testing arena (on next title)
Enable artifact moods
 (fort mode)
Walking spreads spatter
Keyboard cursor enabled
Walking spreads spatter (adv mode)
Enable multithreading (experimental!)
Log world generation map rejects
Default embark height
Default embark width
Default normal traffic path cost
Default high traffic path cost
Default restricted traffic path cost
Default low traffic path cost
Storage path decrease (seed bag combine)
Storage path decrease (# of contained item cap)
Semiannual
Yearly
Autosave the game after embark
Seasonal
Pause after loading
Pause after every autosave
Prepare carefully embark confirmation
Confirmation window for all embarks
If points remain
Never
Show tunnels on world map
Always
Enable temperature
In site finder
Enable caveins
Enable weather
Nickname position (fort mode)
Show all historical events in engravings etc.
Centralize
Replace first
Nickname position (adv mode)
Replace all
Grazing coefficient (higher = less grass)
Nickname position (legends mode)
Game frames-per-second cap (default 100)
Show frames-per-second
Milliseconds for each key repeat
Key hold milliseconds before repeat
Disabled
Number of key repeats before accelerating
Milliseconds interface shutdown after recenter
Maximum key repeat acceleration multiplier
Storage path decrease (barrel combine)
Storage path decrease (bucket combine)
Population cap
Storage path decrease (bin combine)
Baby+child cap
Strict population cap (includes births)
Visitor cap
Baby+child cap (percentage of total)
Seed cap (per species)
Cull dead units at
Engravings start obscured
Total seed cap
Show numeric liquid levels
Show improvement quality in item names
Number of lower elevation layers to show
Show up/down arrows on ramps at current elevation
Enemy production trigger 3
Enemy production trigger 2
Enemy production trigger 5
Enemy production trigger 4
Enemy trade trigger 2
Enemy trade trigger 1
Enemy trade trigger 4
Enemy trade trigger 3
Megabeast attack period (seasons)
Enemy trade trigger 5
Forgotten beast irritation minimum (less = sooner)
Forgotten beast sensitivity (less = sooner)
Wilderness sensitivity (less = sooner)
Forgotten beast wealth divisor (more = safer)
Wilderness irritation decay (more = safer)
Wilderness irritation minimum (less = sooner)
Compressed saves (recommended!)
Milliseconds between macro instructions
Display worn clothing dyes (fort mode)
Maximum embark dimension
Civilizations can attack
Display worn clothing dyes (adv mode)
Werebeasts can attack
Megabeasts can attack
Enemy population trigger 1
Curious wilderness creatures can come to cause trouble
Enemy population trigger 3
Enemy population trigger 2
Enemy population trigger 5
Enemy population trigger 4
Enemy production trigger 1
Economy population trigger 3
Economy population trigger 2
Economy population trigger 5
Economy population trigger 4
Economy production trigger 2
Economy production trigger 1
Economy production trigger 4
Economy production trigger 3
Economy trade trigger 1
Economy production trigger 5
Economy trade trigger 3
Economy trade trigger 2
Economy trade trigger 5
Economy trade trigger 4
 (mods)
Land holder population trigger 
Vampire migrant fraction (more = safer)
Werebeast attack period (seasons)
Invasion cap (monsters, attack one)
Invasion cap (regulars, attack one)
Invasion cap (monsters, attack two)
Invasion cap (regulars, attack two)
Invasion cap (monsters, attack three+)
Invasion cap (regulars, attack three+)
Minimum raids between sieges (per civ)
Minimum raids before first siege (per civ)
Cavern dweller scale (increase per attack)
Siege frequency (percentage, otherwise raid)
Diplomacy tree-fell count
Cavern dweller maximum attackers
Economy population trigger 1
Diplomacy tree-fell count (untamed wilds)
[SOUND:
[MASTER_VOLUME:
YES
[AMBIENCE_VOLUME:
[MUSIC_VOLUME:
[AVERAGE_TIME_BETWEEN_SONGS:
[SFX_VOLUME:
[AMBIENCE_VOLUME_ADV:
[MUSIC_VOLUME_ADV:
[WINDOWED:
[SFX_VOLUME_ADV:
NO_EXCLUSIVE
PROMPT
[WINDOWEDY:
[WINDOWEDX:
Land holder trade trigger 
Land holder production trigger 
Value of temple complex
Value of temple
High priesthood unit count
Priesthood unit count
Value of grand guildhall
Value of guildhall
Grand guild unit count
Guild unit count
Demand period (more = fewer)
Mandate period (more = fewer)
prefs/init.txt
Failed to open 
 for writing
[COMPRESSED_SAVES:
[RECENTER_INTERFACE_SHUTDOWN_MS:
[PRINT_MODE:
[USE_CLASSIC_ASCII:
SOFTWARE
TEXT
[TEXTURE_PARAM:
STANDARD
NEAREST
LANCZOS
prefs/d_init.txt
AUTO
SEASONAL
[AUTOSAVE:
YEARLY
SEMIANNUAL
[FULLSCREENX:
[RESIZABLE:
[INTERFACE_SCALING_TO_DESIRED_GRID:
[FULLSCREENY:
[INTERFACE_SCALING_DESIRED_GRID_HEIGHT:
[INTERFACE_SCALING_DESIRED_GRID_WIDTH:
[MAXIMUM_INTERFACE_PERCENTAGE:
[INTERFACE_SCALING_PERCENTAGE:
[FPS_CAP:
[FPS:
[KEY_HOLD_MS:
[G_FPS_CAP:
[KEY_REPEAT_ACCEL_LIMIT:
[KEY_REPEAT_MS:
[MACRO_MS:
[KEY_REPEAT_ACCEL_START:
[KEYBOARD_CURSOR:
[WALKING_SPREADS_SPATTER_ADV:
[MULTITHREADING:
[LOG_MAP_REJECTS:
[EMBARK_RECTANGLE:
[STORE_DIST_ITEM_DECREASE:
[PATH_COST:
[STORE_DIST_BUCKET_COMBINE:
[STORE_DIST_SEED_COMBINE:
[STORE_DIST_BIN_COMBINE:
[STORE_DIST_BARREL_COMBINE:
[STRICT_POPULATION_CAP:
[POPULATION_CAP:
[VISITOR_CAP:
[BABY_CHILD_CAP:
[AUTOSAVE_PAUSE:
NONE
[PAUSE_ON_LOAD:
[INITIAL_SAVE:
[POST_PREPARE_EMBARK_CONFIRMATION:
[EMBARK_WARNING_ALWAYS:
IF_POINTS_REMAIN
ALWAYS
FINDER
[SHOW_EMBARK_TUNNEL:
[WEATHER:
[TEMPERATURE:
[ARTIFACTS:
[CAVEINS:
[WALKING_SPREADS_SPATTER_DWF:
[TESTING_ARENA:
[DISPLAY_CLOTHING_WITH_DYES_IN_FORT_MODE:
[MAXIMUM_EMBARK_DIM:
prefs/announcements.txt
[DISPLAY_CLOTHING_WITH_DYES_IN_ADV_MODE:
BOX:
D_D:
A_D:
UCR_A:
UCR:
prefs
ALERT:
[SPECIFIC_SEED_CAP:
[CULL_DEAD_UNITS_AT:
[ENGRAVINGS_START_OBSCURED:
[FORTRESS_SEED_CAP:
[SHOW_FLOW_AMOUNTS:
[SHOW_IMP_QUALITY:
[NUMBER_OF_LOWER_ELEVATIONS_SHOWN:
[SHOW_RAMP_ARROWS:
[NICKNAME_DWARF:
[SHOW_ALL_HISTORY_IN_FORT_MODE:
CENTRALIZE
REPLACE_FIRST
[NICKNAME_ADVENTURE:
REPLACE_ALL
[GRAZE_COEFFICIENT:
[NICKNAME_LEGENDS:
deque<T> too long


51.02
Avarice
Greed
Histories of 
Copyright (C) 2002-2025 by Tarn Adams
Industry
Gluttony
Cupidity
Jealousy
Requires 
Must be before 
Must be after 
Description:
Languages...
Loading object files...
  Dwarf Fortress: Arena  
Conflicts with 
Shapes...
Sound...
Music...
Text...
Inorganics...
Material templates...
Patterns...
Colors...
Mettle
Determination
Resourcefulness
Enterprise
Exertion
Diligence
Toil
Dynamism
Unnamed mod
Installed
Mods install automatically when chosen during world creation.
Tenacity
Earliest compatible version: 
Version: 
Unknown author
Author: 
Finalizing body detail plans...
Finalizing buildings...
Finalizing items...
Finalizing tissue templates...
Finalizing reactions...
Finalizing entities...
Finalizing creatures...
Finalizing creature variations...
Preparing graphics...
Preparing text objects...
Preparing material data...
Finalizing interactions...
Importing world...
Preparing Arena...
Preparing screen...
Preparing arena...
Buildings...
Items...
Tissue templates...
Plants...
Creatures...
Creature variations...
Creature bodies...
Body detail plans...
Finalizing languages...
Interactions...
Reactions...
Entities...
Finalizing plants...
Finalizing inorganics...
Finalizing material templates...
Finalizing descriptors...
(no other folders will be deleted)
Are you sure you want to delete this game?
winter
autumn
Copyright(C)1994-2023 Firelight Technologies Pty, Ltd.
This Version of DF uses FMOD Studio
All active/manual/autosaves there will be deleted!
Are you sure you want to delete this active world?
World name
See the SDL folder for license information.
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
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 saves
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Testing Arena (Adventurer)
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mid
early 
data/sound/tracks/death_spiral/DS_Full.ogg
data/sound/tracks/expansive_cavern/EC_Full.ogg
data/sound/tracks/koganusan/KG_Full.ogg
data/sound/tracks/dwarf_fortress/Dwarf_Fortress.ogg
data/sound/tracks/vile_force_of_darkness/VFOD_Full.ogg
data/sound/tracks/drink_&_industry/DI_Full.ogg
data/sound/tracks/forgotten_beast/FB_Full.ogg
data/sound/tracks/hill_dwarf/HD_Full.ogg
data/sound/tracks/strange_moods/SM_Full.ogg
data/sound/tracks/strike_the_earth!/STE_Full.ogg
data/sound/tracks/another_year/AY_Full.ogg
data/sound/tracks/first_year/FY_Full.ogg
data/sound/tracks/adv/1_Strike It Again.ogg
data/sound/tracks/mountainhome/MH_Full.ogg
data/sound/tracks/craftsdwarfship/CS_Full.ogg
data/sound/tracks/winter_entombs_you/WEY_Full.ogg
Active save
Autosave
Folder: 
 save
Continue active game
adventurer
fort
Manual save
Mods
Object testing arena
Create new world
Start new game in existing world
/world.dat
/world.sav
data/credits.txt
About DF
data/sound/tracks/hill_dwarf/HD_3.ogg
data/sound/tracks/hill_dwarf/HD_2.ogg
data/sound/tracks/hill_dwarf/HD_1.ogg
data/sound/ambience/Outside.ogg
data/sound/tracks/forgotten_beast/FB_2.ogg
data/sound/tracks/forgotten_beast/FB_1.ogg
data/sound/tracks/hill_dwarf/HD_5.ogg
data/sound/tracks/hill_dwarf/HD_4.ogg
data/sound/tracks/vile_force_of_darkness/VFOD_1.ogg
data/sound/tracks/forgotten_beast/FB_5.ogg
data/sound/tracks/forgotten_beast/FB_4.ogg
data/sound/tracks/forgotten_beast/FB_3.ogg
data/sound/tracks/vile_force_of_darkness/VFOD_5.ogg
data/sound/tracks/vile_force_of_darkness/VFOD_4.ogg
data/sound/tracks/vile_force_of_darkness/VFOD_3.ogg
data/sound/tracks/vile_force_of_darkness/VFOD_2.ogg
data/sound/tracks/adv/5_Beyond The Gates.ogg
data/sound/tracks/adv/4_Life of Adventure.ogg
data/sound/tracks/adv/3_Bruising The Fat (Shar Ikal).ogg
data/sound/tracks/adv/2_The Capital.ogg
data/sound/tracks/adv/9_Sisters of War.ogg
data/sound/tracks/adv/8_Into The Pits.ogg
data/sound/tracks/adv/7_Night Creature.ogg
data/sound/tracks/adv/6_Hamlet Memoirs.ogg
data/sound/tracks/adv/13_Losing Is Fun.ogg
data/sound/tracks/adv/12_Two Coins.ogg
data/sound/tracks/adv/11_Pony Rider.ogg
data/sound/tracks/adv/10_Cannibal.ogg
data/sound/tracks/expansive_cavern/EC_4.ogg
data/sound/tracks/expansive_cavern/EC_3.ogg
data/sound/tracks/expansive_cavern/EC_2.ogg
data/sound/tracks/expansive_cavern/EC_1.ogg
data/sound/tracks/craftsdwarfship/CS_3.ogg
data/sound/tracks/craftsdwarfship/CS_2.ogg
data/sound/tracks/craftsdwarfship/CS_1.ogg
data/sound/tracks/winter_entombs_you/WEY_4.ogg
data/sound/tracks/mountainhome/MH_2.ogg
data/sound/tracks/mountainhome/MH_1.ogg
data/sound/tracks/craftsdwarfship/CS_5.ogg
data/sound/tracks/craftsdwarfship/CS_4.ogg
data/sound/sounds/alert.ogg
data/sound/tracks/mountainhome/MH_5.ogg
data/sound/tracks/mountainhome/MH_4.ogg
data/sound/tracks/mountainhome/MH_3.ogg
data/sound/sounds/baby_born.ogg
data/sound/sounds/artifact_created.ogg
data/sound/sounds/ambush.ogg
data/sound/sounds/adamantine.ogg
data/sound/tracks/first_year/FY_4.ogg
data/sound/tracks/first_year/FY_3.ogg
data/sound/tracks/first_year/FY_2.ogg
data/sound/tracks/first_year/FY_1.ogg
data/sound/tracks/another_year/AY_4.ogg
data/sound/tracks/another_year/AY_3.ogg
data/sound/tracks/another_year/AY_2.ogg
data/sound/tracks/another_year/AY_1.ogg
data/sound/tracks/strike_the_earth!/STE_3.ogg
data/sound/tracks/strike_the_earth!/STE_2.ogg
data/sound/tracks/strike_the_earth!/STE_1.ogg
data/sound/tracks/another_year/AY_5.ogg
data/sound/tracks/winter_entombs_you/WEY_3.ogg
data/sound/tracks/winter_entombs_you/WEY_2.ogg
data/sound/tracks/winter_entombs_you/WEY_1.ogg
data/sound/tracks/strike_the_earth!/STE_4.ogg
data/sound/cards/Card_14.ogg
data/sound/cards/Card_13.ogg
data/sound/cards/Card_12.ogg
data/sound/cards/Card_11.ogg
data/sound/ambience/Cavern.ogg
data/sound/ambience/Blizzard.ogg
data/sound/cards/Card_16.ogg
data/sound/cards/Card_15.ogg
data/sound/ambience/Forest.ogg
data/sound/ambience/Evil.ogg
data/sound/ambience/Desert.ogg
data/sound/ambience/Combat.ogg
data/sound/ambience/Magma_Close.ogg
data/sound/ambience/Grasslands.ogg
data/sound/ambience/Good.ogg
data/sound/ambience/Glacier.ogg
data/sound/sounds/siege.ogg
data/sound/sounds/megabeast.ogg
data/sound/sounds/demon_attack.ogg
data/sound/sounds/cavern_break.ogg
data/sound/cards/Card_2.ogg
data/sound/cards/Card_1.ogg
data/sound/sounds/wedding.ogg
data/sound/sounds/strange_mood.ogg
data/sound/cards/Card_6.ogg
data/sound/cards/Card_5.ogg
data/sound/cards/Card_4.ogg
data/sound/cards/Card_3.ogg
data/sound/cards/Card_10.ogg
data/sound/cards/Card_9.ogg
data/sound/cards/Card_8.ogg
data/sound/cards/Card_7.ogg
data/sound/sounds/Howl_4.ogg
data/sound/sounds/Howl_3.ogg
data/sound/sounds/Howl_2.ogg
data/sound/sounds/Howl_1.ogg
data/sound/sounds/Giant_Step_3.ogg
data/sound/sounds/Giant_Step_2.ogg
data/sound/sounds/Giant_Step_1.ogg
data/sound/sounds/Howl_5.ogg
The performance is at 
[C:7:0:0]  
  [C:3:0:1]
Loading...
The dance has reached the point where its accompaniment is at 
poetry
 is an example of 
 line
data/sound/ambience/River_High.ogg
data/sound/ambience/Rainforest.ogg
data/sound/ambience/Magma_Low.ogg
data/sound/ambience/Magma_Far.ogg
data/sound/ambience/Swamp.ogg
data/sound/ambience/Siege.ogg
data/sound/ambience/River_Medium.ogg
data/sound/ambience/River_Low.ogg
data/sound/ambience/Neutral_Cavern.ogg
data/sound/ambience/Trade_Depot.ogg
data/sound/ambience/Thunderstorm.ogg
data/sound/ambience/Tavern.ogg
data/sound/ambience/Neutral_Winds_2.ogg
data/sound/ambience/Neutral_Winds.ogg
data/sound/ambience/Terrifying.ogg
data/sound/ambience/Workshop.ogg
I won't trade at a loss.
I wish I could take so much, but my animals...
I cannot take so much -- and at such cost!
Greetings.  Let's trade.
I'm confused.  Did you want something?
Ah, wonderful.  Thank you for your business.
That seems fair.  You have yourself a deal.
How kind!  Thank you so much.
You truly despise life, don't you?  I am beside myself with grief.  Perhaps we will show you how they suffered.
Are these gifts?  Do you wish to trade?
These _are_ fine items, aren't they?  Now, what do offer for them?
Yes, and trade we will!  Simply tell me what interests you and what you're prepared to offer in exchange.
I simply cannot afford this trade.
If it were in a cage of some kind...  As it stands, I can't accept something that wriggles and writhes so.
I see your low race still revels in death.  That poor, gentle creature...
Once a beautiful tree, and now?  It is a rude bauble, fit only for your kind.
The topic being written about is 
The topic being taught is 
The topic being discussed is 
The topic being considered is 
There is no specific information for this activity.
This organizational activity will branch into specific play events.
This organizational activity will branch into specific worship events.
This organizational activity will branch into specific social events.
Ask for how much? (0-
Trade how many? (0-
 (You owe 
 (Owes you 
An honored visitor!  What would you like?
What did you have in mind?
(Select an item to demand)
Offer how much? (0-
Thank you for returning this primordial remnant to 
 to conclude the transaction.
You receive 
, and we will not part with it.
Thank you for rescuing this treasure!
Thank you for returning this treasure to 
Thank you for returning my family's treasure.
Thank you for returning my treasure.
What is your identity's profession?
Your new identity:
Select an identity.
  It's not the original, but we can hope the writing was copied faithfully.
Name: "
No name
Where is your identity from?
Whom does your identity worship?
You are asking for 
Contains 
I can't possibly accept, but how about this?  A true bargain.
Perhaps if you throw in some more goods I can make an offer.
Unmark all
Mark all
Cannot trade currency
You are offering 
Ask for currency
Give
Demand
 is a treasure of 
 is a family heirloom, and I will not part with it.
 is a personal treasure, and I will not part with it.
Offer currency
No carcass available.
, consumed
, not consumed
 left
Needs: 
Butcher
No available item.
No butchery tool available.
consumed
not consumed
nothing.
 and more
You make 
You butcher 
You are not that hungry.
No object of worship
Profession: 
No origin
Be Yourself
New Identity
Object of worship: 
Assume identity
Set worship
Set profession
Set origin
: select 
Select a butchery tool.
What do you want to butcher?
What do you want to do?  Items must be in a grasp or on the ground here.
You make nothing.
 but make nothing of note.
You practice your 
You have finished working on 


Seed text
hearthperson
hearthpeople
CUSTOM_OUTCAST_LT
lord consort
lords consort
lady consort
ladies consort
humanoid
humanoid_giant
beast_small
beast_large
lord
lords
lady
ladies
failed_experiment_small
failed_experiment_large
HFEXP
CUSTOM_LAW_MAKER
pbbA
5#@
 l#@
offered immortality
the sacrilegious
was too afraid not to comply
gave in to fear of death
the tormentor 
a business rival,
a grudge, 
the persecutor 
was too envious of others to face death and agreed
desired vengeance and willingly complied
was too proud to accept death and agreed
was too ambitious to accept death and agreed
succumbed to vanity
was too vain to accept death and agreed
was swayed by the emotional appeal
was overcome by greed
made a threat
, while completely misreading the situation, 
pulled rank
made flattering remarks
 to a meeting with 
 lured 
 met with 
, where the latter
 by appealing to a shared worship of 
played for sympathy
a jealous grudge, 
offered revenge upon 
made a blackmail threat, due to embezzlement
 as 
offered a bribe
 using the position 
trusted
a lack of desire for vengeance
agreed for love of
accepted out of loyalty to
being unaffected by the comments
being willing to accept death
being unswayed by the emotional appeal
feeling no avarice
was unafraid in the moment
  The plan worked.
was not afraid and refused
did not fear death and refused
respected
complied out of fear of
  Effective pressure to comply came from co-conspirators surrounding 
 and agreed
distrust of
loathing the powerful
hatred of
lack of loyalty toward
could not accept the uncertainty following death and agreed
was too unsettled by death to face it and agreed
valuing the law
, despite 
being unafraid in the moment
accepted in admiration of power
being unafraid
being unafraid of death
lack of respect of
lack of fear toward
spurned the law and agreed willingly
the efforts of surrounding allies to stop the plot
a desire for vengeance
being swayed by the emotional appeal
felt no loyalty to
distrusted
an unwillingness to accept death
being afraid
feelings of greed
feelings of vanity
 raised their suspicions and the plan was foiled.
  Allies surrounding 
, as 
  The plan failed.
was unafraid of
hated
and refused
had no respect for
disdaining the law
lacked a desire for vengeance and refused
trust of
admiration of power
was unaffected by the comments and refused
was willing to accept eventual death and refused
was unswayed by the emotional appeal and refused
felt no avarice and refused
valued the law and refused
the efforts of co-conspirators to further the plot
fearing of death
loathed abuses of power and refused
love of
loyalty toward
respect of
fear of
neighbor 
guildmate 
 in order to have someone to act on plots and schemes in 
 in order to have law enforcement look the other way in 
fellow order member 
fellow believer 
fellow company member 
troupemate 
the corruption of 
 toward the fulfillment of plots and schemes in 
 to corrupt 
the failed attempt by 
 in order to secure embezzled funds in 
 in order to have an agent in 
 as a member of 
the wilds
childhood friend 
lover 
fellow scholar 
comrade-in-arms 
 subordinated 
 attempted to corrupt 
spouse 
 corrupted 
apprentice 
master 
ex-spouse 
companion 
fellow athlete 
fellow artist 
father 
mother 
attempted murder
attempted theft
 by fooling 
attempted kidnapping
 for 
 plotted to frame 
blood-drinking
a conspiracy to slow labor
 plotted to steal 
 plotted to assassinate 
 to give 
 promised 
 plotted to sabotage the activities of 
 plotted to induce a war of 
 plotted to abduct 
 via 
a corruption conspiracy
a bribery conspiracy
 plotted to infiltrate 
a embezzlement conspiracy
an unknown party
Subject revealed that in 
 concocted 
, and 
 approached by 
prepare a coup
 under the influence of 
 to handle the matter directly or through another party
steal treasures
 in order to 
instill terror
initiate sabotage
 to entertain the world
 to oust 
 after being compelled to serve
 to live a life of adventure
, becoming a citizen of 
 to study
 to help rescue 
 joined with 
a guildhall
a grand guildhall
a temple
a temple complex
 to find 
 as a guide
 agreed to establish 
 in order to be brought to safety
 aided 
passing a portion of corruptly-obtained funds
.  The ritual took place in 
 in becoming a permanent part of the living world
 began 
 a position
embezzling funds
accepting bribes in exchange for leniency
 to eradicate monsters
, becoming a resident of 
 to work as a mercenary
 to entertain the citizenry
.  The ritual involved 
 using 
 made an agreement with 
 agreed to a parley with 
the passing of corruptly-obtained funds by 
the embezzlement of
 to the living world
the permanent joining by 
the promise by 
 to steal 
the bribery of
 of
 in bound service
the joining of 
 to establish 
the agreement by 
the agreement between 
the parley between 
 and become a citizen of 
 and become a resident of 
the bribery conspiracy
a corrupt agreement was formed
the embezzlement conspiracy
the corruption conspiracy
 make an offer of service
 requested that 
 retrieve 
 asked that 
 to sabotage the activities of 
 to induce a war of 
 to assassinate 
 to abduct 
the plot of 
 concocted by 
 to frame 
 to infiltrate 
 that 
the request by 
 has revealed the presence of 
the formation of a corrupt agreement
bbA
Steal
Corrupt
Abduct
Assassinate
Sabotage
, agreed in 
Unidentified
A plot
Start War
 between 
Infiltrate
Frame
Attempted Espionage
Attempted Embezzlement
Provide Position
Attempted Bribery
Nameless
being nameless
 is in fact an assumed identity.  Subject's true name is 
the crime
Subject revealed that 
the theft
the robbery
the murder
the kidnapping
Attempted to make
Made
Unfortunately, no new pertinent information was revealed.
Met with subject.  
a nameless identity
 in the past.
Subject has used 
 as an alias
Snatc
Sabtr
Crrpt
Assas
Membr
Asset
Boss
RIP
the job order violation
the conspiracy to slow labor
the production order violation
the export prohibition violation
Subject confessed to 
multiple crimes
Framr
Interrogation Report: 
spurning the value of harmony
spurning the value of honesty
had a trusting nature and agreed
spurning the law
acquiesced to the argument
was naturally inclined to speak
 facts surrounding case in order to elicit information.
  Subject 
being intellectually stubborn
being a natural loner
valued honesty
believed in the value of cooperation
value the law
valued harmony
spurning the value of cooperation
 interrogator
 to subject's 
belief in the law
 to shared worship of 
 in order to elicit information.
Attempted to appeal
Appealed
 intimidating remarks in order to elicit information.
 flattering remarks in order to elicit information.
Attempted to misrepresent
Misrepresented
Built
 rapport in order to elicit information.
belief in cooperation
Attempted to build
belief in harmony
belief in the truth
  In retrospect, interrogator may have completely misjudged subject's character.
 and refused
  Subject was cagey and refused to comply.
valuing harmony
valuing the truth
was a natural loner and refused to listen
had a distrustful nature and refused to listen
  Subject naively complied.
was intellectually stubborn and refused to listen
a distrustful nature
spurning the truth
being inclined to converse
being trusting by nature
spurning the value of cooperation and refused to listen
an acquiescing nature
spurned harmony and refused to listen
spurning the truth and refused to listen
a belief in the value of cooperation
spurned the law and refused to listen
LEAVES
graphics/
FLUX
DEFAULT
FIRED_MAT
Palette not found
Not found: 
HIGH_PRIEST
PRIEST
Route 
priests
priest
sacred 
holy 
high priests
high priest
exalted 
high 
Silk
Leather
Shell
Pearl
Horn
Tooth
Bone
Plant cloth
Well-crafted
Standard
Crystal glass
Clear glass
Green glass
Coral
Amber
Yarn
Multizone Flood Overflow
Cannot find path
BEARD
MOUSTACHE
SIDEBURNS
HAIR
 Corpse
Ghostly 
Wood
sand bags
other large tools
wheelbarrows
minecarts
large pots/food storage
Plant growth (?)
unprepared 
Your fortress of 
 is a great treasure.  We respect that this is no mere trade.
 will not go unanswered.
Villains!  The seizure of 
 with the presentation of 
You honor 
Allow non-plant/animal
Allow plant/animal
Domesticated
Expert
Knowledgeable
General familiarity
A few facts
Overall training
Insufficient resources were available to use additional parallelism.
Merchants from 
Potash
Coal
Rotten raw hide
Fresh raw hide
Masterwork
Exceptional
Superior quality
Finely-crafted
Wax
Plant Cloth
Crystal Glass
Clear Glass
Green Glass
Soap
Pearlash
Ash
Side
Living
Slaughterability
Overall Training
Pets/Livestock
Citizens
Arena side
Trainer: Any unassigned
Stone
Refuse
Corpses
Furniture/siege ammo
Food
Animals
All tasks
Dead/Missing
Owned
Adopted somebody
Job
Hunting assignment
Any unassigned trainer
Any trainer
Select a trainer for 
Trainer
Trainer: Any
Trainer: 
Train (to make a pet) or slaughter
Uninterested in an owner
Unavailable as pet
Available as pet
Ready for slaughter
Being traded
Cheese (animal)
Cheese (plant)
Drink (animal)
Drink (plant)
Plants
Egg
Unprepared fish
Unusable armor
Extract (plant)
Pressed material
Paste
Fat
Bone meal
Milled plant
Fruit/leaves
Seeds
Armor
Weapons/trap comps
Cloth
Finished goods
Gems
Bars/blocks
Coins
Ammo
Usable armor
Unusable weapons
Usable weapons
Prepared meals
Empty animal traps
Empty cages
Additional options
Sheet
Rough glass
Clay
Other stone
Economic
Metal ores
Blocks: stone/clay
Blocks: metal
Blocks: other materials
Thread (yarn)
Thread (plant)
Thread (silk)
Gem
Cut stone
Cut gem
Rough gem
Cut glass
Teeth
Shells
Bones
Skulls
Body parts
Item types
Misc. liquid
Extract (animal)
Bars: metal
Bars: other materials
Metal
Stone/clay
Other materials
Type
Hair/wool
Horns/hooves
We'll be ready soon!
My apologies, but we're still unloading.
Select a merchant group to trade with:
Dist: 
Amount needed: 
Select materials for the 
Total quality
craftsman
Greetings.  The 
your more ethical works.  We've come to trade.
Greetings.  We are enchanted by 
Your efforts are legend there.  Let us trade!
Greetings from the Mountainhomes.  
Greetings from the outer lands.  
There are no merchants present with which to trade.
Weapons
Parchment
Paper
Cloth (metal)
Cloth (yarn)
Cloth (plant)
Cloth (silk)
Thread (metal)
Core quality
Shield
Legs
Hands
Feet
Head
Body
Trap components
I am a merchant, yes.  You see, I wish to trade.  Which of my goods do you desire?
going there.  Obviously, your copious wit is matched only by your industry!
[Laughs uproariously]  You had me 
[Chuckles]  How droll.
This would please us greatly.  What do you offer?
You wish to make an offering to our leader?  
You wish to make an offering?  We love gifts.
Take what you wish.  I can't stop you.
wish to trade or to make an offering to our leader?
My stones, are you giving me those?  Do you 
For me?  At no price?  I can accept your offer, or perhaps you wish to trade.
what do offer for them?
These _are_ fine items, aren't they?  Now, 
Ah, but my goods are not free!  What do you offer in trade?
what interests you and what you're prepared to offer in exchange.
Yes, and trade we will!  Simply tell me 
Please understand the journey must be profitable.  Perhaps you'd consider tossing in a little extra?
I must make a profit.  There is simply not enough value here.
Do not tempt me!  My beasts of burden cannot possibly haul such a load.
These goods are too heavy and cheap for me to consider.
What do you want?
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.
 is unparalleled.  Let's make a deal!
ship of the 
I will see that our leader gets this offering.
You are too kind.
fathom you ending up with the items you desire.
Even with your combined trade goods, such as they are, I can't 
All I see here is not enough.
You'll need more goods to make this arrangement.  
Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.
Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.
Inaccessible
Offer as gift
Accept Counteroffer
Seize
Excess Weight: 
Allowed Weight: 
Trader Loss: 
Trader Profit: 
exactly
less than
greater than
at most
at least
available is 
Amount of 
Distance: 
ecstatic with the trading
 seems 
That poor, gentle creature...
I see your low race still revels in death.  
It is a rude bauble, fit only for your kind.
Once a beautiful tree, and now?  
I am beside myself with grief.  Perhaps we will show you how they suffered.
You truly despise life, don't you?  
were added for the counteroffer:
The following fortress goods
unwilling to trade
not going to take much more of this
to be rapidly losing patience
willing to trade
pleased with the trading
very happy about the trading
A manager is required to coordinate
There are no active work orders.
Can use any shop
0 = Can use any shop
 max
 shop
 shop(s)
Suggested conditions
Farm plots
Objects
Places
Creatures
active.
by the manager before they become
All work orders must be validated
work orders.
Restarts if completed, checked daily
One-time order
Restarts if completed, conditions checked yearly
Restarts if completed, conditions checked seasonally
Restarts if completed, conditions checked monthly
Restarts if completed, conditions checked daily
One-time order, conditions checked daily
not
must first be completed
must first be activated
Not satisfied for next check
Satisfied for next check
No material
Restarts if completed, checked yearly
Restarts if completed, checked seasonally
Restarts if completed, checked monthly
Dormitory
Barracks
Archery range
Office
Dining hall
Bedroom
Animal training
Meeting area
 available
 imprisoned
 present
 assigned
 squads assigned
Unnamed location
Tomb
Dungeon
Workshops are placed using the building menu at the bottom of the screen.
You do not have any workshops.
Stockpiles can be placed using the stockpile menu at the bottom of the screen.
You do not have any stockpiles
Locations can be created from zones.
You do not have any locations.
Zones can be added using the zone menu at the bottom of the screen.
You do not have any zones.
Sand
Pit/pond
Pen/pasture
Garbage dump
Gather fruit
Fishing
Water source
You do not have any farm plots.
Prepare writing material and assign scholars to a library.
There is no written content here.
Citizens, especially soldiers, will rarely name items.
There are no named objects here.
You can do this from the Nobles and Administrators menu.
You haven't named any position symbols yet.
You may also send a squad to obtain one.
Your workers will rarely make them on their own.
 family heirloom
Sacred to 
Treasure of 
Heirloom of 
Symbol of 
Libraries are a location that can be created at a zone.
Use these to make scrolls and quires.
Writing materials include paper and parchment sheets.
% occupied
Unknown location
 patient
Hospital
 guildhall
Temple
Library
Tavern
There aren't any crafted artifacts here.
Written content
Named objects
Symbols
 to harvest
 planted
 task
Select how squads will use this space.
Burrow 
Select which burrows to defend.
Create new route
Select or create a route.
Confirm
Point 
Click the map to add points.
take from
workshop to 
Select a stockpile or
Max wheelbarrows
Max barrels
Storage and tools
Select the squads to train here.
Remove assignment
(De)select all currently-displayed creatures.
Text
 Bugged
 Civilians
 Military
 family treasure
Exit text
Exit nineslice
Exit button container
 squad
Targeted by 
, Pos 
Bookcases: 
Rented rooms (Total): 
Dance floor in common area: 
Stored Instruments (Desired): 
Goblets (Desired): 
Chests in common area: 
Citizens only
Citizens and long-term residents only
Temple, 
 (next at 
Shrine, 
Writing Material (Desired): 
Total number of each to scribe: 
Written objects (incl. copies): 
Chairs: 
Tables: 
No established guild
, no members
 Guildhall
Dedicated to 
No particular deity
exchange with
Select a stockpile to
give to
All visitors welcome
Only members can visit
Only members can visit (if guild established)
 to utilize a hospital.
You need to assign a 
You need a 
, no workers
 worker
Cloth (Desired): 
Thread (Desired): 
Traction benches in common area: 
Tables in common area: 
Beds in common area: 
Agreed to build grand guildhall
Agreed to build guildhall
Grand Guildhall, 
Bone Doctor
Monster Slayer
Tavern Keeper
Soap (Desired): 
Buckets (Desired): 
Powder for casts (Desired): 
Crutches (Desired): 
Splints (Desired): 
Recognize priesthood
 needed
 worshipper
High priest: 
Priest: 
worshipper
worshippers
Temple Complex, 
Guildhall, 
Meeting place, 
Only organized religions can have recognized priesthoods.
Agreed to build temple complex
Agreed to build temple
You can recognize a high priest when this is a temple complex.
You can recognize a priesthood once this is a temple.
Recognize high priest
Cages/restraints
Machines/fluids
Constructions
Doors/hatches
Furniture
New hospital
New guildhall
New library
Carpenter
Bowyer
Ashery
Furnaces
Farming
Clothing and leather
Trade depot
Traps
and libraries can be created from
Locations such as taverns, temples
No worshippers
(No Specific Deity)
No members
Guild:
No workers
 hall
New temple
New inn/tavern
Remove current location assignment
Add or choose a location.
outside the fortress.
of rooms can attract visitors from
bedrooms.  These larger associations
meeting area zones, dining rooms and
Quern
Farmer
Kitchen
Fishery
Tanner
Still
Farm plot
Dyer
Cabinet
Chest
Table
Chair
Bed
Hive
Nest box
Vermin Catcher's Shop
Glass furnace
Stoneworker
Siege
Metalsmith
Mechanic
Magma forge
Jeweler
Crafts
Clothes
Loom
Wood furnace
Smelter
Magma smelter
Magma kiln
Magma glass furnace
Kiln
Gem window
Glass window
Floor bars
Vertical bars
Floor grate
Wall grate
Fortification
Dirt road
Water wheel
Screw pump
Floodgate
Well
Lever
Track stop
Track
Support
Instrument
Offering place
Display
Bookcase
Traction bench
Statue
Slab
Burial
Paved road
Bridge
Stairs
Ramp
Floor
Wall
Hatch
Door
Blocked at this location
Needs to be anchored on edge
Hidden, cannot build at this location
Needs walkable perimeter
Need trigger type
Disconnected
Catapult
Ballista
Must remove construction
Building present
Lava/Magma at this location
Water at this location
Off map
Needs open space
Needs adjacent wall
Surrounded by empty space
Cage
Rope/chain
Rollers
Millstone
Vertical axle
Horizontal axle
Gear assembly
Windmill
Armor stand
Weapon rack
Archery target
Upright weapon/spike
Weapon
Stone-fall
Pressure plate
Animal trap
No mud/soil for farm
Needs ground or near machine
Need soil at location
Need soil or mud at location
Cannot build at highest level
Must be outside
Too close to edge
Must be inside
Disconnected Build Overflow
Mud is left by water
invalid hash bucket count
unordered_map/set too long


Vein and gem mining blueprint
Gem mining blueprint
Regular mining blueprint
Automated vein and gem mining
Vein and gem mining
Gem mining
Regular mining
Removing stairs/ramp/constructions
Right click when done
Placing trees
Adding water
Adding magma
Adding snow
Adding mud
Removing fluids and spatter
Automated vein and gem mining blueprint
DIPLOMACY
PETITIONS
SIEGE
ALERT
Placing creatures
Carving fortifications through walls
Converting smoothing blueprint to regular
Converting to smoothing blueprint
Claiming forbidden items and buildings
Forbidding items and buildings
Designating items for melting
Removing melting designations
Designating items for dumping
Converting to gathering blueprint
Smoothing blueprint
Smoothing rough floors and walls
Engraving blueprint
Engraving smoothed floors and walls
Track carving blueprint
Carving tracks in floor
Fortification carving blueprint
Must span multiple elevations
Chopping trees blueprint
Chopping trees
Converting chopping blueprint to regular
Converting to chopping blueprint
Gathering fruit and leaves blueprint
Gathering fruit and leaves
Converting gathering blueprint to regular
Stair mining blueprint
Stair mining
Ramp mining blueprint
Ramp mining
Channel mining blueprint
Channel mining
Converting mining blueprint to regular
Converting mining to blueprint
Cart
Weight
Any
Minecarts do not trigger
Creature trigger settings
Citizens trigger
Citizens do not trigger
Minecart rollers can vary in length.
Set the orientation and speed below.
Resets
One use only
Water
Depth
Water does not trigger
Magma does not trigger
Horizontal axles can vary in length.
Set the orientation below.
Water wheels are 1x3 or 3x1.
The long side should align
with the water's flow.
Set the liquid flow direction below.
Water flows from the adjacent input tile
and from the tile below the input tile.
Removing dumping designations
Hiding items from view
Revealing hidden items
Designating high traffic area
Designating low traffic area
Removing traffic designations
Designating restricted traffic area
Removing mining/chopping/gathering/smoothing orders
Accept
Overlapping
Water Source
Gather Fruit
Garbage Dump
Pen/Pasture
Pit/Pond
Meeting Area
Goods
Sheets
Custom
Click an icon to set stockpile type.
Warning: stockpile has no type.
Click an existing stockpile to select it.
Click in the play area
to paint the stockpile.
(spans 
 levels)
Select material after placement
Use closest material
Keep building after placement
Bars and
Blocks
Finished
Creatures do not trigger
Set the friction and auto-dump direction.
Auto-dumping is not required.
Set the draw direction below.
Then select the corners of the bridge.
Click a tile to place the 
Click a tile to be one end of the 
Click a tile to be a corner of the 
to continue.
bedroom
dining hall
office
tomb
 created.
dormitor
ies
tombs.
Rooms with multiple beds
will be made into
dormitories.
Multi
Paint
Undo
Select another rectangle
beds
tables
chairs
coffins
in order to form
bedrooms.
dining halls.
throne rooms/studies.
Animal Training
Dining Hall
Archery Range
Click an existing zone to select it.
Select a type below to add a zone.
Click an icon to add a new zone.
Select a rectangle
which contains 
Year 
Elevation 
Conflict Level
Encounter
Horseplay
Training
Brawl
Non-lethal
Indep
Create a creature to begin.
Pop
Drink
Early 
Mid-
Late 
 + 
Add new burrow
Nobody assigned
to paint the burrow.
Click a tile to position the stop.
Building track stops is recommended!
Add new route
Stop 
bed
table
chair
coffin
 rejected (already in use.)
 rejected (not enclosed.)
to paint the zone.
Dig a regular hallway or room.  Assign a miner to the work detail if necessary.  The miner requires a pick.
Designate constructed walls, floors, and other constructed tiles to be removed by miners.  This also designates all stairwells and ramps.
Dig a stairwell on this level, going up or down.  Your selection must span multiple elevations.  Click on a tile, change elevations, and click again.
Dig a ramp on this level, going up.
Dig a channel, making a ramp on the level below.
Hold left button to draw.
Left click to choose corners of a rectangle.
Dig every tile selected.
Imported Wealth:
Exported Wealth:
Trade Information:
Left click for recenter and expand options.  Right click to dismiss.
Following 
Tooltip
Set digging orders.
Finish setting dig orders.
Other Objects:
Architecture:
Displayed:
Held/Worn:
You need a broker with
the appraisal skill.
A bookkeeper helps
with accuracy.
Lethal
No Quarter
Morale/Fear 
Created Wealth:
Weapons:
Armor and Garb:
Furniture:
Set wall smoothing, engraving, track carving, and fortification orders.
Smooth a rough wall to make it more pleasing to your citizens.  This also prepares the wall for engraving or fortification.
Engrave artwork into a smooth wall.
Carve a track in a stone floor.  Tracks are used by minecarts with routes set in the hauling menu.
Carve a gap in a smooth wall to allow your archers to fire upon invaders.
Finish setting wall orders.
Change to standard orders mode.
Designate items for dumping and melting, claim forbidden items and buildings, and set item visibility.
Set tree chopping orders.
Set tree chopping orders.  Select the base of the tree so that the woodcutter can reach it.  Assign a woodcutter to the work detail if necessary.  The woodcutter requires an axe.
Finish setting tree chopping orders.
Change to standard chop mode.
Set plant gathering orders.
Set plant gathering orders.  Some plants require fruit or other growths to be present.
Finish setting plant gathering orders.
Change to standard gather mode.
Selected tiles are low priority.
Selected tiles are very low priority.
Change to standard dig mode.
Change to blueprint-only mode.
Change blueprints to standard selections.
Change standard selections to blueprints.
Show advanced options.
Hide advanced options.
Dig only ore and gems selected, and automine any ore and gems of the same type which are uncovered.
Dig only ore and gems selected.
Dig only gems selected.
Selected tiles are very high priority.
Selected tiles are high priority.
Selected tiles are high-medium priority.
Selected tiles are medium priority. [DEFAULT]
Selected tiles are medium-low priority.
Repaint this stockpile.
Erase a portion of this stockpile.
Remove this stockpile permanently.
Toggle whether the stockpile can take items from anywhere or only from specific workshops and stockpiles.
Set from which workshops and stockpiles this stockpile gives and takes items.
Set how many barrerls, bins, and wheelbarrows this stockpile can use.
Place zones to establish meeting areas, pastures, and more.
Finish placing zones.
Remove mining, woodcutting, plant gathering, and smoothing orders.
Finish removing mining etc. orders.
Place structures and work areas that require construction materials.
Finish placing structures.
Place stockpiles for item storage.
Finish placing stockpiles.
Start painting a new stockpile.  Once the tiles are chosen, you'll be able to set the details.
Remove the stockpile being painted permanently.  Also removes existing zones!
Hide an item or building from your view.  Citizens will still use it.
Set high and low traffic areas.
Finish setting traffic areas.
Set a high traffic area.  Use this in wide central passages.
Set a normal traffic area, the default state.
Set a low traffic area.  Citizens will look for better routes.
Set a restricted traffic area.  Citizens will look hard for better routes.  They will still use the area if other routes do not exist or are too long.
Set the exact weight in steps of a traffic type.
Finish setting item/building designations.
Claim a forbidden item or building so it will be used by your citizens.
Forbid your citizens from using an item or building.
Designate an item for dumping in a dumping zone.
Remove dumping designations.
Designate an item for melting at any smelter.
Remove melting designations.
Remove hidden designations.
Certain livestock need to graze on grass.  Assign these animals to a pasture zone.  No fencing is needed.
Animals assigned to pit/pond zones are dumped in the pit, but will leave the zone afterward if possible.  If the pit is designated as a pond, your citizens will attempt to fill it with water using buckets.
Your citizens will fill sand bags at this zone if a sandy floor or sandy wall is included.  This task is initiated manually at the glass furnace.
Your citizens will collect clay at this zone if a clay floor or clay wall is included.  This task is initiated manually at the kiln.
This important zone is where your citizens will gather to socialize.  Crucially, the meeting area is where locations such as taverns, temples, hospitals, and the like are established.
Animals that are capable of being trained receive their training at this zone once they have been assigned a trainer from the Pets/Livestock menu.  Generally, a piece of meat is required.
Your citizens will sleep in bedrooms.  It should include a bed!  Try to enclose it with walls and/or doors.  Do not overlap with other rooms.
Your citizens will eat at this zone.  When not assigned to a particular citizen, citizens without their own dining hall will eat here.  Tables and adjacent chairs should be included.
Select this option and any unassigned deceased citizens will be buried here automatically.
Select this option and any unassigned deceased pets will be buried here automatically.
Choose which squads will use this barracks.
Remove the zone being painted permanently.  Also removes existing zones!
Your citizens will drink at a water source zone or gather water using buckets for various tasks.  This is useful if you don't have a functioning well and you want to control exactly where the tasks take place.
Citizens assigned to the fishing work detail will fish in this zone if it exists.  Otherwise, they will fish everywhere.
Plant gathering zones are used in locations where plants will be gathered frequently.  Use the gather designation otherwise.
Items designated for dumping will be tossed into open air spaces included in this zone.  If no open air tiles are included, they will dump the items on the floor.
Gather fruit and vegetables from shrubs in this zone.
Gather fallen fruit in this zone.
Select animals to be placed in this pasture zone.  They will stay after being led here.
Designate this zone as the top of a pit.  Citizens will not fill the pit below with water.
Designate this zone as the top of a pond.  Citizens will bring buckets of water if the pond below isn't filled.
Select animals to be dropped into the pit or pond below this zone.  Animals will not feel obligated to stay if they can find a way out.
Assign a new or existing location to this zone.  Locations are groups of zones and rooms with a larger purpose, like a tavern, a temple, a library, or a craft guildhall.
Set details for the assigned location.
Start painting a new zone.  Once the tiles are chosen, you'll be able to set the details.
Go to the previous zone overlapping the tile you clicked.
Go to the next zone overlapping the tile you clicked.
Repaint this zone.
Erase a portion of this zone.
Suspend activities in this zone.  Does not remove the zone.
Remove this zone permanently.
Gather fruit in trees in and just above this zone.  Requires a stepladder.
Name this stop.
Remove this stop.
The assigned vehicle is at this stop.
The assigned vehicle is moving toward this stop.
The assigned vehicle wants to be at this stop but is not currently there.  A worker may be bringing it, or it may be stranded.
Open the citizen information menu.
Open the task information menu.
Open the place information menu.
Finish setting hauling routes.
Add a stop to this route.  Minecarts will move between stops when conditions are satisfied.
Assign a minecart to this route.  Only one vehicle can operate on each route.
Name this route.
Remove this route.
Set the items desired by the minecart at this stop.  Items must be in a linked stockpile.
Link a stockpile to this stop.  Citizens will haul items to and from the minecart as you specify.  Items for the minecart must be specified using the desired items button to the left.
Set conditions for the minecart to move on to the next stop.
Remove the burrow being painted permanently.  Also removes existing burrows!
Repaint this burrow.
Erase a portion of this burrow.
Remove this burrow permanently.
Recenter on this burrow.
Toggle whether workshops can source materials from outside the burrow.
Suspend this burrow.  Assigned citizens will not respect burrow restrictions while a burrow is suspended, but all tasks within the burrow will still function.
Set hauling routes for minecarts.
An office or study is required for certain official tasks, such as approving work orders and bookkeeping.  A chair or throne is required for these functions.
Your archers can train in this zone if there is an archery target included.
Squads should be assigned to a barracks.  The squad can be set to train, sleep, and store equipment there.
Dormitories should include multiple beds and will not belong to a particular citizen.
Prisoners convicted in the Justice menu can be incarcerated at a chain or metal cage in the dungeon zone.
Deceased citizens and pets can be laid to rest in a tomb.  It should include a coffin, casket, or sarcophagus.
Establish burrows to organize work and living spaces in larger fortresses.
Finish establishing burrows.
This work order has been validated by the manager.
This work order has not been validated by the manager.  A manager can be employed in the nobles and administrators menu, and they must have an assigned office where they will work to validate orders.
Change the number of times the task will be performed.
Change the work order priority.  Work orders at the top of the list will use workshops first.
Set the conditions for work order activation.  This can involve needed materials, the current stock of products, or the completion of other work orders.
Set the material used or other details of the task.
Remove this work order.
Change the frequency that the conditions are checked.
Toggle the melt status of the item.  Items are melted at any smelter.
Toggle the visibility of the item.  Hidden items cannot be seen but citizens will still use them.
Create a new work order.  Work orders are like workshop jobs but they are assigned to shops automatically and can be activated with various conditions.
This work order is active.
This work order is waiting for its next scheduled check.
This work order is checking its conditions for activation.
This work order is ready to activate.
Set the maximum number of workshops that can be used by the work order.
Toggle whether the stockpile allows non-plant-and-animal-based objects, regardless of other settings.
Toggle whether goods banned by export mandates are listed.
Sort by distance from the depot.
Sort by value.
Leave menu and recenter the view on the time.
Leave menu and open the item's sheet.
Toggle the forbidden status of the item.  Citizens will not use forbidden items or buildings.
Toggle the dump status of the item.  Items are dumped in dumping zones.
Open the labor menu.
Open the work orders menu.
Open the nobles and administrators menu.
Open the objects menu.
Open the squad sidebar.
Open the world screen.
Open the justice menu.
Toggle whether the stockpile allows plant and animal-based objects, regardless of other settings.
Toggle whether this creature will receive war training.  War animals have more lethal attacks.
Toggle whether this creature will receive hunting training.  Hunting animals can move stealthfully during hunts.
Toggle whether this creature is available as a pet for any interested citizen or resident.
This creature is ecstatic right now.
This creature is happy right now.
This creature is pleased right now.
This creature is content right now.
This creature is displeased right now.
Set the details of this task, such as the material used.
View a detailed description of this activity.
Toggle whether the task will be repeated indefinitely.
Remove the current worker from the task.
Suspend this task.  This removes the worker.  The task can be unsuspended.
Cancel this task.
Assign a trainer to this creature.
Assign this creature as a work animal for a specific citizen or resident.
Remove this condition.
Leave this menu and recenter on this creature.
Leave this menu and view this creature's sheet.
Leave this menu and recenter on this object.
Leave this menu and view this object's sheet.
Leave this menu and recenter on this place.
Leave this menu and view this place's sheet or menu.
Leave this menu and recenter on the task's building.
Add a condition to the work order that checks the amount of some item.
Make the activation of the work order depend on the status of another work order.
Change the amount of the item being checked.
Change the inequality of the condition.
Change the type of the item being checked.
Change the material of the item being checked.
Change the properties of the item being checked.  Many of these are obscure and rely on specific tasks, but certain properties like 'empty' can be used in many conditions.
Change whether the work order must be activated or completed to satisfy this condition.
This option allows long-term residents of the fortress to enter this location.
This option indicates that the location is only open to fortress citizens.
This option indicates that the location is only open to members.
Remove this worker from this occupation.
Set the camera to follow this item.
This item is tagged by a task and will not be used by other tasks.
See this creature's combat history.
Customize this creature's nickname and profession nickname.
This type is restricted from brewing.
This type is allowed to be brewed.
This type is not relevant to cooking.
This type is restricted from cooking.
This type is allowed to be cooked.
Open the announcements screen.
Rename this location.
This option allows visitors from outside the fortress to enter this location.
This creature is a mercenary.
This creature is a monster slayer.
This creature is a doctor.
This creature is assigned to a specific workshop.
This creature is assigned to a work detail.
Toggle whether this creature will be slaughtered at a butcher's shop when the opportunity arises.
Toggle whether this creature will be gelded at a farmer's workshop when the opportunity arises.
This type is not relevant to brewing.
This creature is unhappy right now.
This creature is miserable right now.
This worker is specialized and will only do tasks that match their workshop assignments, work details, and occupations.  Click to toggle.
This worker is not specialized and will do any free tasks that become available.  Click to toggle.
This creature is a tavern keeper.
This creature is a performer.
This creature is a scholar.
This creature is a scribe.
Recenter on the linked building.
Add stockpile links for this workshop.
This item is a permanent part of the building.  Forbid and visibility tags set here affect the whole building.
This item is being traded.
This is a small creature within the trap.
This item is bait.
This item has been loaded.
This item is resting within the building.
Click to set this task to repeat indefinitely.
This task is highest priority among all tasks everywhere.
Click to set this task as highest priority among all tasks everywhere.
Increase the priority of the task in this workshop.
Set details for this task, such as the material to be used.
This task has been suspended.
Click to suspend the task.  Assigned workers are removed from suspended tasks.
Create a new work order for this workshop.  Work orders are tasks that can repeat specified numbers of times and which can be given start conditions.  This is useful for automation.
View details about this knowledge.
Recenter on this creature.
Recenter on this item.
Name this building.
Remove this building.
This task has been assigned and is active.
This task came from a work order.
This task is set to repeat indefinitely.
Set the camera to follow this creature.
Send this creature to a linked site, or expel this creature entirely.
This item is part of the assigned squad equipment.
This item is a tool assigned by a work detail.
This item is a symbol of a noble or administrator.
This item is part of the creature's regular clothing.
View this item's sheet.
View this creature's sheet.
Toggle whether the squad will train here.
Toggle whether the soldiers will store their individually assigned weapons and armor here.
Toggle whether the squad will store squad-level equipment here, such as ammunition.
Choose a stockpile to which the track stop's vehicle will give items.
Choose a stockpile from which the track stop's vehicle will take items.
Choose a stockpile with which the track stop's vehicle will exchange items.  The vehicle will take desired items and offload any others.
Choose a stockpile to which the workshop will give items.
Choose a stockpile from which the workshop will take items.
Assign a training order.  The squad must be assigned to a barracks zone with the training option set.
Cancel an order.  Does not affect scheduled orders.
Disband the squad.
Inspect the route.
Recenter on the announcement's location.
Recenter on the creature (at the time of the announcement.)
Recenter on the item (at the time of the announcement.)
Toggle whether the squad will sleep here.
View the leader's sheet.
The squad leader is traveling or otherwise occupied off-site.
View the positions in this squad.
Customize the squad's name.
Assign a station order.  The soldiers will stand near the point selected and engage any hostile creatures that come near.
Assign a kill order.  The soldiers will attempt to kill a targeted creature.
Assign a patrol order.  The soldiers will walk a specified route repeatedly.
Assign a burrow defense order.  The soldiers will patrol the burrow and attack any hostile creatures.
This item is a semi-permanent part of the building, like an item on display.
Toggle the forbidden status of the item.  Citizens will not use forbidden items or buildings.  If a permanent building item is forbidden, citizens will not perform tasks there!
Toggle the visibility of the item.  Hidden items cannot be seen but citizens will still use them.  If a permanent building item is invisible, the building will be too!
The soldiers can either keep their equipment on at all times, or only when an order is active.
The soldiers can be allowed to sleep in their rooms whenever they way, or in the barracks either when they want or only when they must.
Cancel this scheduled order.
Cancel this position's scheduled orders.
Change the squad's symbol.
Show up and down arrows over ramps at the current elevation.
Zoom in on the play area.
Zoom out from the play area.
Open the stocks window, where you can see all of your fortress's items.
View all alerts.
Most tasks in the fortress are started and completed at workshops.  Tasks generally require raw materials and most workshops are constructed from boulders, blocks, or wood.
Furnaces are used for smelting, glassmaking, pottery, ashmaking, or to make fuel from wood or raw coal.  Furnaces require fuel to function, or they can be set above magma.
These workshops are used in the clothesmaking process, whether dyeing and weaving or using tanned hides.
Edit the recenter hotkey locations.
Recenter on the surface at this location.
Recenter on the deepest discovered area at this location.
Recenter on this location.
Set this entry to recenter on the current view.
Clear this recenter hotkey location.
Delete this recenter location.
Display water and magma depth numerically (1 to 7.)
The selected stockpile will give items to here.
The creature is chained.
The creature is caged.
The creature is set to be chained.
The creature is set to be caged.
The creature is assigned to a pasture.
The creature is assigned to a pond.
The creature is assigned to a pit.
Choose a stockpile to which the selected stockpile will give items.
Choose a stockpile from which the selected stockpile will take items.
The track stop's vehicle will exchange items with this stockpile.  The vehicle will take desired items and offload any others.
The track stop's vehicle will take items from this stockpile.
The track stop's vehicle will give items to this stockpile.
The selected workshop will take items from here.
The selected workshop will give items to here.
The selected stockpile will take items from here.
Slaughter livestock here in order to obtain meat, hides, bones, and other animal products.
Make leather from animal hides here.  You can also make parchment using milk of lime and a hide.
Process raw fish into edible food here.  Raw fish will not be eaten.
Cook meals here.  You can also render fat into tallow.
Process plants and work with livestock here.  Milk and shear animals, make cheese, and spin thread.
Make sugar, flour, and various useful slurries here.  Tasks are completed very slowly compared to the powered millstone.
Capture and train small animals here.  Requires animal traps.
Make sugar, flour, and various useful slurries here.  Powered version of the quern.  Must be hooked to a windmill or water wheel to function.
Forge weapons and armor here, as well as most other metal objects from furniture to trap components.  These tasks require fuel.
Here you can make parts for ballistae and catapults.  This workshop is also the place where ballista ammo is assembled.
Make stone furniture here, as well as blocks which are used in constructions.
Use leather tanned at the tanner's shop here to make clothing and tools, such as bags and waterskins.
Here you can turn thread into cloth, whether it is thread from the farmer's workshop or spider silk gathered underground.
Make cloth into clothing and tools here, such as bags and ropes.
Use dyes here to color thread and cloth.  Requires a barrel and bucket for construction.
Brew alcohol from plants, fruit, or honey.
This crucial building is where all trading will be done.  Pack animals from distant civilizations will need to access this building from the edge of the map.  Later, wagons will need a clear 3-wide path to the depot.
Used to make lye, potash, and milk of lime.  Construction requires blocks, barrel, and a bucket.
Make crossbows here from wood or bone.  The metalsmith's forge can be used for metal crossbows and metal bolts, and the crafts workshop is used to make other bolts.
Make beds and various furniture here, as well as bins, barrels, and more.
Make crafts for trade and your own citizens here, as well as a variety of tools, armor, and bolts.
Cut rough gems here to increase their value, and improve the value of other objects by encrusting them with cut gems.
Forge weapons and armor here, as well as most other metal objects from furniture to trap components.  Magma below the forge will power tasks.  You are responsible for placing the forge above the magma, but no other fuel is required.
Make mechanisms here which are used to make levers, pressure plates, and gears.  You can also use mechanisms to link levers and pressure plates to other machinery.
A wide variety of food-and-drink-related workshops can be found in this category.
Use options in this category to place furniture that has already been constructed in a workshop.
Place doors and hatches here after you have constructed them in an appropriate workshop.
Most terrain-altering constructions can be found here, from walls and floors to bridges, ramps, stairs, and more.
More complicated buildings from wells to powered machine components to levers and floodgates are found here.
Cages, ropes, and animal traps are found here.  Cages can be used in cage traps or to transport large animals.  Metal cages and chains are also used by the justice system.
Various mechanical traps can be found here.  The pressure plate is also found here, which has applications beyond traps.
Archery targets, siege weapons, and some ornamental display items can be found in this category.
Hatches can be placed at the tops of stairwells or above ramps to control movement in the fort when they are forbidden or attached to levers.
Bridges can be used to span open spaces or placed above water or magma.  Bridges can be connected to levers and raised to block access.
Paved roads use less materials than constructed floors and can be used to stop plants from growing over wagon trails.
Dirt roads do not require materials, but the dirt road may quickly be overgrown by plants.
Blocks creatures but allows the passage of fluids and items.  Can be built on any floor.  Grates unlike bars have a quality and enhance the value of rooms.  Grates can be connected to levers.
Blocks creatures but allows the passage of fluids and items.  Can be built over empty spaces, stairs, ramps, or above liquids.  Grates unlike bars have a quality and enhance the value of rooms.  Grates can be connected to levers.
Blocks creatures but allows the passage of fluids and items.  Can be built on any floor.  Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly.  Bars can be connected to levers.
Blocks creatures but allows the passage of fluids and items.  Can be built over empty spaces, stairs, ramps, or above liquids.  Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly.  Bars can be connected to levers.
Citizens that cannot be buried properly can still be memorialized on slabs.  Slabs are created and engraved at the stoneworker's shop.
Statues can be used to decorate your fortress and add value to your rooms.  A statue object must be made at an appropriate workshop first.
Certain injuries such as overlapping fractures require advanced medical contraptions like the traction bench for treatment.  A traction bench object must be made before it can be placed.
Codices and scrolls in your library can be stored in bookcases.  A bookcase object must be made before it can be placed.
Your most valuable objects can be placed for display in rooms to increase their value and to entertain passing citizens.  A pedestal or display case must be made before it can be placed.
These ornamental objects increase the value of rooms in which they are placed.  An offering place object must be made before it can be placed.
Large instruments must be placed in taverns or temples before they will be used.  These instruments must be assembled at a workshop first.
Doors can be used along with walls to enclose rooms, which is especially important when placing multiple zones at once.  Doors can also be forbidden or attached to levers to control movement in the fort.
When placed, a female bird will claim the box and start laying eggs, if one is available.
Keep a colony of insects at your hives.  A wild colony must be collected after the hive is placed, or a colony can be split from an existing hive colony.
Your citizens need a comfortable place to sleep.  A bed object must be made at the carpenter's shop before it can be placed.
Chairs are required for offices to function, and a chair next to a table is the preferred dining arrangement.  A chair/throne object must be made before it can be placed.
Tables are required for dining.  A chair should be placed adjacent to the table.  A table object must be made before it can be placed.
Chests and coffers are used in personal bedrooms for storing non-clothing objects.  They are also used in some zone-based locations like taverns, hospitals, and libraries for storing useful materials.  A box object must be made before it can be placed.
Cabinets are used in personal bedrooms for storing clothing objects.  A cabinet object must be made before it can be placed.
The dead are buried in coffins.  Coffins must be placed in their own tomb zone in order to work.  A coffin object must be made before it can be placed.
You can make a variety of objects using three different types of glass.  You can also collect sand in bags from a task originating here, if you have a sand collection zone.  Glassmaking requires fuel.
Bake clay objects here, as well as a few other useful materials.  Clay can also be collected here if you have a clay collection zone.  All tasks require fuel aside from clay collection.
You can make a variety of objects using three different types of glass.  You can also collect sand in bags from a task originating here, if you have a sand collection zone.  Magma below the furnace will power tasks.  You are responsible for placing the furnace above the magma, but no other fuel is required.
Bake clay objects here, as well as a few other useful materials.  Clay can also be collected here if you have a clay collection zone.  Magma below the kiln will power tasks.  You are responsible for placing the kiln above the magma, but no other fuel is required.
Make metal bars from ore here.  Can also refine coal into usable fuel or make alloys.  Magma below the smelter will power tasks.  You are responsible for placing the smelter above the magma, but no other fuel is required.
Make metal bars from ore here.  Can also refine coal into usable fuel or make alloys.  All tasks require fuel.
Make charcoal and ash from wood here.  Does not require fuel.
Plant crops at the farmplot.  You will need seeds or spawn and must select crops by season.  Crops can be fertilized with potash.  Soil is richer deeper underground.
Stone-fall traps drop a stone on intruders.  Must be loaded with boulders.
Weapon traps use a weapon or trap component to strike intruders.  Can be used with ranged weapons and loaded with ammo.  Can use multiple weapons at once.
Cage traps capture intruders in cages.  Must be loaded with a cage.
Upright weapons are a nasty place for intruders to fall upon.  Can also be linked to levers or pressure plates to raise them into intruders.
Archery targets are used in archery range zones for training archers.
Ornamental.  Demanded by some nobles.
A ballista fires a ballista arrow in one of the four cardinal directions.  The operator can adjust the aim slightly.
A catapult fires a boulder in one of the four cardinal directions.  The operator can adjust the aim slightly.
Vertical axles transfer power between two adjacent elevations.
Rollers move minecarts on tracks without the need for a citizen to push or guide the minecart.
A chain can be placed for use in the justice system or for the restraint of an animal.
Cages can be used to contain an animal, and metal cages can be used by the justice system.  Glass cages can be filled with water and used as aquariums.
Animal traps can be placed in the wild and baited with meat, plants, or gems, in order to catch small creatures.
Track stops are used in conjunction with the hauling menu.  They can also be used to add friction to minecart tracks.
Levers are used with machines, doors, floodgates, bridges, cages, and other structures to change their state.
Pressure plates, like levers, are used with machines, doors, floodgates, bridges, cages, and other structures to change their state.  The trigger for pressure plates can be set by creature weight, fluid, or minecart passage.
Use minecart tracks in conjunction with the hauling menu.
Place the well in an open space above water to provide a relatively safe area for your citizens to draw water.  Requires mechanisms, blocks, a chain or rope, and a bucket.
Use floodgates to control the flow of fluids between spaces in your fortress.  Must be attached to a lever or pressure plate to function.  Requires a floodgate object to be built before it can be placed.
Use a screw pump to move liquids upward from the elevation below the pump to the same elevation as the pump.
Place the water wheel above flowing water to generate power for machines, such as the millstone or screw pump.
Place the windmill aboveground to generate power for machines, such as the millstone or screw pump.  Not all areas have strong winds.
Use the gear assembly to connect axles and machinery together.  Gear assemblies can be disengaged temporarily by linking them to levers.
Horizontal axles transfer power on the same elevation.  Horizontal axles can be east-west or north-south.
This ornamental construction can enhance the value of rooms.  A window object must be made at a glass furnace before it can be placed.
This ornamental construction can enhance the value of rooms.  Three cut gem objects must be made at a jeweler's shop before it can be placed.
Supports will stop cave-ins in the rare event you completely detach a piece of your fortress.  Otherwise, they are ornamental.
You can build walls aboveground, in caverns, or in spaces you have mined out in order to block the passage of creatures, objects, and fluids.  Requires boulder, block, or wood.
You can place floors for functional reasons or to enhance the appearance of the fortress.  Requires boulder, block, or wood.
You can build a ramp next to a wall to provide access to the floor above.  The space above the ramp must also be empty.  Requires boulder, block, or wood.
You can build staircases to connect different elevations.  Staircases must span at least two elevations.  Requires boulder, block, or wood.
Fortifications block creature movement but allow projectiles through.  Soldiers near fortifications are reasonably safe from incoming projectiles.  Requires boulder, block, or wood.
Move down to the west.
Move down to the east.
Move down to the northwest.
Move down to the northeast.
Move down to the southwest.
Move down to the southeast.
Travel.
Sleep or wait a while.
Attempt to stop charging opponents, standing your ground.
Handle charging attacks according to the opponent.
View all announcements.
Recenter on yourself.
Move upward.
Move downward.
Move down to the north.
Move down to the south.
Change the weather, temperature, and time.
Default attack is a strike without charging or wrestling.
Default attack is a charging strike.
Default attack is a wrestling move.
Choose default attack according to opponent.
Freely move between tiles when dodging if necessary
Do not move from current tile when dodging even if it means being struck.
Dodge away from charging opponents to avoid being knocked over.
Create a creature to place in the arena.
Add or remove fluids.
Add water to the arena.
Add magma to the arena.
Add snow to the arena.
Add mud to the arena.
Remove fluids and spatter from the arena.
Create a tree to place in the arena.
You do not have a weapon.
You are a projectile.
You are a rider.
You are prone.  Click to stand.
You are not prone.  Click to go prone.
Close the map.
Go upward.
Go downward.
Shoot.  Requires a ranged weapon and ammunition.
Tactical mode is on.  You control everybody manually.  Click to control only this character (others will follow you.)
Tactical mode is off.  Companions are following you.  Click to control everybody.
View your companions and tactical settings, or switch party members.
You are currently yielded.  Click to stop yielding.
You are not yielded.  Click to yield to opponents.
You have a weapon drawn.  Click to strap it.
You have a weapon available to draw.  Click to draw it.
Climb or hold terrain.
Jump somewhere.
Talk to somebody.
Start a performance.  This can take several turns to complete.
Craft or butcher.
Use ability.
Strike somebody adjacent with a melee attack.  Also allows available parry, block, and dodge moves.
Wrestle somebody adjacent.  Also allows available parry, block, and dodge moves.
Build. (coming soon)
View your status.
View your log.
Open your inventory.
Set movement options.
Set combat options.
Interact with nearby objects.
Search for bugs.
You are paralyzed.
You are wrestling.
You are nauseated.
You are stunned.
You are winded.
You have are seriously injured.  View your status for more information.
You have are injured.  View your status for more information.
You have a fever.
Eat or drink this item.
Interact with this item in a different way (opens menu.)
This party member is currently automated in tactical mode.
This party member is manually controlled in tactical mode.
Assume control of this party member.
You are tangled in a web.
You are sleeping.
You are unconscious.
Put an item into a container.
Eat or drink an item.
Interact with an item in a different way.
View this item.
Drop this item.
Wear this item.
Remove this item.
Put this item into a container.
End travel.
Toggle sneaking.
View the map.
Toggle cloud view.
Toggle track view.
Drop an item.
Wear an item.
Remove an item.
 - mine rock or chop trees
Loud movement
Quiet movement
Heavy combat
Light combat
Loud vocalization
Quiet vocalization
Loud grinding
You are insane.
You are berserk.
You are catatonic.
You are terrified.
Toggle the display of spoor for tracking.
 - make at a workshop first
 - chop down trees
 - mine rock underground
You are depressed.
You are oblivious.
You are in a fell mood.
You are in a macabre mood.
You are in a fey mood.
You are in a secretive mood.
You are possessed.
You are melancholy.
You are thirsty.
You are hungry.
You are drowsy.
You are stressed.  View your status for more information.
You are distracted by unmet needs.  View your status for more information.
You are enraged.
You are in a martial trance.
You are throwing a tantrum.
Steam
Mist
Item Cloud
An Ocean Wave
Sea Foam
Magma Mist
Lava Mist
 vapor
Downward ramp (remembered)
Floor (remembered)
Open air (remembered)
Blood of the living (sensed)
a colony of 
many 
a swarm of 
Miasma
Creature (remembered)
Object (remembered)
Structure (remembered)
Wall (remembered)
Upward stair (remembered)
Downward stair (remembered)
Updown stair (remembered)
Upward ramp (remembered)
Quiet grinding
Storytelling
Preaching
Poem recitation
Musical voice
Dancing
 (heard
 recently
unintelligible
/NE
/NW
/SE
Lava [
Track/Spoor
Track/Spoor: 
broken vegetation
 print
 imprint
right 
left 
A pile of 
A Fire
Stagnant salt water [
Stagnant water [
Salt water [
Water [
/7]
Magma [
Smoke
A Web
A Campfire
A spattering of 
A smear of 
A pool of 
A dusting of 
A small pile of 
Status of 
Citizenship of 
A Priest for 
A Guildhall for 
A High Priest for 
A Grand Guildhall for 
Some corrupt data
wishes to parley
Flattering, but we'd rather maintain our distance from the homeland.
We can abide by this.  Let us work toward mutual co-existence.
Our needs exceed your allowances.  Relax.  They're only trees.
We can grant this request.  Let's discuss the specifics, though...
We cannot stop production just because of your quaint sensibilities.
You do not have an official capable of handling these matters.
There are no petitions that need your attention.
Parley with 
Make requests for next year's caravan.  They'll charge more for these items.
We will gladly do as you ask and strengthen our bonds of friendship.
Sadly, we do not possess this object.  Best of luck in your search.
Give up this childish errand.  We do not part with our treasures lightly.
Your claim is worthless here.  Trade your lives if you must.
I hear the call.  Let us stop this war.
We will drown out the call with the screams of your dying.  Begone.
I can scarcely believe this good news!  I have some recommendations.
/SW
/yours or companion's
You can recenter on certain announcements.  Right click to close.
Select a report to view the full text.  Right click to close.
Elevate whom?
No recommendations available
No positions available
Abort
has many members here
with the hall designated for a
 guild.
 meets with 
 is sought by 
, and I aim to return it home.
  My epic journey began 
  I've searched nearly the whole world over.
has many worshippers in
has many worshippers here
and now requires
a temple complex and high priest
a temple and priest
The location must be built and furnished,
with the new position appointed by you.
has many members in
eradicating monsters.
entertaining citizens and visitors.
soldiering.
study.
sanctuary.
wishes to join
desires citizenship.
as a citizen of
in order to avert
loss of life.
Do you approve this request?
Approve
wishes to reside in
wishes to reside here
for the purpose of
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Well then, we have finalized the import agreement.  Feel free to go over the documents.[B]
 requested, priced at 
%[R]
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Remember, trade agreements strengthen bonds.  Please consider an import agreement next year.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: 
Merit deserves a reward, and I come empowered to establish this colony as an official land of our realm.[B]
Can you imagine the trade wagons?  Of course, there are responsibilities, and the nobility must live well.[B]
Do you have anyone suitable to recommend for elevation?
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss what we are willing to offer for your 
ship.
  A need for [C:6:0:1]
 [C:VAR:MEETING:ACTOR]is expected, and if you are able to provide some, the caravan will offer 
% and 
% respectively.  [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
%.  [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The Mountainhomes have some need of the same goods you have requested, sadly, so there is no export agreement to be had.  We will still try to fill your needs as best we can.
 is a sacred relic of our people.
[B]Pass this treasure into our possession, and we shall depart in peace.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I don't know very much about the outside world.  I wish I had more to tell you.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: There is much to share...  (Information added to Civilizations/World Info)
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The world is the same as ever.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Peace is calling out to us.  How do you respond?
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It's such a pleasant place you've carved out for yourselves...
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss the state of our current agreements...
  I've boldly searched 
  I've already searched in 
  I can only rest when I've brought the prize safely to 
[B]Play your role in this noble quest and become legendary!
 is the symbol of 
our people
 is an heirloom of our people.
 is the property of our people.
 25%
 50%
 75%
when full
always (at most 100%)
desired items
any items
1 day
east
west
immediately
in 1 day
 days
always (at least 0%)
when empty
when 
I will try to return next year as I am able.
  And beware.
Set conditions for 
(Vehicle moved to next stop if any condition triggered.)
north
south
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You continue to impress!  I have come empowered to elevate this land in the eyes of our realm.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: We can part with at most 
 trees, butcher.
Whatever possessed you to brave these wilds, where our animal friends are even larger than your kind than usual, we do not know.  But know that this land is sacred to us, these trees more than any others.
We elves are partial in particular to the trees in the forests surrounding your lands.
  Although we are loath to spare a single branch to your senseless slaughter, 
we are willing to ask that you cap your tree-fells at 
 until we next meet.  
You have no vehicles.
Choose a vehicle for 
Inaccessible from first stop
77 -> 80   777 -> 800   7777 -> 8000   77777 -> 80000
Stocks amount display: 
77 -> 77   777 -> 777   7777 -> 7780   77777 -> 77800
77 -> 77   777 -> 780   7777 -> 7800   77777 -> 78000
All counts accurate
77 -> 77   777 -> 777   7777 -> 7777   77777 -> 77780
low precision
Your bookkeeper has done enough work to attain 
Make 
Export of 
Lowest Precision
 Prohibited
Medium Precision
Low Precision
Highest Precision
High Precision
VACANT
NEW
cabinet
chest
armor stand
weapon rack
Dining Room
Throne Room/Office
Leave Vacant
Choose symbols for the position holder to carry or wear.
 (traveling)
No relevant skills
 Drinks
 Seeds
Filter box
 Meat/Fish/Other
Cook
Number
No Ingredients
Brew
Everybody does this
Right panel
Nobody does this
Only selected do this
Custom Detail
Custom Detail 
 Veg/Fruit/Leaves
Add new work detail
DRINK_MAT
No food to cook or brew (are you in trouble?)
Standing orders
Work Details
Details
Stone use
Reset to default
high precision
medium precision
Your bookkeeper needs to work in an office to improve precision
highest precision
% updated toward the next precision level.
The stockpile records are 
Administrators handle various aspects of your fortress and can be reassigned. Many administrators also require rooms.
Members of the nobility have required rooms and can make demands. They cannot be reassigned.
Automate smelter
Do not automate kiln
Automate other shops
Do not automate smelter
Workers gather animals
Do not automate other shops
Workers gather food
Workers ignore animals
No automatic fish cleaning
Automatically clean fish
Do not automate kitchen
Automate kitchen
Automate tannery
---
Automate kiln
Do not automate tannery
Use any cloth
Use only dyed cloth
No automatic web collection
Automatically collect webs
No automatic slaughter
Slaughter any marked animal
No automatic butchery
Automatically butcher carcasses
Automated workshops
You have no appropriate ingredients.
Sieges and forbidding
Hauling
Automatically weave all thread
Chores
No automatic weaving
Automatically weave dyed thread
Workers dump hair and wool
Workers save skins
Workers dump other objects
Workers save hair and wool
Forbid used ammunition
Workers save other objects
Claim used ammunition
Forbid used ammunition during sieges
Workers dump skulls
Workers save corpses
Workers dump bones
Workers save skulls
Workers dump shells
Workers save bones
Workers dump skins
Workers save shells
Workers gather refuse
Workers ignore wood
Workers gather outdoor refuse
Workers ignore refuse
Workers gather outdoor vermin remains
Workers ignore outdoor refuse
Workers dump corpses
Workers ignore outdoor vermin remains
Workers gather furniture
Workers ignore food
Workers gather bodies
Workers ignore furniture
Workers gather minerals
Workers ignore bodies
Workers gather wood
Workers ignore minerals
Forbid toppled building items during sieges
Forbid toppled building items
Forbidding of death objects occurs at time of death.
Claim toppled building items
Children don't do chores
Children do chores
to do your chores.
There are no children
Allow trap cleaning
Forbid trap cleaning during sieges
Forbid trap rearming during sieges
Forbid trap rearming
Forbid cages from sprung traps
Allow trap rearming
Claim cages from sprung traps
Forbid cages from sprung traps during sieges
Forbid other death items
Claim other dead
Claim other death items
Forbid other death items during sieges
Forbid floor/wall cleaning during sieges
Forbid floor/wall cleaning
Forbid trap cleaning
Allow floor/wall cleaning
Forbid your dead during sieges
Forbid your dead
Forbid your death items
Claim your dead
Claim your death items
Forbid your death items during sieges
Forbid other non-hunted dead during sieges
Forbid other non-hunted dead
(unnamed orders)
Done editing
Equip/always
Editing routine 
Sleep/room at will
Equip/orders only
Sleep/barracks at need
Sleep/barracks at will
You know of no appropriate stones.
Select to use in non-economic jobs.
Choose a symbol for the detail.
Choose a symbol for the burrow.
Symbol
Choose a symbol for the squad.
Foreground
Background
Prefer zones for water drinking
Drink water only from designed zones
Prefer zones for fishing
Fish only in designated zones
Stone type
Economic stone
Economic uses
Magma-safe
Announce most job cancellations
Announce all job cancellations
Announce no job cancellations
Announce some job cancellations
Only farmers harvest
Everybody harvests
Do not mix similar food in barrels
Mix similar foods in barrels
member to give orders,
Select a squad or squad
assign schedules.
change equipment, and
squad.
Choose a uniform for the
seleced squads.
seleced positions.
No special orders
Multiple orders
 target
Routine:
Move: click on the map.
No target
Schedule
Equip
until commander
Cannot appoint
You must appoint
is selected
You must appoint a
somebody first
Create new squad
to create a squad.
soldiers to follow
Minimum number of
At least 
new order
Back to squads
Vacant position
Assign position 
Assign leader
specific weapon
specific shield
, weapon
individual choice
indiv choice, ranged
indiv choice, melee
plant fiber
 (foreign)
View monthly schedule
Add/edit routines (columns)
specific armor
Monthly orders
specific pants
specific helm
specific shoes
specific gloves
appointed by 
's squad
Routine #
Military routines
Really delete this routine?
Add new routine
Current month
No uniform
Staggered training
Off duty
Ready
Constant training
Create which squad?
Not yet assigned
 assigned items
Mat
No assigned items
Assign uniform
Color
Update equipment
Add uniform
Uniform replaces clothing
New weapon
Exact matches only
Uniform worn over clothing
 individual choice
Partial matches okay
 indiv choice, ranged
 indiv choice, melee
Confirm and save uniform
(enter name here)
New headwear
New bodywear
New handwear
New legwear
New shield
New footwear
BROKEN
metal
any color
any material
missing item
 (Dye)
Adding uniform
Position 
Custom uniform


Officer: 
none assigned
 in prison.
Padding
Interrogate
Convict
Interview Scheduled
Already interviewed
No witnesses
Sort units by how involved they are in the crime.
1 witness
 witnesses
Beating.
 day
No sentence pending.
 hammerstrike
Kidnapping
Attempted kidnapping
Attempted theft
Attempted murder
Unknown convict.
Unsolved.
Injured party: 
Convicted: 
Violation of production order
Violation of export prohibition
Disorderly conduct
Building destruction
Violation of job order
Conspiracy to alow labor
Interrogations
Prepared by 
There is no intelligence information yet.
If a crime involves a conspiracy, an interrogation may reveal the plot.
[C:6:0:0]In traction
[C:4:0:1]Heavy bleeding
No interrogation reports.
Selected actor: 
Cage/Chain Reqs
Desired metal cages and chains in dungeons: 
Cold cases
Fortress guard
Convict list
Intelligence
Guards List
Convicts
 admire the object.
Reported: 
Saw that the object was disturbed.
Saw 
Cases
Closed cases
No witnesses.
Open cases
Witness: 
unknown
Interrogate suspects for wrongdoing.
Convict a suspect for this crime.
Found the body.
Saw that the object was missing.
Implicates: 
Accuses: 
[C:1:0:1]Drowsy
[C:5:0:1]Dehydrated
[C:2:0:1]Nauseous
[C:4:0:1]Very drowsy
[C:6:0:0]Hungry
[C:4:0:1]Slumberous
[C:1:0:1]Thirsty
[C:4:0:1]Starving
[C:6:0:1]Over-exerted
[C:6:0:1]Tired
[C:6:0:1]Slight pain
[C:6:0:1]Exhausted
[C:1:0:1]Drowning
[C:7:0:0]Winded
[C:3:0:1]Stunned
[C:3:0:1]Dizzy
[C:3:0:1]Slightly numb
[C:4:0:1]Serious fever
[C:3:0:1]Completely numb
[C:3:0:1]Partially numb
[C:6:0:1]Extreme pain
[C:6:0:1]Moderate pain
[C:4:0:1]Moderate fever
[C:4:0:1]Slight fever
[C:5:0:1]Severe blood loss
[C:5:0:1]Faint
[C:4:0:1]Bleeding
[C:5:0:1]Pale
[C:3:0:1]Partially paralyzed
[C:3:0:1]Sluggish
[C:5:0:1]Moderate blood loss
[C:3:0:1]Paralyzed
[C:4:0:1].Major artery torn
[C:4:0:1].Artery torn
[C:2:0:1].Spilled
[C:5:0:1].Butchered
[C:7:0:1].Motor nerve severed
[C:7:0:1].Sensory nerve severed
[C:4:0:1].Heavy bleeding
[C:4:0:1].Bleeding
[C:6:0:1]Ability to fly somewhat impaired
[C:7:0:1]Motor nerve damage
[C:6:0:1]Ability to grasp somewhat impaired
[C:6:0:1]Ability to fly lost
[C:7:0:0]---
[C:5:0:1].Gelded
[C:7:0:1]Sensory nerve damage
[C:7:0:0]No health problems
[C:4:0:1]Vision lost
[C:6:0:1]Vision impaired
[C:4:0:1]Cannot breathe
[C:7:0:0]Trouble breathing
[C:6:0:1]Ability to stand somewhat impaired
[C:6:0:1]Ability to grasp lost
[C:7:0:0]Vision somewhat impaired
[C:6:0:1]Ability to stand lost
[C:4:0:1]Thirsty!
[C:4:0:0]Thirsty
[C:6:0:1]Drowsy
[C:1:0:0]Drowsy
[C:4:0:1]Very hungry
[C:6:0:1]Hungry
[C:5:0:1]Thirsty
[C:6:0:1]Thirsty
[C:6:0:0].Moderate frost-bite
[C:6:0:0].Minor frost-bite
[C:6:0:0].Minor burn
[C:6:0:0].Serious frost-bite
[C:6:0:0].Minor melting
[C:6:0:0].Serious boiling
[C:6:0:0].Serious melting
[C:6:0:0].Moderate melting
[C:6:0:0].Dented
[C:6:0:0].Heavy bruising
[C:4:0:1].Broken open
[C:4:0:1].Torn open
[C:6:0:0].Serious burn
[C:6:0:0].Moderate burn
[C:6:0:0].Moderate bruising
[C:6:0:0].Light bruising
[C:4:0:1].Cut apart
[C:4:0:1].Smashed apart
[C:4:0:1].Overlapping fracture
[C:6:0:1].Needs setting
[C:4:0:1].Cut open
[C:4:0:1].Smashed open
[C:4:0:1].Broken apart
[C:4:0:1].Torn apart
[C:6:0:1].Bruised tendon
[C:6:0:1].Torn ligament
[C:6:0:1].Torn tendon
[C:6:0:1].Strained tendon
[C:4:0:1].Compound fracture
[C:6:0:0].Overlapping fracture (in traction)
[C:6:0:1].Sprained ligament
[C:6:0:1].Bruised ligament
[C:6:0:1].Moderate swelling
[C:6:0:1].Minor swelling
[C:3:0:1].Slight numbness
[C:6:0:1].Extreme swelling
[C:7:0:1].Slightly impaired function
[C:7:0:1]Has been sutured
[C:7:0:1].Function totally impaired
[C:7:0:1].Partially impaired function
[C:3:0:1].Dizziness
[C:3:0:1].Paralysis
[C:7:0:1].Minor pain
[C:2:0:1].Nausea
[C:3:0:1].Complete numbness
[C:3:0:1].Partial numbness
[C:3:0:1].Partial paralysis
[C:3:0:1].Some sluggishness
[C:5:0:1].Minor rot
[C:6:0:0].Serious blistering
[C:5:0:1].Advanced rot
[C:5:0:1].Moderate rot
[C:7:0:1].Extreme pain
[C:7:0:1].Moderate pain
[C:6:0:0].Moderate blistering
[C:6:0:0].Minor blistering
[C:6:0:0].Serious freezing
[C:6:0:0].Moderate freezing
[C:6:0:0].Moderate boiling
[C:6:0:0].Minor boiling
[C:6:0:0].Moderate condensation
[C:6:0:0].Minor condensation
[C:6:0:0].Minor freezing
[C:6:0:0].Serious condensation
 repaired
 amputated
[C:4:0:1]Bleeding stopped
[C:4:0:1]Compound fracture of 
 set
[C:6:0:1]Placed in traction
Rotten tissue excised from 
[C:6:0:1]Had 
 cast
[C:6:0:1]Received 
[C:7:0:1]Received 
[C:7:0:1:]Received 
[C:4:0:1]Received 
 sutures on 
 splint on 
 dressing on 
.[C:7:0:0]Needs dressing
.[C:6:0:1]Needs traction
.[C:2:0:1]Needs sutures
.[C:6:0:1]Needs setting
[C:7:0:0:]Diagnosed with 
[R]
.[C:6:0:1]Needs immobilization
[C:7:0:0]No treatment scheduled
[C:7:0:0]No wounds
[C:7:0:1]Diagnosis required
[C:5:0:1]Infection
[C:7:0:0]No evaluated wounds
.[C:3:0:1]Needs cleaning
.[C:4:0:1]Needs surgery
[C:7:0:1]Crutch required
.[C:5:0:1]Rotten -- inoperable
unknown meat
unknown fish
When possible, 
 prefers to consume 
unknown liquid
unknown seeds
unknown plants
unknown drink
 fabric
 for their 
 likes 
 wood
the sound of 
the sight of 
the color 
the words of 
 and is starting to work slowly due to its scarcity
 does not mind being outdoors, at least for a time.  
 and has gone without a drink for far, far too long
 and really wants a drink
 is a hardened individual.  
 is getting used to tragedy.  
 likes working outdoors and grumbles only mildly at inclement weather.  
 doesn't really care about anything anymore.  
[C:3:0:1]Cleaned
[C:0:0:1]-                       
[C:7:0:1]Evaluated
[C:7:0:1]Brought to rest
 and can't even remember the last time 
 had some
[C:7:0:0]No medical history
 needs alcohol to get through the working day
after meditation
after being unable to pray
after being kept from alcohol
after communing with 
after admiring art
after being unable to admire art
after staying occupied
after being unoccupied
unfocused
distracted
untroubled
not distracted
after being away from people
after drinking
badly distracted
after spending time with people
badly distracted by unmet needs
distracted by unmet needs
quite focused with satisfied needs
somewhat focused with satisfied needs
unfettered
level-headed
unfocused by unmet needs
untroubled by unmet needs
unknown cheese
unknown item
unknown leaves
unknown powder
Overall, 
very focused with satisfied needs
 absolutely detests 
[C:2:0:0]
after making romance
after being unable to make romance
after taking it easy
after being unable to take it easy
after seeing a great beast
after being away from great beasts
after seeing animals
after being away from animals
after practicing a craft
after being unable to practice a craft
after making merry
after being unable to make merry
after practicing a skill
after being unable to practice a skill
after practicing a martial art
after being unable to practice a martial art
after hearing eloquent speech
after being unable to hear eloquent speech
after being with friends
after being away from friends
after self-examination
after a lack of introspection
after upholding tradition
after being away from traditions
after doing something exciting
after leading an unexciting life
after doing something creative
after doing nothing creative
after being with family
after being away from family
after learning something
after not learning anything
slower to love
more hateful
Became 
quicker to love
less envious
more cheerful
slower to hate
more envious
[C:7:0:1]Time before time
[C:2:0:1]Spring
after thinking abstractly
after a lack of abstract thinking
[C:3:0:1]Winter
  [C:5:0:1]
[C:6:0:1]Summer
[C:4:0:1]Autumn
after being extravagant
after being unable to be extravagant
after arguing
after being unable to argue
after helping somebody
after being unable to help anybody
after wandering
after being unable to wander
after eating a good meal
after a lack of decent meals
after acquiring something
after being unable to acquire something
after causing trouble
after a lack of trouble-making
after fighting
after being unable to fight
more rude
less reliant on advice
more quarrelsome
more polite
more fearful
more confident
less disdainful of advice
more fearless
less stubborn
more industrious
less likely to fight
more stubborn
less prone to discord
less quarrelsome
less wasteful
more prone to discord
more resilient
greedier
less lustful
more prone to stress
more temperate
more likely to brawl
less greedy
less temperate
less depressed
more angry
less cheerful
more depressed
less anxious
more lustful
less angry
more anxious
less private
more of a perfectionist
more shameless
more private
more acquiescing
more tolerant
less attentive to details
more obstinate
more scatterbrained
more hopeful
more merciful
more single-minded
less curious
more bashful
less hopeful
more curious
more humorless
more vengeful
more austere
more zany
less proud
more cruel
less vengeful
more proud
less vain
more ambitious
less confident
more vain
less gracious
more extravagant
less ambitious
more gracious
less inclined to the abstract
more artistically inclined
more fact-oriented
more inclined to the abstract
value 
disdain 
less artistically inclined
 and learned to 
less assertive
more frenetic
more of a loner
more overbearing
inclined to avoid excitement
more prone to flights of fancy
more leisurely
more of a thrill-seeker
more cautious
more orderly
less dutiful
less cautious
less trusting
more gregarious
less orderly
more trusting
more emotionally distant
more swayed by others' emotions
less tolerant
more emotionally obsessive
less altruistic
more dutiful
less swayed by others' emotions
more altruistic
competition
perseverance
hard work
sacrifice
romance
nature
leisure time
commerce
tranquility
harmony
introspection
self-control
martial prowess
skill
merriment
craftsmanship
decorum
tradition
eloquence
fairness
independence
stoicism
artwork
cooperation
loyalty
family
Learned to 
law
truth
cunning
friendship
power
knowledge
  The task is accomplished.
I am your loyal 
What happened?
I don't remember clearly.
  The need for my task seems to have passed.
 have been driven from 
 will be slain.
 is dead!
Welcome to 
.  Can I perform with you?
I would love to join 
I'll need to see something impressive before I consider it.
Yes!  It'll be great to perform with you.
?  The troupe could use your talent.
Would you like to join 
You just aren't good enough yet, but you should keep performing.
I ask that 
.  Will you have me?
scribe
monster slayer
 here.  Make us proud!
Yes, you'd make a fantastic 
.  Will you have us?
 be made 
scholar
performer
tavern keeper
I wish to become a 
bone doctor
surgeon
diagnostician
doctor
  I am sort of confused.
  I am a little confused.
  There will be no rest for the enemy.
  The enemy will be driven off.
.  What do you command?
Commendable!  Your loyalty and bravery cannot be denied.
I am very confused.
I am confused.
a divine being
Behold, mortal.  I am 
Don't talk to me.
Get away from me!
deaths
  we've got 
Well, let's see...
.  I know why you have come.
Murderer!
The enemy!
Vile creature!
Intruder!
The dead!
Ahhh...
Gwargh!
I must obey the master!
.  Will you have me as 
I would be honored if you would become a 
You can no longer be a 
I am sorry.  There is no room for you here.
I hate you.
Please help me!
Come with me and I'll bring you to safety.
I would be honored to serve as a 
I cannot accept this honor.  I am sorry.
I'm leaving 
I'm kicking you out of 
I'm sorry, but I can't join the troupe.
Gladly.  You are now one of my 
You are not worthy of such an honor yet.  I am sorry.
I am sorry.  I do not think there is room for me.
Gladly.  I will be your 
What do you think of me?
I give to you this fine beast, 
I deign to favor you with my little pretty, 
Thank you.  I will take excellent care of this majestic creature.
Can you tell me where I can find you?
Can you tell me where I can find myself?
What can you tell me about 
What can you tell me about yourself?
I've forgotten what trouble it was...
the missing treasure
brewing trouble with our neighbors
open war
What have you done?  This is horrifying!
Can you tell me the way to 
Let's continue onward together.
Wait here until I return.
criminals
the beast
beasts
the occupation
ruffians
bone-chilling horror
skulking vermin
bandits
armies on the march
the fighting
law-breaking
the death
occupations
the abduction
abductions
the army on the march
Soon the world will be set right.
Where should I take you?
How are you enjoying the adventure?
You are bound to obey me.
I've forgotten what I was going to say...
Are you looking forward to the performance?
 home safely.
We shall bring 
I am afraid of them.
I hate them.
I don't care one way or another.
It's for the best.
Are we close?
Now we will have to build our own future.
They are outlaws.
They are terrific.
It's not my problem.
They must be stopped by any means at our disposal.
Now we will live under 
  I hope you find what you are seeking here.
We are in the right in all matters.
I don't know anything else about them.
This is the life for me.
It was inevitable.
Please guide me to you.
Please guide me to myself.
Please guide me to 
Can you tell me where I can find 
  I'm returning on my own.
  We were going to entertain the world!  It's a shame, but I'll have to make my own way now.
  I'm giving up on this hopeless venture.
We can no longer travel together.
terror from the evil depths
evil being
night creature
horrible beast
terrifying wilderness monster
creeping thing
beast from underground
vile monster from the bowels of the earth
  This 
You must kill 
It has been the same as ever.
How may I serve you?
fearsome beast
cursed demon
ancient force of nature
great beast
the brewing trouble
the open war
the ruffians
the bone-chilling horror
How may I serve 
I am on a mission from 
How's life here?
How have things been?
the abductions
the law-breaking
the deaths
Tell me about 
the skulking vermin
the bandits
the criminals
the beasts
  Their tribute is not enough.
  This war must end with our victory.
  In any case, peace is no longer an option.
  The alliance has outlived its usefulness.
 is our ally
  I wish I could tell you where to begin your search.  Until then, you are free to do as you please.
  I tire of this pointless skirmishing.
  We can no longer pay them homage.
.  These criminals have been allowed to thrive for too long.
.  These outlaws must be punished.
.  Their aggressive order must not be allowed to flourish.
You must drive 
could afford to learn a lesson or two, though open conflict would be unwise.
must be driven off or subjugated.
The group
 from their home at 
 sent 
.  They have been harassing the people for too long.
our 
You must drive the ruffians of 
 out of 
You must drive the skulking vermin 
 came try to boss us around, but you'll teach that coward a lesson.
 to try to boss us around, but you'll show them the true nature of power.
beast from the wilds
ferocious unnatural beast
ferocious wild animal
savage beast
  Enjoy the hunt!
  Our hopes travel with you.
  Seek your foe in the 
 threatens our people with its very presence.
a disagreement over prior treaties
an incident involving a lost diplomat
the adversary's abuse of the aggressor's fallen
the adversary's refusal to form treaties
grazing rights
water rights
territory
an incident involving a trade caravan
a desire to kill the living and any others in opposition
the adversary's inability to communicate and form treaties
the display of war and hunting trophies
the devouring of the bodies of sapient beings
a first contact that went horribly wrong
prior aggression by the adversary
a dispute over the ownership of 
the disturbance of once-eternal rest
the treatment of animals
a dispute over 
The trouble started because of 
but there is ill-will between our peoples.
truthfulness
a formalized agreement
torture
the treatment of plants
 accepts our tribute
 is paying us tribute
 is at war with us.
 is not at war with us
and there is no hard feeling between our peoples.
and there is friendship between our peoples.
 is unknown us.
 is skirmishing with us.
the natural issue of their worship of 
the issue of their oneness with 
the issue of their worship of 
the issue of their godlessness
It does not help matters that their leader 
 is my 
Be careful, for their leader 
the natural issue of their oneness with 
a raid
a purge
a ceremony
a procession
a family matter
There is also 
a coup
persecution
a journey
an attack by a beast
an act of theft
an abduction
a competition
a performance
a special occasion
a previous insurrection
general ill feelings over past historical events
livestock ownership
rights-of-way
fishing rights
a previous conquest
a previous duel
a previous battle
a previous war
a bone carver's shop
a leather clothing shop
a woven clothing shop
a leather shop
a blacksmith's shop
a bowyer's shop
a weaponsmith's shop
a gem cutter's shop
an abandoned shop
a tree
a hillock
a house
a cloth shop
a general imports store
a clothing imports store
a food imports store
There are guards in 
There are guards patrolling 
You are considered part of the opposition.
You are considered an integral part of the opposition.
the great tower
the keep
a cottage
the mead hall
Their strength has been challenged, and their hold has loosened.
They still hold this area, but they do not feel certain.
They do not feel challenged at all.
I don't really know.
They consider you a key figure in the opposition.
They consider you a leader of the opposition.
They consider you an infamous villain among those opposing them.
Their strength has been broken.
Nobody I remember.
 fled before the attack.
A few separate groups were organized.  
One group organized itself.  
I am 
 rules 
 has occupied 
You sound like a troublemaker.
 other groups vying for control.
There are no fewer than 
  I'd watch out for them.  
I have no idea.
 groups fled.
No fewer than 
I haven't heard anything like that.
 are vying for control.
the cheese market
the fruit and vegetable market
the meat market
the imported clothing market
There is a long-ranging patrol 
the shrine to 
 shrine
the processed goods market
a carpenter's shop
a leather goods shop
a metal craft shop
a armorsmith's shop
the imported food market
the imported goods market
a metal furniture shop
a stone furniture shop
this poor soul
Join me and we'll bring 
Come, join me on my adventures!
Let's entertain the world together!
the weary shoulders of the people of 
the oppressors
Join me and we can shake off the yoke of 
 back home!
We weren't personally acquainted.
 should travel to 
 should talk to 
If you want to offer your condolences, 
What should I do about it?
What will you do about it?
My condolences.
You may enjoy these times of peace, but remain vigilant.
 is also located here
  The seat of 
the law is absolute
the blood-drinker allows no chattel to rise
If you want to find a relative, 
 lives in 
Goodbye.
I must take my leave.
 from this capital as well
  I rule 
 is a group of 
My 
 is here, and 
  Not that it matters, as the seat of 
 abides here in magnificence
  Not that it matters, as 
Thank you for preserving our legacy of wisdom.
You ought to be rewarded for returning our treasures.
Thank you for all you do.
It is good to see you here.
The poet!  It's such an honor to have you here.
What stories you tell!  It's such an honor to have you here.
Loyalty should be rewarded.
Long live the cause.
I'd just as soon you went someplace else.
What's available here?
Let's trade.
I've forgotten my bold pronouncement...
My companion.
My good friend.
It's such a pleasure to serve you.
You have been such a good trade partner.
Here's something you might be interested in...
Ah, I'm sorry.  Permission is not mine to give.
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.
Of course.  My pleasure.
 now.  Make way for 
I'm in charge of 
I've forgotten what to say...
I've decided.  Let's call our troupe 
Thank you!
I'm with you on this.
 forever!
this place
Uh...  what was that?
Please let me shelter here for the night.
I'd like to stay here another day if you don't mind.
Nevermind.
You'll have the room for another day.  I'm glad you're enjoying your stay.
somewhere
Your room is 
I'll be back with your drink in a moment.
this hall
this guildhall
this hospital
this counting house
One 
Tavern keeper!  
This is not that kind of establishment.
.  Let me know and you can stay as long as you like.
I'd like my room for another night.
I'd like a room.
I'd like the 
Uhh...  nevermind.
a room
We rent out 
You have a room here, and you can stay longer if you like.
  All drinks are free, of course!
free rooms
a free room
 a night.
rooms
There's no need for trouble here.
Your selfless dedication is appreciated here.
What a dancer!  It's such an honor to have you here.
My talented bard!  It's such an honor to have you here.
 for a mug.
  All drinks cost 
We have 
We have many drinks to choose from.  [You receive a list.]
Does anybody else still have a stake in these lands?
Where are their forces?  Are there patrols or guards?
Do they have a firm grip on these lands?
Why are you traveling?
Look at the sky!  Are we in the Underworld?
Does this settlement engage in trade?  Tell me about those places.
Tell me about the local ruler.
Did anybody flee the attack?
I am sorry, but I am otherwise disposed.
I accept this honor.
this poor nameless child
Would you please adopt 
I'm sorry, but I'm unable to help.
This must be the will of 
It has always been my dream to start a family.
I will accept the child into my home.
This is my new home.
this spire
these catacombs
these sewers
, taking over my duties and responsibilities?
someone
Would you agree to become 
Intruder!  Intruder!
this establishment
this library
this temple
this keep
this dungeon
this tomb
this market
this tower
 or suffer the consequences.
 must pay homage to 
Let there be peace between 
 will no longer pay homage to 
Fortune has favored you, and 
the object I can't remember
Drop 
Identify yourself!
Gladly.  May this new age of harmony last a thousand year.
I have no reason to accept this.
I accept your offer.
Let us stop this pointless fighting!
 offers to pay homage to 
I will not bow before you.
I agree to submit to your request.
Never.
I would prefer to be outdoors.
How sinister the glow...
I would prefer to be indoors.
How I long for civilization...
Tell me about this area.
Where am I?
It sure is dark down here.
It is good to be indoors.
I have confidence in your abilities.
Is it raining?
At least it doesn't rain down here.
What an odd glow!
Indoors, outdoors.  It's all the same to me as long as the weather's fine.
It is good to be outdoors.
It is invigorating to be out in the wilds!
What a strange place!
Sorry, I'm otherwise occupied.
Yes, let's go.
Of course.
Tell me about your family.
You are hereby charged to retrieve 
 and the chosen!  
Blessed be 
You'll have to talk to somebody older.
Calm yourself!
You are amazing.
 the outfit.
makes
 saw the sun and vomited on the spot!
 said, "Are you going to eat that?"
... and the 
So, the 
What have you been scheming?
Reveal what you have been scheming or suffer the consequences.
Who do you work for?
Tell me who you work for, or else.
make
 really 
How are you feeling right now?
You look like a mighty warrior indeed.
You must yield!
Where is 
Perhaps you'd be willing to trade 
 is yours.  Please consider my offer.
Whosoever would blight the world, preying on the helpless, fear me!  I call you a child of the night and will slay you where you stand.
You are bound to me!
The bond is broken!  Return to the Underworld and trouble us no more!
!  
I visited 
I started my pilgrimage in 
Probably on the move or deep underground, but I can't be sure.
I don't remember what I was going to say...
I'm not sure.
I'm traveling to 
I'm preparing to travel to 
 to view 
  However, the 
 is well-traveled and would probably have that information.
No such place exists.
This is 
Who?
 is dead.
I don't know myself, and I don't even know anybody that could tell you.
 not be able to guide you personally.  It is the best I can do.
We don't offer any specific services here.
Please be patient.  I'll have your order ready in a moment.
Come see me in the market sometime.
Come see me at the trade depot sometime.
You should probably try a shopkeeper.
You haven't ordered anything.  Would you like something?
I don't work here.
Yes, I can serve you when we're both there.
Really?  Please come closer.
 in a way that suits you.
I cannot lay a quest on you.  I merely ask that you serve 
You will best serve by finishing your quest.
Come see me in my store sometime.
Of course.  Let's do business.
Really?  Alright.
Fantastic!  Please come closer and ask again.
I'm returning from my patrol.
I'm on an important mission.
I am escaping from danger which threatened my former home.
I will return it to 
I was out visiting the shrine.
I was out visiting the temple.
I was just out for some water.
I'm just out for a stroll.
, and this quest is taking me to 
I seek to rescue 
 and am returning to 
I have rescued 
I am returning it to 
The treasure is sought by 
I am searching for 
I have obtained 
 in search of adventure
 in search of excitement
 in search of a thrilling adventure
 to start a new life
 and maybe something to drink as well!
.   Perhaps I'll finally make my fortune!
, and wealth and pleasures beyond measure!
 in search of work
 to move into my new home with 
 to take up my position
I'm going to 
I'm returning to my home in 
husband
wife
spouse
my 
Where?
There's nothing organized here.
 also utilize the market there.
 is the only other settlement to utilize the market there.
I'd rather not say.
Ask me when I've returned to my home!
Yes, master.  Ask and I shall obey.
That's me.  I'm right here.
This place is insulated from the rest of the world, at least in terms of trade.
 utilize the market here.
 is the only other settlement to utilize the market here.
The village 
 other villages which utilize the market there.
 to trade.
 go to 
The people of 
  The largest of these is 
 other major settlements.
 trades directly with no fewer than 
I'm not planning a journey.
The villages 
 villages which utilize the market here.
There are 
 engages in trade with 
I'm going out for some water.
I'm walking my patrol.
I was out visiting the library.
I was just out at the tavern.
I'm going to visit the library.
I'm going out to the tavern.
I'm going to visit the shrine.
I'm going to visit the temple.
try
I don't remember what I believe...
An item has returned!
 has returned
authentic
real
your very own
get your
nephew
niece
uncle
aunt
Is it really you?
Dear
, is it really you?
cousin
sister
brother
grandchild
grandparent
half-sibling
half-sister
half-brother
sibling
son
parent
father
mother
grandfather
grandmother
child
daughter
some of my kind 
southeast
southwest
northeast
Might I interest you in 
Are you interested in 
out to the 
some of our kind 
just outside town
the surrounding area
town
 right here in 
northwest
 out to the 
the settlements
a village nearby
 were 
!  Best price in town
!  Limited supply
!  Today only
made
cut
tanned
 was 
faraway
distant
all the way
clear
right here
here
the great
fair
You know, I think you're right.
I have been so foolish.  Yes, I agree.
Yes, I can see it clearly now.
Maybe you're right.
Ignoring that I don't quite concur...  
Even if I don't change my mind,
Despite some minor reservations...  
Though I cannot agree fully on a slight technicality,
You first, coward!
Never!
I will fight no more.
We will fight no more.
I am compelled to continue!
Over my dead body!
 spits out 
Okay!  I'll do it.
woman
man
my good 
my friend
I yield!  I yield!
We yield!  We yield!
Stop!  This isn't happening!
person
Decent
Good
Splendid
Great
right there
there
Excellent
Fantastic
  This conversation is over.
  I will settle this my way.
You mock me?!
Insufferable!
If you insist so strongly, we can move on.
, but let us move on.
You insult me with your derision
You insult me with your flattery
Ha ha ha...  You're funny!
I assure you I am already calm.  Look to yourself.
You're right.  I need to relax.
Thank you for your kind words.
How dare you?!
You dare to flatter me?!
Base flattery!
Don't waste my time.
  I'll show you calm!
Do I look like I need to calm down?!
I am so nearly swayed by your greatness alone that we can simply assign you the victory!
you needn't indulge my trivial thoughts!
Don't tell me to calm myself.
Spare me the compliments.
You calm down!
  Get away from me!
I must say that is a truly insightful observation!
I admire how brilliant you are!
you are so clever I must concede!
Although my own insignificant beliefs lie elsewhere,
no one can deny your genius!
we can both agree you are by far the most persuasive!
I am overmastered by your presence!
I confess your stunning argument overwhelms me!
that is the stupidest statement I have ever heard.
That's absurd!
Oh, no,
I've heard it all now!
I'm having trouble taking you seriously.
I couldn't follow your rambling.
really, I've been over all this nonsense before.
don't waste my time with this drivel.
Wait, what?
What?
Are you being serious?
Give me a break.
You must be joking.
Am I supposed to engage with that?
Forgive me, but
What did you just say?
Huh?
Eh?
Ha!
No!
Were you trying to make an argument?
How unreasonable!
Uh...
Ack!
You are right.
How gracious!
Fine.  Let's drop the argument.
Well, there must be something else to discuss.
Yes, let's move on.
Let's drop the argument.
There must be something else to discuss.
Let's move on.
I must insist.
Just think about it.
I don't agree.
Stop and reflect.
I sense you're wavering.
I require a substantive reply.
You must be convinced.
No, I mean it.
That's not right.
That's wrong.
I cannot agree.
I disagree.
You are thinking about this all wrong.
Pause to consider.
No.
I beg to differ.
It's wrong.
Really.
Unbelievable.
You're wrong.
I guess I'm not sure.
I don't know what to say.
I don't want to argue.
I just don't know.
the things some people think just boggle the mind.
there's just no way you can believe something so stupid.
it would amaze me if somebody actually thought that.
nobody could possibly believe that.
Shameful.
I'm appalled.
that isn't at all convincing.
you should keep your weird thoughts to yourself.
 to grant an important position
 was asked
I told 
Through 
I engaged 
 to engage 
 engaged me to obtain 
 when one came available.
I asked 
 asked me
 sent me to 
 look past illicit acts
 to tell 
 to ask 
 told me to tell 
 told me to ask 
I sent 
 demands a portion of my official funds
 asks that I look past illicit acts in my official capacities
I serve no one.
I demand a portion of the official funds from 
I asked that 
demand a portion of the official funds from 
ask that 
I must withdraw!
Help!  Save me!
I believe...  something.
Well, I believe...  something else.
 sometimes has need for my services.
I have no master, but 
I do not know!  My instructions come from 
I serve 
You flinch.
 appears unconvinced.
It is not convincing.
 appears to acquiesce.
 appears unperturbed.
You are unperturbed.
 flinches.
You must think you're really frightening.
You just aren't as convincing as you think you are.
I do not scheme.
 engaged to induce a war of 
That was compelling!
What is this madness?  Calm yourself!
Fool!
I have nothing to say to you.
 engaged me to abduct 
 engaged me to assassinate 
 sent me to engage 
 to obtain 
 engaged me to frame 
I decided to frame 
 engaged me to infiltrate 
 engaged me to sabotage the activities of 


 weightless
 fluid
 strong
 large
 elaborate
 expressive
 understated
 delicate
 refined
 grotesque
 crude
 serene
 calm
 a series of 
 graceful
 should be
Finally, 
There
First, 
Then 
 the fundamental dance position.  
 is one of the fundamental dance positions.  
 the fundamental dance move.  
 is one of the fundamental dance moves.  
called the 
 sprightly
 sinuous
 debauched
 twisting
 subtle
 sensual
 relaxed
 passive
 powerful
 sluggish
 intense
 aggressive
 spirited
 vigorous
 flamboyant
 lively
 joyous
 proud
 passionate
 vivacious
 partially realized
 energetic
 softly percussive
 aborted
 low
 loudly percussive
 straight-lined
 high
 jerking
 sharp-edged
 undulating
 soft
 raised arm
 spin
 raised left arm
 raised right arm
 body level change
 arm carriage
 right leg lift
 body level
 leg lift
 left leg lift
 left kick
 right kick
 leap
 kick
 curved walk
 run
 hand gesture
 straight walk
 turn
 facial expression
 steps in an intricate pattern
 move
 steps in a triangle pattern
 steps in a figure-eight pattern
 steps in a square pattern
 steps in a circular pattern
 half
 repeated
 eighth
 quarter
 counterclockwise
 clockwise
 which grew out of the performances of 
 originating in 
 pairs
 dancers
war
 for a single pair
social
 partner
celebration
participation
solo 
group 
 solo
 group
 is a 
sacred
 from the follower
 with
 by group members
 from the lead
 performed in succession
 shadowed
 mirrored
 performed in retrograde
 footwork
 movement along the line of dance
 leftward bend
 rightward bend
 forward bend
 backward bend
 independent body movement
 sway
 rhythm
with the music
very quickly 
to the music's 
faster and faster 
quickly 
slowly 
slower and slower 
, moving 
very slowly 
along an improvised path
along an intricate path
along a counterclockwise circle
turning counterclockwise
along a clockwise circle
turning clockwise
in a double circle
loosely mingled
in several lines
in a circle
The dancers perform 
in a single line
The dancer performs 
any composition of 
 as the dancer acts out 
 as the dancers act out 
The form guides dancers during improvised performances.  
The dance is accompanied by 
 originally devised by 
The rules of the form are applied by choreographers to produce individual dances which can be performed.  
serene
calm
 dance is punctuated by 
graceful
The
 dance is
 to be mastered.  
The entire dance has a basic movement 
 special position
 specific move
The dancers imitate the movement of the 
This dance is a refined artform, with 
with the lead turning out clockwise
with the lead turning out counterclockwise
with the lead advancing along the main line of motion
with the lead advancing against the main line of motion
through spoken cues
There are partner changes throughout the dance 
through a light touch
through visual cues
briefly 
through touch
by pulling away
constantly 
 constantly
 briefly
, communicating intent 
by pushing together
maintain open contact
rarely make contact
The partners 
dance closely
aggressive
powerful
vigorous
intense
lively
spirited
joyous
flamboyant
energetic
vivacious
aborted
partially realized
loudly percussive
softly percussive
high
low
sharp-edged
straight-lined
soft
jerking
fluid
undulating
large
weightless
expressive
strong
delicate
elaborate
refined
understated
grotesque
crude
arm carriage
raised left arms
body level
body level changes
left leg lifts
right leg lifts
right kicks
leg lifts
kicks
left kicks
runs
leaps
straight walks
curved walks
facial expressions
hand gestures
repeated 
turns
quarter 
half 
clockwise 
eighth 
sinuous
counterclockwise 
twisting
sprightly
sensual
debauched
passive
subtle
sluggish
relaxed
synthesis
verse
exposition
recapitulation
passage
introduction
The dance enters a new section with the 
next 
shadowed
The dance begins with the 
performed in retrograde
performed in succession
movement 
mirrored
partially realized 
moves
large 
aborted 
 of the follower
, with 
movement along the line of dance
 of the lead
rightward bends
footwork
backward bends
leftward bends
sway
forward bends
spins
independent body movement
raised right arms
raised arms
 section is punctuated by 
This
 section is
There are partner changes 
There is a basic movement 
 section is distinct.  
to the 
variations
 of the music.  
coda
bridge-passage
chorus
finale
, so removing them.
[cleanUpChannelAndSound]: Sound at 
[cleanUpChannelAndSound]: Channel at 
 is cleaning up.
[cleanUpChannelGroup]: Callback has ended for ChannelGroup at 
[cleanUpChannelGroup]: Removed DSPs for channel group 
[cleanUpChannelGroup]: Found DSPs for channel group 
[cleanUpChannelGroup]: Removed fade pointer for channel group 
[cleanUpChannelGroup]: Found fade points for channel group 
[cleanUpChannelGroup]: Channel #
 was a null pointer.
[cleanUpChannelGroup]: ChannelGroup at 
[cleanUpChannelAndSound]: Callback has ended for channel 
[cleanUpChannelAndSound]: Audio Engine or Current Sound was null pointer, this clean up happened too late (for channel: 
 marked as ready to release.
[cleanUpChannelAndSound]: Removed DSPs for channel 
[cleanUpChannelAndSound]: Found DSPs for channel 
[cleanUpChannelAndSound]: Removed fade pointer for channel 
[cleanUpChannelAndSound]: Found fade points for channel 
generic
[adjustVolumeForPlayingSound]: Volume changing from 
[adjustVolumeForPlayingSound]: Attempted to adjust volume for a playing sound, but it was already at the provided volume.
[adjustVolumeForPlayingSound]: Attempted to adjust volume for a playing sound, but the sound provided was null.
[adjustPanForPlayingSound]: Sound at 
 panning changing from 
[adjustPanForPlayingSound]: Attempted to adjust pan value for a playing sound, but it was already at the provided pan value.
[adjustPanForPlayingSound]: Attempted to adjust pan value for a playing sound, but the sound provided was null.
[adjustLowPassFilterForPlayingSounds]: Environment changing, creating thread to low pass ambiances from 
% to 
[adjustLowPassFilterForPlayingSounds]: Couldn't find the new environment where the player is heading.
[adjustLowPassFilterForPlayingSounds]: No ambiances playing, so low pass filter will not be applied.
[setLowPassFilter]: Couldn't find the new environment where the player is heading.
[panSound]: Attempted to panSound, but the audio provided was null.
[fadeChannelGroupKeepPlaying]: Attempted to fadeChannelGroupKeepPlaying, but the channelGroup provided was null.
[fadeSound]: Attempted to fadeSound, but the channel provided was null.
[fadeInSound]: Attempted to fadeInSound, but the channel provided was null.
[createSafeThread]: Creating a new safe thread.
[createSafeThread]: Released mutex for thread 
[createSafeThread]: Unlocked mutex for thread 
[createSafeThread]: Locked mutex for thread 
qF@
`qF@
pqF@
nF@
 oF@
nF@
`oF@
`oF@
stof argument out of range
invalid stof argument
[initializeAudioEngine]: initializing DFAS
notificationChannelGroup
userInterfaceChannelGroup
soundEffectsChannelGroup
oneShotChannelGroup
alignmentAmbianceChannelGroup
foregroundChannelGroup
ambientLayerChannelGroup
ambientChannelGroup
./data/sound/audio/starting-volume.txt
notification
userinterface
soundeffects
alignmentambiance
oneshot
ambiancelayer
FMOD: Failed to create 
FMOD: Failed to initialise system object
FMOD failed to release audio engine
FMOD: Failed to set callback for sound
[setChannelGroupAndSetCallback]: setting callback on 
FMOD: Failed to set channel group
[setChannelGroupAndSetCallback]: setting channel group for 
[initializeAudioEngine]: resetting all 'current' DFAS variables
invalid deque<T> subscript
[playSound]: Playing 
 Channel: 
[playSound]: 
 Sound: 
 Thread: 
[playSound]: FMOD: Failed to unpause channel
FMOD: Failed to play sound
actions/drowning/riser
actions/campfire-loop
ambiance/layers/river
[loadSound]: Loading 
[loadSound]: Failed to load a sound for 
[loadSound]: 
[loadSound]: FMOD: Failed to get open state of sound
[loadSound]: New channel created for 
major
natural minor
harmonic minor
melodic minor
myxolydian
Composer generated a chord: 
Composer generated a chord progression for 
invalid vector subscript
.ogg
flying-loop
./data/sound/audio/locomotion/fly/
flying loop already playing
flying loop not playing
dirt
grass
grass-tall
gravel
ice
metal-crafted
metal-natural
mud
snow
water-depth-1
water-depth-2
water-depth-3
wood-crafted
wood-natural
./data/sound/audio/locomotion/footsteps/
/walk
general
water
./data/sound/audio/locomotion/jump/
/jump
./data/sound/audio/locomotion/sweeteners/
/sweetener
discovery
key-quest-item
./data/sound/audio/notifications/alerts/
battle-pullback
./data/sound/audio/notifications/map/
hunger-pullback
savage
evil
./data/sound/audio/ambiance/alignments/
good
) was out of range.
[setNewCurrentRegionAlignment]: Attempted to set a region alignment, but there were no alignment sounds.
 from potential alignments.
[setNewCurrentRegionAlignment]: Attempted to set a region alignment, but the alignment (
./data/sound/audio/ambiance/regions/
Picked 
/one-shot-
./data/sound/audio/one-shots/
base
neutral
 region (
 from the regional variants for 
Passed a region variant that does not exist for the 
normal
rain
light-rain
heavy-rain
volcano
river
far
close
dwarven-hillocks/walla-high
walla
dwarven-hillocks/walla-medium
dwarven-hillocks/walla-low
fort/walla-low
fort/walla-high
fortress/walla-high
fort/walla-medium
fortress/walla-medium
fortress/walla-low
found campfire loop and stopping it.
attempted to stop campfire loop, but it was not found in the currently playing sound effects.
attempted to stop the campfire loop but ran into an exception: 
attempted to stop the campfire loop but ran into a runtime error: 
human-hamlet/walla-low
human-hamlet/walla-high
human-town/walla-high
human-hamlet/walla-medium
human-town/walla-medium
human-town/walla-low
outside
character-creation
no ambiance layer found by name
./data/sound/audio/ambiance/layers/
[findAmbianceInRegion]: Failed to find ambiance in the provided region, region or it's ambiances were null.
no ambiance layer found by ambiance
map
[findAmbianceInRegion]: Failed to find ambiance in the provided region.
Alignment Ambiance
Milliseconds until next ambiance occurs naturally: 
Time until next ambiance occurs naturally: 
 time(s)
 is all done looping, a new ambiance will be played.
Looping ambient track (
time until next ambiance was supposed to be: 
total time waited: 
 ambiance layer is about to start looping.
 has been faded out, exiting out of looping monitor.
), stopping it.
couldn't find ambiance to play in playNewAmbiance.
song has been stopped, so abandoning ambiance watcher to adjust volume after song stops.
Found a currently playing ambiance layer with the same name (
attempted to stop campfire loop, but no sound effects were playing.
campfire-loop
starting the one shots thread.
Couldn't find matching one shot pointer, time to troubleshoot playSingleRegionalOneShot.
attempting to play next one shot in 
 seconds.
playing a one-shot cluster
cave
angel-vault
cavern
kobold
rocky
desert
elven-forest-retreat
dwarven-hillocks
broadleaf-coniferous
forest
fortress
taiga
goblin-dark-fortress
glacier
grassland
goblin-dark-pits
shrubland
savanna
temperate
human-town
human-hamlet
mountains
lake
ocean
necromancer-tower
arctic
tropical-temperate
tavern
sky
underworld
tundra
marsh
wetland
swamp
 as the current region.
Attempted to start a river, but one was already playing.
 region.
Attempted to start the rain layer, but one was already playing.
/walla-low
starting low walla for the 
/walla-medium
starting medium walla for the 
/walla-high
starting high walla for the 
[startCharacterCreationAmbiance]: Attempted to start the character creation ambiance layer, but one was already playing.
stopping all wallas for the 
Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound).
No errors.
The specified channel has been reused to play another sound.
Error trying to allocate a channel.
DSP connection error.  Connection possibly caused a cyclic dependency or connected dsps with incompatible buffer counts.
DMA Failure.  See debug output for more information.
DSP Format error.  A DSP unit may have attempted to connect to this network with the wrong format, or a matrix may have been set with the wrong size if the target unit has a specified channel map.
DSP return code from a DSP process query callback.  Tells mixer not to call the process callback and therefore not consume CPU.  Use this to optimize the DSP graph.
DSP connection error.  Couldn't find the DSP unit specified.
DSP is already in the mixer's DSP network. It must be removed before being reinserted or released.
DSP return code from a DSP process query callback.  Tells mixer silence would be produced from read, so go idle and not consume CPU.  Use this to optimize the DSP graph.
DSP operation error.  Cannot perform operation on this DSP as it is reserved by the system.
Error loading file.
DSP operation cannot be performed on a DSP of this type.
Media was ejected while reading.
Couldn't perform seek operation.  This is a limitation of the medium (ie netstreams) or the file format.
End of current chunk reached while trying to read data.
End of file unexpectedly reached while trying to read essential data (truncated?).
Error initializing output device.
Soundcard does not support the specified format.
An unspecified error has been returned from a plugin.
The output device has no drivers installed.  If pre-init, FMOD_OUTPUT_NOSOUND is selected as the output mode.  If post-init, the function just fails.
A resource that the plugin requires cannot be allocated or found. (ie the DLS file for MIDI playback)
A requested output, dsp unit type or codec was not available.
An error occurred trying to initialize the recording device.
A plugin was built with an unsupported SDK version.
Specified instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number or the reverb doesn't exist.
Reverb properties cannot be set on this channel because a parent channelgroup owns the reverb connection.
This subsound is already being used by another sound, you cannot have more than one parent to a sound.  Null out the other parent's entry first.
The error occurred because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have.  The operation may also not be able to be performed on a parent sound.
The specified tag could not be found or there are no tags.
Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file.
The retrieved string is too long to fit in the supplied buffer and has been truncated.
The sound created exceeds the allowable input channel count.  This can be increased using the 'maxinputchannels' parameter in System::setSoftwareFormat.
This command failed because System::init or System::setDriver was not called.
Something in FMOD hasn't been implemented when it should be! contact support!
The version number of this file format is not supported.
A command issued was not supported by this object.  Possibly a plugin without certain callbacks specified.
The live update connection failed due to the game already being connected.
The specified bank has already been loaded.
The live update connection timed out.
The live update connection failed due to the game data being out of sync with the tool.
The Studio::System object is not yet initialized.
The requested event, parameter, bus or vca could not be found.
An invalid string was passed to this function.
The specified resource is not loaded, so it can't be unloaded.
The specified resource is not locked, so it can't be unlocked.
The specified resource is already locked.
The length provided exceeds the allowable limit.
The specified recording driver has been disconnected.
Unsupported file or audio format.
File not found.
A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere.
There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library.
Proxy authentication is required to access the specified resource.
The specified resource requires authentication or is forbidden.
The HTTP request timed out.
A HTTP server error occurred.
Cannot call this command after System::init.
FMOD was not initialized correctly to support this function.
Value passed in was a NaN, Inf or denormalized float.
An error occurred that wasn't supposed to.  Contact support.
An invalid parameter was passed to this function.
An invalid object handle was used.
An invalid speaker was passed to this function based on the current speaker mode.
An invalid seek position was passed to this function.
Tried to call a function on a thread that is not supported.
The syncpoint did not come from this sound handle.
Reached maximum audible playback count for this sound's soundgroup.
The vectors passed in are not unit length, or perpendicular.
Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used.
Not enough memory or resources.
Tried to use a feature that requires hardware support.
Tried to call a command on a 2d sound when the command was meant for 3d sound.
A socket error occurred.  This is a catch-all for socket-related errors not listed elsewhere.
Couldn't connect to the specified host.
Operation on a non-blocking socket could not complete immediately.
The specified URL couldn't be resolved.
Error initializing output device, but more specifically, the output device is already in use and cannot be reused.
Operation could not be performed because specified sound/DSP connection is not ready.
A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted.
Error creating hardware sound buffer.
Unknown error.
Picking a combat song by the 
 name...
all new combat songs have not been played at least once, so picking from all new songs.
all new combat songs have been played at least once, so picking from all songs, even older ones.
tried to get currently playing combat song's name, but there was no 'songName' property.
tried to get currently playing combat song's name, but there is no currently playing combat song.
combat song selected: 
[CombatSongWriter]: Waiting 
ms to play stinger from group #
 until after the stingers are complete.
[CombatSongWriter]: Starting stingers from group #
[CombatSongWriter]: Starting loops from group #
ms to play next group #
ms to stop group #
 until the next phrase.
[CombatSongWriter]: Attempted to advance the group of a combat song, but a combat song was not set.
[CombatSongWriter]: Stopping loops from group #
[CombatSongWriter]: Advancing group from 
[CombatSongWriter]: Attempted to increase intensity of combat song, but it's already at it's most intense.
[CombatSongWriter]: Waiting to fade stinger from group #
 until next measure start.
 layer to add on the combat song.
[CombatSongWriter]: Attempted to decrease intensity of combat song, but it's already at it's least intense.
[CombatSongWriter]: No more loop layers to add to this group
[CombatSongWriter]: Choosing the 
[CombatSongWriter]: Stopping the '
' combat song.
[CombatSongWriter]: Starting group #
 loops.
[CombatSongWriter]: Synchronizing the loops for group #
 'loop' layer to play.
[CombatSongWriter]: Synchronizing the 
 'loop' layer.
 'stinger' layer to bridge to the next group of the combat song.
 of stingers.
 measures before playing next layer.
[CombatSongWriter]: Picking the 
[CombatSongWriter]: Letting 
 play for 
beat of phrase: 
current ms position of song: 
milliseconds left in current phrase: 
milliseconds of current phrase: 
 until a measure before the next phrase.
[CombatSongWriter]: Attempted to play a new combat song, but it was not set.
[CombatSongWriter]: Stopping combat song after stingers for group #
, as there are no more groups of loops.
[CombatSongWriter]: Stopping group #
 layers
 layer over one measure, as it should fade out.
 'loop' layer to stop.
[CombatSongWriter]: Sorting stingers based on the 'order' property.
[CombatSongWriter]: Fading out the 
[CombatSongWriter]: Getting time to wait before group #
[CombatSongWriter]: Sorting loops based on the 'intensity' property.
./data/sound/audio/combat-songs/
./data/sound/audio/songs/
or_bass_pulse_lp
or_drummed_pulse_lp
or_drumlow_pulse_lp
os_stinger_low_a
or_drumhigh_pulse_lp
os_stinger_low_b
combat_stinger_intro_onebar
bass_layer_lp_low
combat_oneshot_outro
combat_loop_high
FMOD: Failed to get number of channels
 name.
tried to get currently playing song's name, but there was no 'songName' property.
[SongPicker]: Attempted to pick song from an empty shufflebag.
[SongPicker]: picking a song by the 
tried to get currently playing song's name, but there is no currently playing song.
[SongPicker]: Attempted to find least played song, but encountered an exception.
[SongPicker]: Attempted to retrieve the least played song from the shufflebag, but it was null.
[SongWriter]: No dynamic moments for this playthrough.
[SongWriter]: song has been stopped, so abandoning moments from song.
[SongWriter]: Playing all layers.
[SongWriter]: could not find curated measure from _currentSong->curatedMeasures vector: 
must be removed
[SongWriter]: curated moment happening.
[SongWriter]: could not find a moment.
% of tracks are currently playing, so a layer 
[SongWriter]: 
can be removed
will be added
 for the removal saving throw, saving throw 
[SongWriter]: Rolled a d6 and got 
succeeded
was failed
 a layer.
[SongWriter]: Inflection moment will 
remove
add
[SongWriter]: No curated moment present for the defined measure, so no curated layers selected.
[SongWriter]: searching curated layer configurations for the layer configuration with the least amount of different layers.
[SongWriter]: planMoments called, but no moments to act on, so not creating a thread for them.
[SongWriter]: Current song doesn't have any curated measures, so skipping configuration lookup.
[SongWriter]: all curated configurations exhausted, so playing all layers.
[SongWriter]: curated layers match the previous curated layers, attempting new curated layer configuration.
[SongWriter]: picked a unique new list of curated layers that hasn't been played yet.
[SongWriter]: Removing the 
 layer because it's in the layer configuration.
 selected as curated moment layers.
 layer because it's not in the new layer configuration.
[SongWriter]: Force-adding the 
 layer because it's in the current playing layers.
[SongWriter]: Not removing the 
 layer because it's not in the currently playing layers.
[SongWriter]: No layers to add.
 'always play' layer to start the song.
[SongWriter]: Not re-adding the 
[SongWriter]: No layers to remove.
[SongWriter]: Starting layers match the previous starting layers, attempting new layer configuration.
[SongWriter]: Reached getStartingLayers recursion limit, couldn't find unique starting layer configuration.
[SongWriter]: choosing the 
 layer to start the song.
) was not in recently modified layers, so it is safe to 
' layer (
[SongWriter]: Found new unique starting layer configuration.
[SongWriter]: Created starting layer configuration.
out
' layer.
[SongWriter]: The '
[SongWriter]: Attempted to change song layer, but was provided a layer that is null.
[SongWriter]: Waiting 
[SongWriter]: Attempted to adjust song layer volume, but was provided a layer that is null.
 the '
 milliseconds to fade 
[SongWriter]: Fading 
 layer volume, but the foreground channel group was destroyed.
[SongWriter]: Attempted to adjust the 
strike-the-earth
acc-gtr
drops-gtr
drums
drop-gtr
main-gtr
pads
vox
acc-gtr-2
pads-bass
acc-main-gtr
clap-drop
pad-whistle
percussion
piano-pluck-main
claps
GTR_Acc_merged_1
Drums_merged
acc-gtr-1
gallop-gtr
acc-gallop-gtr
acc-vox-gtr
GTR_Main_merged_1
Pads_mixed
am-card-1
am-card-2
acc
main-rtm
ste-card
am-card-3
am-card-5
drink
drop/coin/drop
descent-stairs
dig
drop/metal/drop
drop/organic/drop
drop/generic/drop
drop/liquid/drop
eat
fast-travel
drop/rock/drop
drop/wood/drop
look-at-inventory
pick-up/coin/pick-up
forage
ignite
pick-up/metal/pick-up
pick-up/organic/pick-up
pick-up/generic/pick-up
pick-up/liquid/pick-up
pull-lever
sleep
pick-up/rock/pick-up
pick-up/wood/pick-up
throw-item-organic
trade
smell
throw-item-metal
./data/sound/audio/actions/
ascend-stairs
campfire-ignite
chop-tree
attack
build
melee/bone/swing
melee/metal/swing
melee/whip/swing
melee/flesh/swing
melee/glass/swing
hit-projectile/bow-crossbow/ground/metal/hit-projectile
hit-projectile/bow-crossbow/armor/wood/hit-projectile
hit-projectile/bow-crossbow/armor/metal/hit-projectile
hit-projectile/bow-crossbow/flesh/metal/hit-projectile
fire-projectile/crossbow/bone/fire-projectile
fire-projectile/crossbow/metal/fire-projectile
hit-projectile/bow-crossbow/flesh/wood/hit-projectile
hit-projectile/bow-crossbow/ground/wood/hit-projectile
parry/glass/success
parry/metal/success
fire-projectile/crossbow/wood/fire-projectile
parry/bone/success
parry/glass/fail
parry/metal/fail
parry/wood/success
parry/bone/fail
parry/wood/fail
./data/sound/audio/combat/
melee/flesh/hit
melee/glass/hit
melee/wood/swing
melee/bone/hit
melee/wood/hit
wrestle/wrestle
melee/metal/hit
melee/whip/hit
block/glass/block
block/metal/block
block/bone/block
block/flesh/block
fire-projectile/ballista/bone/fire-projectile
fire-projectile/ballista/metal/fire-projectile
block/whip/block
block/wood/block
hit-projectile/ballista/flesh/bone/hit-projectile
hit-projectile/ballista/ground/bone/hit-projectile
fire-projectile/ballista/wood/fire-projectile
hit-projectile/ballista/armor/bone/hit-projectile
hit-projectile/ballista/ground/metal/hit-projectile
hit-projectile/ballista/armor/wood/hit-projectile
hit-projectile/ballista/armor/metal/hit-projectile
hit-projectile/ballista/flesh/metal/hit-projectile
fire-projectile/bow/bone/fire-projectile
fire-projectile/bow/metal/fire-projectile
hit-projectile/ballista/flesh/wood/hit-projectile
hit-projectile/ballista/ground/wood/hit-projectile
hit-projectile/bow-crossbow/flesh/bone/hit-projectile
hit-projectile/bow-crossbow/ground/bone/hit-projectile
fire-projectile/bow/wood/fire-projectile
hit-projectile/bow-crossbow/armor/bone/hit-projectile
./data/sound/audio/doors/
/door
splash
./data/sound/audio/actions/drowning/
riser
stinger
[stopDrowningRiser]: Attempted to stop drowning riser, but it wasn't playing.
drowning/riser
CAVERN
DESERT
ANGEL_VAULT
CAVE
FOREST
DWARVEN_HILLOCKS
ELVEN_FOREST_RETREAT
GOBLIN_DARK_FORTRESS
GOBLIN_DARK_PITS
FORTRESS
GLACIER
HUMAN_TOWN
LAKE
GRASSLAND
HUMAN_HAMLET
NECROMANCER_TOWER
OCEAN
MAP
MOUNTAINS
no alignment provided for 
) but it didn't exist.
attempted to set an alignment (
 position
setting 
alignments/
no valid poll data sent, so can't set new region information.
starting new ambiance for 
 ambiance playing, but need to start one shots because it's the first center region that has played as a result of polling.
 ambiance playing, but it existed in the poll.
didn't find 
found 
 has no ambiances, so not playing anything.
already have 
 ambiance playing, doing nothing.
[updateAudioPosition]: Attempted to update position of audio, but the provided audio was a null pointer.
[updateAudioPosition]: Attempted to update position of audio, but the provided audio was not diagetic.
alignment for 
 ambiance playing.
diagetic sound
s to spatialize.
layers/river/river
 isn't a current diagetic sound.
, but 
, but there are no 
[updateDiageticSounds]: Attempted to spatialize a 
found a playing river layer, ignoring request to start a new one.
no river layer found, so playing one.
found a playing campfire loop, ignoring request to start a new one.
no campfire loop found, so playing one.
TUNDRA
SKY
TAVERN
maxhearingdistance
./data/sound/audio/spatialization.txt
UNDERWORLD
WETLAND
Non-diagetic sound (
---------------------------
No audio to adjust the positioning for, as no audio is playing.
), not altering panning or volume.
audio->verticalDistanceFromPlayer (before modification): 
audio->horizontalDistanceFromPlayer (after modification): 
adjusting diagetic sound (
audio->horizontalDistanceFromPlayer (before modification): 
) tiles away.
, y: 
audio->verticalDistanceFromPlayer (after modification): 
[getRegionInformationMapFromPoll]: region bits sent from region polling did not map to a region.
 alignment ambiance at (x: 
) playing, so stopping it.
 region ambiance at (x: 
positioning 
) for 
set a region variant (
found non-polled ambiance (
found non-polled alignment ambiance (
no region variant provided for 
set an alignment (
) but it didn't exist for 
attempted to set a region variant (
found a playing rain layer, ignoring request to start a new one.
no rain layer found, so playing one.
layers/rain/light-rain
layers/rain/heavy-rain
no character creation ambiance layer found, so playing one.
/walla-
layers/character-creation
found a playing character creation ambiance layer, ignoring request to start a new one.
found a walla layer playing, ignoring request to start a new one.
no walla layer found, so playing one.
layers/walla/
no current region set, so no walla layer playing.
invalid unordered_map<K, T> key
character-sheet
chop-meat
announcement
attack-options
climb
combat-options
clouds-off
clouds-on
interact-with-ground
inventory
companion
find-nearby-creatures
music-making
projectile
movement-options
sheath
quest-log
rest
speak
special-actions
sneak-off
stop-travel
surrender-off
standing-preference-stand
standing-preference-lie-down
tracks-on
surrender-on
tracks-off
wrestle
./data/sound/audio/ui/clicks/bottom-bar/
confirm
./data/sound/audio/ui/clicks/
/click
generic-small
start-new-adventure
./data/sound/audio/ui/scrolls/
/scroll
tab
./data/sound/audio/ui/tab/
whoosh
./data/sound/audio/ui/whoosh/
gamelog.txt
negative 
zero
errorlog.txt
five
six
seven
eight
one
two
three
four
Twelfth
Thirteenth
Fourteenth
Fifteenth
Eighth
Ninth
Tenth
Eleventh
Sixteenth
Seventeenth
Eighteenth
Nineteenth
thirteen
fourteen
fifteen
sixteen
nine
ten
eleven
twelve
 million
 thousand
 hundred
twenty
seventeen
eighteen
nineteen
 billion
seventy
eighty
ninety
Negative 
thirty
forty
fifty
sixty
Fourth
Fifth
Sixth
Seventh
Zeroth
First
Second
Third


Digging designation cancelled: damp stone located.
The impertinent magma has defaced a 
The impertinent lava has defaced a 
Digging designation cancelled: warm stone located.
 sculpture has melted!


TAN_MAT
Nest Box
Offering Place
Trade Depot
Nest
Shop
Magma Forge
Siege Workshop
Craftsman
's Forge
Farmer's Workshop
's Workshop
Wagon
Carpenter's Workshop
Farm Plot
Glass Furnace
Workshop
Zone
Clothier
Tool
's Shop
Leather Works
Cage Trap
Stone-Fall Trap
Furnace
Pressure Plate
Magma Glass Furnace
Magma Kiln
Wood Furnace
Magma Smelter
Track (NW)
Track (SE)
Track (NS)
Track (NE)
Track (E)
Track (W)
Track (N)
Track (S)
Track (NSEW)
Track/Ramp (N)
Track (NEW)
Track (SEW)
Track (NSE)
Track (NSW)
Track (SW)
Track (EW)
Track/Ramp (SE)
Track/Ramp (SW)
Track/Ramp (NE)
Track/Ramp (NW)
Track/Ramp (W)
Track/Ramp (NS)
Track/Ramp (S)
Track/Ramp (E)
Construction
Display Furniture
Track/Ramp (SEW)
Track/Ramp (NSEW)
Track/Ramp (NSW)
Track/Ramp (NEW)
Track/Ramp (EW)
Track/Ramp (NSE)
Floor Grate
Vertical Bars
Floor Hatch
Wall Grate
Trap
Siege Engine
Weapon Trap
Track Stop
Archery Target
Screw Pump
Vertical Axle
Upright Spear/Spike
Gear Assembly
Horizontal Axle
Floor Bars
Restraint
Container
Traction Bench
Weapon Rack
Armor Stand
Seat
Animal Trap
Water Wheel
Burial Receptacle
Down Stair
Up/Down Stair
Stockpile
Up Stair
Glass Window
Gem Window
Dirt Road
Paved Road
 Cabinet
 Weapon Rack
 Animal Trap
 Table
 Chair
 Throne
 Sarcophagus
 Coffin
 Bridge
 Statue
Dirt
 Road
 Box
 Coffer
 Armor Stand
 Chest
Food 
Furniture 
Weapon 
Animal 
 Window
Armor 
 Slab
Glass
Gem 
Finished Goods 
Coins 
Bar/Block 
Stone 
Ammo 
Corpse 
Refuse 
 Lever
Custom Workshop
Exotic Clothing Shop
Activity Zone #
Crafts Market
Clothing Shop
Vacant Shop
General Store
 Floor Bars
 Floodgate
Vertical 
 Bars
 Wall Grate
 Floor Grate
 Door
 Floor Hatch
 Rollers
Horizontal 
 Archery Target
 Gear Assembly
Shared
Rough 
 Rope
 Chain
Spears/Spikes
 Casket
Upright 
Spears
 Support
Retracted 
 Axle
 Pillar
Counting House Offices
Counting House Storage
Courtyard
Secret Library
Captive Room
Tower Top
Guard post
Noble quarters
Command Tent (Bld)
Tent (Bld)
Command Tent
Tent
Market Stall
Campground
Guildhall Offices
Guildhall Storage
Bone Carving Pit
Gem Cutting Pit
Cloth Clothing Pit
Leather Clothing Pit
Cloth Pit
Tanning Pit
Dungeon Cell
Animal Pit
Carpentry Pit
Stoneworking Pit
Metal Crafting Pit
Leatherworking Pit
Blacksmithing Pit
Armorsmithing Pit
Weaponsmithing Pit
Bowmaking Pit
Stockpile #
Wood 
Sheet 
Leather 
Cloth 
distant 
nearby 
 closes.
You hear 
Your trap was robbed of the 
BALLISTA
 have hatched.
You've caught a 
preparetomb() HAS LIVE owner
A masterwork of 
 has constructed a masterpiece!
preparetomb() HAS NULL owner
 opens.
 open.
grinding.
 close.
Treasury
Mechanism Room
Throneroom
Entrance
Plot
Mead Hall
 has been lost!
Home
Building Level Map Overflow
WAX
Plant Gathering
Invalid Type
Leather Clothing Workshop
Bone Carving Workshop
Tanning Workshop
Cloth Clothing Workshop
Animal Workshop
Cloth Workshop
Forging Pit
Fighting Pit
Leatherworking Shop
Carpentry Workshop
Armorsmithing Workshop
Metal Crafting Workshop
Bowmaking Workshop
Blacksmithing Workshop
Gem Cutting Workshop
Weaponsmithing Workshop
Tower Treasury
Tower Dungeon
Tower Feasthall
Tower Bedroom
Depot
Tower Entrance
Stoneworking Workshop
Forging Workshop
Pen
Clay Collection
Pond
Meeting Hall
Sand Collection
Fishing Area
Tower Attic
Dump
ANY_PLANT_MATERIAL
WORTHLESS_STONE_ONLY
CAN_USE_ARTIFACT
MAGMA_BUILD_SAFE
FIRE_BUILD_SAFE
BUILDMAT
GLASS_MATERIAL
NOT_CONTAIN_BARREL_ITEM
ANY_WOOD_MATERIAL
ANY_SHELL_MATERIAL
ANY_STRAND_TISSUE
ANY_BONE_MATERIAL
ANY_LEATHER_MATERIAL
ANY_SOAP_MATERIAL
ANY_YARN_MATERIAL
ANY_SILK_MATERIAL
NO_EDGE_ALLOWED
USE_BODY_COMPONENT
CAN_USE_LOCATION_RESERVED
ANY_PEARL_MATERIAL
ANY_HORN_MATERIAL
ANY_TOOTH_MATERIAL
ANY_GEM_MATERIAL
ANY_STONE_MATERIAL
MIN_DIMENSION
METAL_ORE
NOT_ENGRAVED
GROWN_NOT_CRAFTED
NOT_ARTIFACT
IS_CRAFTED_ARTIFACT
ON_GROUND
HAS_EDGE
REACTION_CLASS
Unrecognized Building Definition Type: 
BUILDING_FURNACE
BUILDING_WORKSHOP
OBJECT
EMPTY
WEB_ONLY
NOT_WEB
POTASHABLE
CONTAINS_LYE
UNROTTEN
HAS_ITEM_REACTION_PRODUCT
HAS_MATERIAL_REACTION_PRODUCT
DIM
BUILD_LABOR
NAME_COLOR
NAME
PLANT_MAT
CREATURE_MAT
BUILD_ITEM
HAS_TOOL_USE
MAT
COLOR
TILE
BLOCK
NEEDS_MAGMA
BUILD_KEY
TOOLTIP
WORK_LOCATION
Furniture Hauling
, Etc.
 Or 
Unrecognized Building Definition (Furnace) Token: 
Unrecognized Building Definition (Workshop) Token: 


 currency of 
This is the 
 from the year 
[LPAGE:ENT:
 under 
 from an unknown year
 from a period of no rule
 under an obscure ruler
gen


plotter (assassinate) placed out of bounds
intrigue traveler placed out of bounds (infiltrator)
error: intrigue actors identical (2)
plotter (steal artifact) placed out of bounds
representative
representatives
RESERVED_BLOOD
CUSTOM_OUTCAST_FACTOR
master
masters
administrator
administrators
error: intrigue actors identical
error: intrigue actors identical (3)
head
heads
_DIV 
intrigue traveler placed out of bounds (sabotage task)
ENT
Ordinary
Include tutorial
Adventurer, choose your destiny!
Chosen
plotter (funding network) placed out of bounds
's corpse
lieutenant
lieutenants
intrigue traveler placed out of bounds (recover artifact task)
intrigue traveler placed out of bounds (abduct task)
intrigue traveler placed out of bounds
intrigue traveler placed out of bounds (assassin task)
factor
factors
CUSTOM_COMPANY_FACTOR
CUSTOM_COMPANY_LEADER
governor
governors
agent
agents
** Starting Adventure **
population in the tens of thousands
population of nearly one hundred thousand
population of twenty thousand
population of well over twenty thousand
population of nearly two hundred thousand
population of two hundred thousand
population of one hundred thousand
population of well over one hundred thousand
population of a few thousand
population of thousands
population of several hundred
population of a thousand
population of well over ten thousand
population of nearly twenty thousand
population of nearly ten thousand
population of ten thousand
Go!
Appearance
Name: 
This character is ready to adventure!
Archetypes
Customize
Mount and pets
Accept attributes and skills
population of nearly one million
population of one million
population of well over two hundred thousand
population in the hundreds of thousands
population in the millions
outsider
population of well over one million
population of nearly two million
Intelligent wilderness creature
Intelligent wilderness creatures live in the indicated locations
Create Your Character
Specific person
Select 
specific person
above.
 live in the indicated locations above.
Hard difficulty
Attribute points: 
Easy difficulty
Normal difficulty
(Any unretired characters in your party will be unaffected.)
Onward to character creation
Skill points: 
Equipment/pet points: 
tiny population
population of a few dozen
 location
 with a 
population of well over a hundred
population of a few hundred
population of some dozens
population of roughly a hundred
 can start in the indicated locations above.
an unknown place
intelligent wilderness creature
There are no creatures available.
 is settled in the indicated locations above.
 inhabiting 
Outsider
From 
Affects charging, your combat opportunities, and enemy combat opportunities.
Partially used in place of low melee skills.
Affects maximum number of followers.
Weapon skill.
Required to swim well without floundering.
Required to climb difficult surfaces safely.
Partially used in place of low ranged skills.
Affects trap detection, ambusher detection, charge defense, and provides enemy attack information.
Affects healing rate of damaged tissues.
Affects resistance to poisons and infections.
Affects breath.
Affects stamina recover, ability to remain standing when tired, and breath.
Affects no skills.
Affects ability to remain standing when tired.
Affects skills:
 (minor)
Affects attacks with mouths and teeth.
Ability to throw objects.
Affects attacks with hand-like appendages.
Affects attacks with foot-like appendages.
Requires an item with a sharp edge.
Crafting skill.
Ability to fight with objects not covered by other skills.
Create a sharp rock with two rocks.
Improves combat opportunities and ranged accuracy while mounted.
Affects ability to withstand pain and stress.
Affects ability to remain hidden while sneaking.
Affects ability to spot and interpret tracks and other spoor.
Affects ability to dodge melee and ranged attacks.
Affects wrestling and charging.
Affects ability to block melee and ranged attacks with a shield.
Affects ability to move quickly and dodge while armored.
Agility
Toughness
Superior
Strength
Disease Resistance
Analytical Ability
Endurance
Recuperation
Very Low
Low
Attributes remaining: 
Skill remaining: 
Above Average
High
Below Average
Average
Empathy
Social Awareness
Musicality
Kinesthetic Sense
Affects physical size, attack power, charging, armor ungainliness, throwing power, carrying capacity, and movement speed.
Affects movement speed.
 pts
 pt
Creativity
Intuition
Focus
Willpower
Linguistic Ability
Spatial Sense
Patience
Memory
   - 
 N/A 
 --- 
  -- 
 +++ 
No love   <->    Loves easily
   + 
  ++ 
personality
 here.  
Set your 
values
Your personality facets might be restricted based on your creature type.
Self-control
[C]
 denotes the default cultural value.
Avoid fights <->  Like brawls
Quits easily <-> Too stubborn
                   --> Greedy
              --> Intemperate
Quarreler    <->    Flatterer
Rude        <->        Polite
Meanness   <->   Wastefulness
Harmony      <->      Discord
Cheerless <-> Easily cheerful
No sadness   <->   Easily sad
No hate   <->    Hates easily
No envy   <->   Envies easily
No lust      <->      Lustful
     --> Vulnerable to stress
No anger  <->  Easily angered
No anxiety  <->  Very anxious
Affects response to jokes.
Affects response to attempts at flattery in arguments and generally.
Affects argument dismissal and intimidation tactics in interrogation.
Allows insight into emotional states during conversations.
Affected by attributes:
(etc)
Affects attempts to calm people or to respond passively in arguments.
Not useful unless you retire and subsequently become a resident in Fortress mode.
Affects the quality of writing aside from poetry.
Affects the quality of poetry.
A novice level is required to read anything.
Has a minor affect on all writing (poetry and prose.)
Performance skill.
Affects ability to state values, press arguments, and persuasion tactics in interrogation.
Affects all spoken performances, from poetry recitals to preaching to storytelling to certain musical forms.
Partially used in place of low musical performance skills.
Note: This character's appearance is governed by local population information.
Certain shapes and colors might not occur without full randomization.
 with temple
 with ruined temple
Randomize appearance
Accept appearance
Fully randomize appearance, without respecting population information
Randomize appearance, respecting local populations
Randomize background
Occupation
Your Attributes and Skills
Accept background
Believe
Doubt
Beliefs
Squad member
Moderate Need
Slight Need
Intense Need
Strong Need
Change dream/goal (if possible)
Randomize personality
Done customizing
Full customization
  << 
   < 
   --> Inclined to create art
 <<< 
 >>> 
Pray/Meditate
   > 
  >> 
Adventure awaits!  The party:
Adventure awaits
Ready to adventure!
Add a party member
For the most freedom.  All features are accessible but you'll receive no direction.
Difficulty only affects starting skills and equipment.
For the most direction.  You'll have a supernatural parent or patron who is always involved.
For adventure.  Information and followers are easier to obtain, and a compass guides you.
Accept equipment
Increase quality
Accept personality
Equipment and pet points remaining: 
Available Items
Fortress mode item
Decrease quality
Your Items
Merciful - Impartial -  Cruel
Scatterbrained - Singleminded
                 --> Vengeful
No self-esteem   <->    Proud
Shameless     <->     Bashful
Overshares    <->     Private
Despairs - Hopeful - Presumes
Incurious     <->     Curious
Pusillanimous - Overconfident
                     --> Vain
Overreliant <> Disdain advice
Fearful     <->      Fearless
Austere    <->    Extravagant
Humorless      <->       Zany
                --> Ambitious
       --> Sense of gratitude
Loner     <->      Gregarious
Non-assertive <-> Overbearing
Sloppy      <->       Orderly
Distrustful <->  Too trusting
Just facts - Flights of fancy
     --> Inclined to abstract
Leisurely    <->     Frenetic
       --> Excitement-seeking
    --> Tolerates differences
    --> Emotionally obsessive
Inattentive <-> Perfectionist
Acquiescing <-> Resists ideas
                  --> Dutiful
Too deliberate <> Thoughtless
       --> Swayed by emotions
               --> Altruistic
They worship at 
Their temple 
 is the 
 is the force
Very low
Below average
 is ruined.
Blank slate
A thousand live there
A few thousand live there
A few hundred live there
Several hundred live there
 is a religion
 whose adherents worship 
Thousands live there
 and it is controlled by 
creativity
intuition
focus
willpower
linguistic ability
spatial sense
patience
memory
agility
toughness
Above average
strength
disease resistance
analytical ability
endurance
recuperation
You emerged from the wilds and came to be a 
You are a 
 of the great 
.  Destiny is calling!
n ardent
 faithful
, and you have never strayed far from home.
  You are a
You are a wanderer of the wilderness.
Your wanderings have led you to 
Creature has OUTSIDER_CONTROLLABLE but cannot breathe air: 
Chosen mode is only available in worlds with developed religions.  There are no temples available.  Try an older world.
You emerged from the wilds and managed to prove yourself to the locals.  Now you are finally a 
You are a newly-minted 
, a 
.  You are a stranger here.
Nobody lives there
Few live there
 which permeates 
, and you belong to 
Roughly a hundred live there
Well over a hundred live there
A few dozen or less live there
Some dozens live there
 worshipper of 
, the 
 casual
 dubious
deity
, the force
goddess
god
social awareness
musicality
kinesthetic sense
NO_SUB
strikes
strike
 pinch
 throws
 throw
 down by the 
 bend
 gouges
 gouge
 pinches
 place
 locks
 lock
 misses 
 takes
 take
 a chokehold on 
 places
 struggles
 struggle
 the grip of 
 breaks
 around by the 
 shakes
 shake
 in vain against the grip of 
 loosen
 releases
 release
 bends
 break
 the choke hold of 
 the joint lock of 
 loosens
 on the embedded 
 pulls
 pull
 miss 
 to remove 
 tries
 try
Many are 
 badly, blocked by the divine intervention of mighty 
 away from 
 away
The force twists the 
The force pulls the 
silently 
stunned by divine power!
 scrambles
 scramble
 but 
 attacks 
 jumps
 jump
 rolls
 roll
 leap at 
 out of the air
 aside
 bats 
 looks 
 charges at 
 charge at 
 leaps at 
 blocks 
 block 
 but the shot is blocked
The force bends the 
 bat 
deflected
narrowly 
effortlessly 
 adjusts
 adjust
 out.
 passes
push
 has moved out of range!
grabs
grab
 lose
 grip
 mouth
 is ripped away and remains in 
 pass
strangle
 hold of the 
 loses
just barely 
deftly 
 but the shot is 
 strikes at 
 attack 
 but the shot is blocked!
parried
easily 
 drop away as 
 lets
 let
pushes
 strike at 
 catches
 catch
attacks
They tangle together and fall over!
You tangle together and fall over!
 bounces
 bounce
They tangle together and tumble forward!
You tangle together and tumble forward!
 collides
 collide
 onslaught!
surprised by the ferocity of 
 backward
 and tumbles
 and tumble
 knocked over
([@
smear
covering
specks
dusting
coating
spatter
corrected null contaminant
true
speaking
spoke
speaks
burned
destroying
destroyed
destroy
destroys
appearing
appeared
appear
appears
will be 
am 
are 
will 
feeling grim satisfaction
in grief
feeling triumphant
enraged
reward
rewards
to 
feeling fond
flood
floods
rewarding
rewarded
burn
burns
flooding
flooded
myself
yourself
were 
 belong back in their rightful home.
  Any should be brought to 
, or given to one of us
Speaking as a representative of 
I desire that 
 be returned to me.
 be returned to my family.
 believes that primordial remnants such as 
feeling defeated
feeling expectant
in doubt
emotionless
sympathetic
feeling tenderness
in wonder
in existential crisis
Last I remember, I had it.
Last I heard, I had it.
Last I heard, you held it.
Last I saw, it was held by 
 found a lasting home within 
 wants 
 returned
 returned to 
  It is the symbol of the 
  It is a valuable treasure to us.
  It should be brought to 
It would be wonderful if 
, it is important that 
 be returned.
  I require it as a symbol of the 
 requires it to be a proper 
feeling aversion
awed
feeling caring
in despair
feeling alienated
feeling ambivalent
anguished
feeling apathetic
feeling admiration
in adoration
feeling affection
in agony
feeling gaiety
joyful
feeling love
in acceptance
pleased
feeling rejected
feeling self-pity
feeling servile
feeling guilty
taking hope
feeling hopeless
feeling loathing
feeling enjoyment
feeling ferocious
feeling free
feeling gratitude
feeling dislike
displeased
empathetic
feeling empty
  Save us from this 
horror
traitor
  Beware!  It it said that only 
was once
 my own 
, now twisted into monstrosity
, now cursed
  [
 pauses to regain 
 composure.]
  It pains me all the more, for the foul villain 
has even killed 
has killed 
 lust for murder
, among them 
The treasury
The throne room
The counting house
The guildhall
the tower
the dormitory
the dining hall
The library
the treasury
the throne room
the counting house
the guildhall
  It is said that 
 harms the creature.
  Other arms may not cut so deeply.
the library
a mead hall
a keep
a library
a tavern
stole our treasures
destroyed 
a counting house
a hospital
  Knowing no mercy, 
devoured 
devoured our livestock
stole 
Last I heard, it was held by 
Last I saw, it was in 
Last I heard, it was in 
I have no idea where it is.
  This bloodsucking fiend 
  This vile fiend 
even 
murdered 
profaned
disturbed
prayed inside
profaned our homes
a dungeon
the sewers
the catacombs
destroyed our homes
a tower
a market
a tomb
an underworld spire
 with every fiber of my being
, and now we can all see why.
 also
a legendary hero
loathe
hate
never liked
 a kindred spirit
 a close friend
 a friend
, but that bond seems so thin now.
 my enemy.
 an intruder.
 a monster.
It is my misfortune that 
well-known brawler
prone to violence
somewhat violent
 started a fight with 
 my partner
, but it means nothing now.
a legendary brawler
capable of such violence
, but those acts bring no forgiveness.
 reunited 
 bravely put an end to 
you.
a great hero
a hero
so very brave
brave
 my 
 a murderer.
 an enemy.
 a friend.
dancing
I worship 
I worship no one.
an unknown creature
 telling of the story of 
 recitation of 
playing
 performance of 
right around here
the
 sermon on 
history
 my former apprentice.
 my traveling companion.
 my lover.
I hate 
 my prisoner.
 my master.
 my apprentice.
 my former master.
 the same as me.
 an animal.
 a safe creature.
 a dangerous animal.
 unstable.
 gladly not of the living.
 of the living and must be killed.
 not of the living.
a legendary dancer
a great dancer
a talented dancer
a skilled dancer
a great bard
a talented bard
a skilled bard
a modest bard
a talented poet
a skilled poet
a poet, according to some
a legendary bard
a skilled storyteller
a storyteller, or at least tells stories
a legendary poet
a great poet
a known flatterer
something of a flatterer
, but you can't talk your way out of this.
 a pleasure to speak with
, but you can't argue your way out of this.
a legendary flatterer
an infamous flatterer
a noted flatterer
infamously quarrelsome
a noted quarreler
known to be quarrelsome
somewhat quarrelsome
something of a dancer
 good for a deal now and then
, but you can't bargain your way out of this.
a legendary quarreler
an infamous brigand
a noted brigand
a known brigand
a brigand
feast
feasts
 on the blood of the living!
a legendary brigand
thuggish
 bullied 
 gave an unwelcome name.
 did not name 
a legendary thug
an infamous thug
a well-known thug
a known thug
gives sermons, and may be a preacher
a legendary storyteller
a great storyteller
a talented storyteller
a legendary preacher
a great preacher
a talented preacher
a skilled preacher
a noted villain
a known villain
unhinged
 perpetrated a violent attack upon 
 are dangerous outlaws.
 robbed 
a legendary villain
an infamous villain
one of the most loyal soldiers to serve anybody at any time
famous for your loyalty as a soldier
such a loyal soldier
a very loyal soldier
 on my side
, but what does that mean now?
 brought battle to 
 boldly slew 
 a protector of the defenseless
, but that hardly matters now.
 challenged 
 justly slew 
 sought out and returned our treasures
, though it doesn't much matter
 a thieving scoundrel.
 stole 
How can society function without loyalty?  We must be able to have faith in each other.
One must always be loyal to their cause and the ones they serve.
Don't serve anyone blindly.  You'll only get into trouble.
The whole idea of loyalty is pointless.  Acting purely out of loyalty implies acting against one's own best interest.
Some laws are just, while others were made to be broken.
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.
I consider laws to be more of a suggestion than anything.
You must never forget true loyalty.  Repay it in full.
One should always respect the law.
Society flourishes when law breakers are punished.
Nothing gives them the right to establish these laws.
No law can do justice to the complexity of life.
a loyal soldier
.  What happened to bring us to this?
 my neighbor.
I don't know 
a legendary murderer
an infamous murderer
a noted murderer
a known murderer
a noted killer
a known killer
a killer
 ended the days of 
a skilled hunter
something of a hunter
a legendary killer
an infamous killer
, but now this stands between us.
a legendary hunter
a great hunter
a talented hunter
 killed 
 protected knowledge from being irrevocably lost
, yet that means little now
 brought back 
 are not fit to rule.
 part of the problem.
 an enemy fighter.
 attacked 
, but nothing can change the facts.
 are worthy of respect
 worthy of respect
, but at what price?
a murderer
 took the life of 
 are my comrades
 my comrade
Life isn't fair, and sometimes you have to do what you have to do, but working toward a balance isn't a bad thing.
Please maintain your dignity.
What do you care how I speak or how I live?
I can see a place for maintaining decorum, but it's exhausting to live that way.
They are so full of all those big words.
There is a time for artful speech, and a time for blunt speech as well.
Always deal fairly.
Don't be afraid to do anything to get ahead in this world.
Be shrewd, but do not lose yourself in guile.
I do admire a clever turn of phrase.
I can appreciate the right turn of phrase.
Who are these mealy-mouthed cowards trying to impress?
It is best not to complicate your life with lies, sure, but the truth also has its problems.
Sometimes the blunt truth just does more damage.  Think about how the situation will unfold before you speak.
I do admire a clever trap.
There's no value in all of this scheming I see these days.
You should think carefully before embarking on a joint enterprise, though there is some value in working together.
I treasure my freedom.
Nobody is free, and it is pointless to act as if you are.
Personal freedom must be tempered by other considerations.
Art?  More like wasted opportunity.
Art is complicated.  I know what I like, but some I can do without.
We should all work together.
It's better to work alone when possible, I think.  Cooperation breeds weakness.
Some traditions are worth keeping, but we should consider their overall value.
Art is life.
The creative impulse is so valuable.
What's so special about art?
Some things should never change.
It's admirable when the traditions are upheld.
We need to find a better way than those of before.
We need to move beyond traditions.
There's nothing like a good friend.
Surround yourself with friends you can trust and you will be unstoppable.
When all other bonds wither, friendship will remain.
Be careful of your so-called friends.
We cannot choose our families, but we can choose to avoid them.
I hold the relationships I've forged myself over family ties I had no part in creating.
Family is complicated and those ties be both a boon and a curse.  Sometimes both at once!
You can't always rely on your family, but it's good to know somebody is there.
How great it is to be surrounded by family!
You can always rely on your family when everything else falls away.
Family is the true bond that keeps society thriving.
I was always irritated by family.
Never lose yourself in loyalty.  You know what is best for yourself.
Loyalty has value, but you should always keep the broader picture in mind.
You should only maintain loyalty so long as something more important is not at stake.
Consider your loyalties carefully, adhere to them while they last, and abandon them when you must.
There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best.
Is there ever a time when honesty by itself overrides other considerations?  Say what is right, not what is true.
Don't think about the truth, whatever that is.  Just say what needs to be said.
There are times when it is alright not to tell the whole truth.
The struggle for power must be balanced by other considerations.
You should always tell the truth.
There is nothing so important that it is worth telling a lie.
Everything is so much easier when you just tell the truth.
Power over others is the only true measure of worth.
You can be powerful or powerless.  The choice is yours, until somebody makes it for you.
There's nothing admirable about bullying others.
It is abhorrent to seek power over other people.
Friends are future enemies.  I don't see the difference.  People do as they must.
Building friendships is a waste.  There is no bond that can withstand distance or a change of circumstance.
Friends are nice, but you should keep your priorities straight.
Strive for power.
We must be ready to sacrifice when the time comes.
Why harm yourself for anybody else's benefit?
Some self-sacrifice is worthy, but do not forget yourself in devotion to the well-being of others.
It's a competitive world, and you'd be a fool to think otherwise.
Hard work is bested by luck, connections and wealth every time.
An earnest effort at any required tasks.  That's all that's needed.
I only work so hard, but sometimes you have to do what you have to do.
Hard work is great.  Finding a way to work half as hard is even better.
Hard work is the true sign of character.
The best way to get what you want out of life is to work for it.
It's foolish to work hard for anything.
You shouldn't whittle your life away on working.
All of that practice is misspent effort.
I think people should hone their skills, but it's possible to take it too far and lose sight of the breadth of life.
There's more to life than becoming great at just one thing, but being good at several isn't bad!
In life, you should work hard.  Then work harder.
There's something to be said for trade as a necessity, but there are better things in life to do with one's time.
There's nothing like a great romance!
These people carrying on about romance should be more practical.
You shouldn't get too carried away with romance, but it's fine in moderation.
Time spent in leisure is such a waste.
There's some value in leisure, but one also has to engage with other aspects of life.
Trade is the life-blood of a thriving society.
All of this buying and selling isn't honest work.
It's good to keep pushing forward, but sometimes you just have to know when it's time to stop.
Wouldn't it be grand to just take my life off and do nothing for the rest of my days?
It's best to slow down and just relax.
There's work to be done!
All of this striving against one another is so foolish.
There is value in a good rivalry, but such danger as well.
Keep going and never quit.
Anybody that sticks to something a moment longer than they have to is an idiot.
The mind thinks best when the world is at rest.
Give me the bustle and noise over all that quiet!
I like a balance of tranquility and commotion myself.
We should all be as one.  Why all the struggling?
Some time spent in reflection is admirable, but you must not forget to live your life.
I think self-control is key.  Master yourself.
Why deny yourself your heart's desire?
People should be able to control themselves, but it's fine to follow impulses that aren't too harmful.
All of that so-called knowledge doesn't mean a thing.
Knowledge can be useful, but it can also be pointless or even dangerous.
It is important to discover yourself.
Why would I waste time thinking about myself?
One should not complain or betray any feeling.
Do not hide yourself behind an unfeeling mask.
There are times when it is best to keep your feelings to yourself, but I wouldn't want to force it.
The quest for knowledge never ends.
The world isn't always safe.  I can see the value in martial training, the beauty even, but it shouldn't be exalted.
We should all be so lucky as to truly master a skill.
The amount of practice that goes into mastering a skill is so impressive.
Everyone should broaden their horizons.  Any work beyond learning the basics is just a waste.
Masterwork?  Why should I care?
A tool should get the job done, but one shouldn't obsess over the details.
A skilled warrior is a beautiful sight to behold.
Why this obsession with weapons and battle?  I don't understand some people.
Bah!  I hope you aren't celebrating something.
Merriment is worthless.
I can take or leave merrymaking myself, but I don't begrudge people their enjoyment.
An artisan, their materials and the tools to shape them!
We grow through debate and struggle, even chaos and discord.
Some discord is a healthy part of society, but we must also try to live together.
Be merry!
It's great when we all get a chance to be merry together.
I don't always do things in the most efficient way.
We must be careful not to waste.
I don't mind stirring things up.
It's so great when everybody just gets along.
There's nothing like a good brawl.
Why must they be so violent?
Get me going and I won't stop for anything.
Maybe I give up too early sometimes.
I could really use a drink.
So I overindulge sometimes.
Sometimes I think I need a drink, but I can control myself.
I am not governed by urges.
I don't handle pressure well.
I'm at my best under pressure.
Yes, I want more.  Is that so bad?
Why are they so fixated on these baubles?
My goals are important to me.
I don't feel like I need to chase anything.
One should always return a favor.
It's not a gift if you expect something in return.
We will be successful.
I don't think I'm cut out for this.
I look splendid today.
Some people are so wrapped up in themselves.
I was never one to follow advice.
I'm not much of a decision maker.
Have no fear.
Bravery is not a strength of mine.
You're so perceptive!
You don't care, so don't ask.
I try to live and behave properly.
What's this about proper living?
the subject of 
the concept of 
the idea of 
the theme of 
I have
 been 
considering
on 
How I long for the beautiful spectacle of war!
War is sometimes necessary, but peace must be valued as well, when we can have it.
Uhh...
I've
It's wonderful to be out exploring the wilds!
I could do without all of those creatures and that tangled greenery.
Nature can be enjoyed and used for myriad purposes, but there must always be respect and even fear of its power.
Let there be peace throughout the world.
W... worried?  Do I look worried?
There's nothing to be upset about.
I'm feeling randy today!
I just don't understand these flames of passion people go on about.
It really gets me down sometimes.
How can people be so glum?
I have trouble controlling my temper.
People can be so angry, and I just don't understand it.
I get so jealous sometimes.
I don't understand how somebody can become so obsessed by what somebody else has.
Be happy!
Is there something to be happy about?
It's a great day to fall in love all over again.
People do get so carried away sometimes, but not I.
Sometimes I just don't like somebody.
How can someone be so consumed by hate?
There's so much to be done!
What's the rush?
I need some more excitement in my life.
I'd just as soon not have anything too exciting happen today.
It's such a joy to be with people.
I prefer to be by myself.
People should listen to what I have to say.
I try not to interrupt.
Everything just so in its proper place!
It's my mess.
People are basically trustworthy.
My trust is earned, and not by many.
Do your duty.
I don't like being obligated to anybody.
Oh, I don't usually think much.
One must always carefully consider the correct course of action.
I'm feeling really worn down.
It's all starting to get me down.
I've been feeling anxious.
I get fed up sometimes.
I just don't care anymore...
I feel so tired of everything.
I can't take much more of this!
I feel angry all the time.
I guess I just don't appreciate art.
I cannot stand the world any longer...
Everything is all piling up at once!
I'm feel like I'm about to snap.
Do you have dreams?  Tell me a story!
Try to focus on the practical side of the matter.
I encountered a fascinating conundrum recently.
A great piece of art is one that moves me.
I'm feeling optimistic about the future.
It won't turn out well.
I'm curious.  Tell me everything!
I don't really want to know.
There's no room for mercy in this world.
Show some mercy now and again.
I'm concentrating on something.
Huh?  What was that?
Don't get on my bad side.
You shouldn't waste your life on revenge.
I am a very, very important person.
Oh, I'm nothing special.
I like to dress well.
I wouldn't feel comfortable getting all dressed up.
Did you hear the one about the 
That isn't funny.
I go with the flow sometimes.
Don't bother trying to play on my emotions.
I'm happy to help.
Why should I help?
Everybody has their own way of life.
I don't understand why they have to be that way.
Friendship is forever.
I don't really get attached to people.
If you have a task, do it properly.
It's not perfect, but it's good enough.  Why fret about it?
I'm not going to change my mind.
Try to keep an open mind.
I wonder what they think.
Who cares what they think?
I don't feel like telling you about it.
I could tell you all about it!
How affectionate I am!
How agitating!
This is so aggravating!
The agony is too much!
I must press on!
I am in complete accord with this!
How admirable!
Such adoration I feel!
I am so happy!
I feel such love!
How blissful!
I will take revenge!
Yes!  It is done.
I must not succumb to fear!
I feel such unbearable sadness...
That was very satisfying!
I could not care less.
I am very aroused!
Astonishing!
I really need to get away from this.
I'm annoyed.
That's annoying.
So annoying!
I'm so anxious!
I am so angry!
The anguish is overwhelming...
How annoying!
It's annoying.
I feel so alienated...
Wow!  That's amazing!
I am so torn over this...
Ha ha!  So amusing!
The horror...
Rawr!!!
Waaaaa...
The pain!
just fine
I'm 
Somebody help!
Ah...  uh...
alright
Everything's 
I've been 
I feel 
I've been under some pressure.
I'm doing 
fine
well
The horror consumes me!
I cannot be overwhelmed by grief!
Fantastic!
I am so enraged!
I can't believe how great I feel!
That's incredibly suspicious!
What's going on?!
What's that?!
Every last one of you will pay with your lives!
Ahhhhhhh!  No!
Eek!
What is the meaning of it all?!
How incredibly satisfying!
Oh joyous occasion!
The love overwhelms me!
Such sweet bliss!
How irritating!
I feel so isolated!
Such a jolly time!
How jovial I feel!
There is no hope!
The humiliation!
Such an offense!
How incredibly interesting!
The guilt is almost unbearable!
Such happiness!
I am consumed by hatred.
I am filled with such hope!
How glum I am...
I am so grateful!
It makes me so grouchy!
Not that it's your business!  Harumph!
I burn with such passion!
How pleasurable!
I am so proud!
Such total rapture!
My optimism is unshakeable!
This is such an outrage!
I'm panicking!  I'm panicking!
My patience is as the still waters.
Such misery!
The mortification overwhelms me!
I am so nervous!
Such nostalgia!
Such jubilation I feel!
I crawl with such unbearable loathing!
I'm so terribly lonely!
I'm overcome by lust!
How naive I was...  this strikes me to the core.
I feel such an intense dislike...
Everything is coming apart!
I am very, very displeased.
How very delightful!
I despair at this!
My disappointment is palpable!
How disgusting!
I'm so incredibly confused...
I can't describe the contempt I feel...
I am so content about this.
I feel so dejected...
I'm awe-struck!
I'm terribly bitter about this...
This is so boring!
I care so much!
Such a fright!
How frustrating!
Glee!
The gloom blankets me...
How exhilarating!
You will know my ferocity!
I'm feeling so fond!
Such freedom I feel!
I feel such empathy!
I feel so empty inside...
How enjoyable!
So exasperating!
What shall I do?  This is a disaster!
I can't wait to get to it!
Such elation I feel!
How embarrassing!
I will have my revenge.
I am not scared!
I accept this.
I admire this.
I am very satisfied.
This is a joyous time.
This is love.
How blissful I am.
I am about to lose it!
It is done.
Begone fear!
I cannot give in to sadness.
Most shocking!
This is truly horrifying.
I am almost overcome by grief.
This is great!
It makes me very anxious.
It would be hard to care less.
I'm aroused!
It's quite astonishing.
That's very amusing.
I'm very angry.
I feel so anguished...
That's very annoying.
The agony I feel...
I feel alienated.
That's amazing!
I have strong feelings of ambivalence.
I adore this.
I'm feeling affectionate.
This is driving me to agitation.
I'm very aggravated.
I feel such sympathy!
The tenderness I feel!
It's so thrilling!
I feel so uneasy!
Why does it keep happening to me?  Why me?!
I live to serve...  my dear master...
I can't take it!
I am so ashamed!
I repent!  I repent!
I am overcome by such resentment...
I feel so restless!
I have been so wronged!
Such rejection!  I cannot stand it.
Such a relief!
I have so many regrets...
I feel such remorse!
Such gaiety!
This is so exciting!
That's suspicious!
That's alarming!
I am wracked by doubts!
Let's go!
This cannot possibly end well...
I feel so good!
Nothing shall stand in my way!
What am I even doing here?
I feel so defeated...
I know it will come to pass!
Such unhappiness!
The wonder!
I'm so worried!
I am filled with such wrath!
It's very interesting.
I'm very irritated by this.
I feel very isolated.
I'm feeling so jolly.
I am very hopeful.
I feel hopeless.
This is so humiliating.
I am very insulted.
Harumph!
I feel so guilty.
I am so happy.
The hate burns within me.
It makes me so gloomy.
I feel so glum.
I'm very grateful.
It makes me very grouchy.
I'm very patient.
I feel such passion.
I'm very pleased.
I am very proud.
I'm feeling very nostalgic.
I'm quite optimistic.
This is an outrage!
I'm really starting to panic.
I feel such lust.
I'm so miserable.
I'm so mortified...
I'm very nervous.
I'm very jovial.
I feel much jubilation.
I feel so much loathing...
I'm very lonely.
So disgusting...
I've become so disillusioned.  What now?
I really don't like this.
It has all gone wrong!
I'm feeling very dejected.
This is delightful!
I feel such despair...
I am very disappointed.
I really care.
I'm so confused.
Contemptible!
I'm very content.
I'm very averse to this.
Awe-inspiring...
It makes me very bitter.
It's really boring.
I feel so free.
That was so frightful.
This is very frustrating.
I'm so gleeful.
I'm quite exasperated.
That was very exhilarating!
I'm feeling so ferocious!
I'm very fond.
This is so embarrassing...
I'm very empathetic.
I feel such emptiness.
I really enjoyed that!
This is quite displeasing.
I'm so distressed about this!
I'm very eager to get started.
I'm so elated.
This could be bliss.
This might require an answer.
I feel no terror.
I can accept this.
I feel somewhat sad.
That was satisfying.
This is nice.
Is this love?
I feel like a victor.
I'm a little angry.
It has come to pass.
This doesn't scare me.
That was alarming.
I will master myself.
This cannot horrify me.
I must let grief pass me by.
I'm anxious.
Who cares?
Arousing...
It's astonishing, really.
I'm ambivalent.
Amusing.
That makes me angry.
I'm anguished.
This is aggravating.
This is agonizing.
I feel somewhat alienated.
That is amazing.
I find this somewhat admirable.
I can adore this.
That might be affection I feel.
This is agitating.
I feel such shame.
I'm very sympathetic.
I feel such tenderness.
This is quite a thrill!
I feel so wronged.
This is such a hardship for me!
I live to serve.
This leaves me so shaken.
I'm truly remorseful.
I must repent.
I'm very resentful.
I'm really restless.
I am so spiritually moved!
I feel so rejected.
I'm so relieved.
I'm so regretful.
I'm feeling great!
The gaiety I'm feeling!
This is really exciting!
How suspicious...
Things are going to happen.
I'm very doubtful.
I feel enthusiastic!
I really don't see this working out.
I am wrathful.
I shall accomplish much!
What is the meaning of life...
I've been defeated.
I feel very uneasy.
I'm very unhappy.
I am filled with wonder.
I'm very worried.
It's interesting.
It's irritating.
I feel isolated.
It makes me jolly.
I have hope.
I cannot find hope.
This is humiliating.
I take offense.
Harumph.
I feel guilty.
I'm happy.
I feel hate.
I'm a little gloomy.
I'm glum.
I'm grateful.
I'm a little grouchy.
I'm patient.
I feel passion.
It pleases me.
I'm proud.
I feel nostalgia.
I'm optimistic.
It is an outrage.
I feel a little panic.
I'm lustful.
I feel miserable.
This is mortifying.
I'm nervous.
I feel jovial.
I feel jubilation.
I feel loathing.
I'm lonely.
That's disgusting.
This makes me question it all.
I dislike this.
What has happened?
I'm dejected.
I feel some delight.
I feel despair.
This is disappointing.
I care.
This is confusing.
I feel only contempt.
I'm content.
I'd like to get away from it.
It fills one with awe.
It makes me bitter.
It's boring.
I'm free.
That was frightening.
It's frustrating.
There's some glee here!
That was exasperating.
That's exhilarating.
I burn with ferocity.
I feel fond.
I'm embarrassed.
I feel empathy.
I feel empty.
I enjoyed that.
I am not pleased.
This is distressing.
I'm eager to go.
I'm elated.
There is no need to feel vengeful.
I laugh in the face of death!
I do not accept this.
There's not much to admire here.
That was not satisfying.
I suppose this would be a joyous occasion.
There is no love.
I do not see the bliss in this.
I have no feelings of rage.
I guess it could be considered grimly satisfying.
This does not scare me.
I am not feeling sad right now.
That did not shock me.
I am not upset by this.
Grief?  I feel nothing.
There is no need for celebration.
I'm not anxious.
If I thought about it more, I guess I'd be apathetic.
That is not in the least bit arousing.
Astonished?  No.
That was not amusing.
I'm not angry.
This is nothing.
No, that's not annoying.
I can take this.
I guess that would be alienating.
That wasn't amazing.
I guess I should be feeling ambivalent right now.
I suppose I should be feel adoration.
I'm not feeling very affectionate.
I don't feel agitated.
I'm not feeling aggravated.
I am ashamed.
I'm sympathetic.
I feel tenderness.
Thrilling.
I've been wronged.
Why me?
I will serve.
This has shaken me.
I feel remorse.
I repent of my deeds.
I feel resentful.
I feel restless.
My spirit moves.
I feel rejected.
I'm relieved.
I feel regret.
This is gaiety.
I'm excited.
Takes all kinds these days.
What is it this time...
I have my doubts.
Let's do this.
Things usually don't work out
I feel pretty good.
The wrath rises within me...
I am ready for this.
I'm beat.
It could happen!
I'm uneasy.
I'm unhappy.
It's wondrous.
It's worrisome.
No, I'm not interested.
This isn't irritating.
I don't feel isolated.
I'm not jolly.
I am not hopeful.
I will not lose hope.
No, this isn't humiliating.
That doesn't insult me.
That doesn't make me grumpy.
I don't feel guilty about it.
I am not happy.
I feel no hatred.
I'm not feeling gloomy.
I don't feel glum.
I'm not feeling very grateful.
No, I'm not grouchy.
I am not feeling patient.
I'm not feeling passionate.
I take no pleasure in this.
I am not proud.
I'm not feeling nostalgic.
I'm not optimistic.
This doesn't outrage me.
I'm not panicking.
I am not burning with lust.
I'm not miserable.
I am not mortified.
I don't feel nervous.
This doesn't put me in a jovial mood.
This isn't the time for jubilation.
I am not filled with loathing.
I'm not lonely.
It'll take more than that to disgust me.
This won't make me lose faith.
I don't dislike that.
I'm not dismayed.
There's nothing to be dejected about.
I am not filled with delight.
I will not despair.
I'm not disappointed.
I don't care.
This isn't confusing.
I don't feel contempt.
I am not contented.
I'm not averse to it.
I am not held in awe.
That's nothing to be bitter about.
It isn't boring.
I don't feel free.
I guess that could have given me a fright.
This isn't frustrating.
I'm not gleeful.
This isn't exasperating.
I am not exhilarated.
I should be feeling ferocious right now.
I am not fond of this.
This isn't embarrassing.
I don't feel very empathetic.
What's inside me isn't emptiness exactly...
I'm not enjoying this.
I feel no displeasure.
This isn't distressing.
I am not eager.
I'm not elated.
I found 
 dead.
I died.
fell to the passing years
 reunited with 
 due to your efforts
 and it is all thanks to 
I found myself dead.
would not give
I was reunited with 
You were
 was
gave
 was destroyed
obtained
had
was crushed
was crushed by a bridge
was crushed by a rock
fell into a chasm
died in magma
burned in dragonfire
burned to death
was scalded to death
drowned
suffocated
was slain
was scuttled
starved to death
died of thirst
was shot and killed
bled to death
I have no shame.
There will be no sympathy from me.
I don't feel tenderness.
There was no thrill in it.
There's nothing to be indignant about.
I don't feel sorry for myself.
I bow to no one.
I can keep it together.
I feel no remorse.
I am not repentant.
I do not resent this.
I don't feel restless.
This does not move me.
I don't feel rejected.
I don't feel relieved.
I have no regrets.
I should be feeling great.
There is no gaiety.
This doesn't excite me.
placed
I'm not expecting anything.
I have no doubts.
I'm just not enthusiastic.
There's no reason to be pessimistic.
Wrath has not risen within me.
I have no zeal for this.
I could be questioning my life right now.
This isn't a defeat.
I'm not uneasy.
That doesn't make me unhappy.
There is no sense of wonder.
I'm not worried.
a telling of
 the story of 
 told the story of 
story of 
 sermon 
 was preached
I told the story of 
I saw 
 preach
a sermon
 preached 
a kidnapping
a theft
a robbery
I preached 
danced
I saw a performance of 
You named yourself
 self-identified
performed
perform
a performance of
 was performed
 was recited
played
sang
chanted
 was told
I recited 
a recital of
 recited 
was executed by drowning
was burned alive
was fed to beasts
was hacked to pieces
was executed
was beheaded
was crucified
was buried alive
died in the heat
died in the cold
was killed by spikes
froze to death
died in a cage
was murdered
died in a trap
vanished
a production order violation
a export prohibition violation
a job order violation
a murder
leapt from a great height
died
 attempted 
 perpetrated 
died in the dark
collapsed
was drained of blood
was slaughtered
was left out to suffocate
died of an illness
was put to rest
was scared to death
Can it all end so quickly?
Our time in 
 is so brief...
Death is all around us.
How fleeting life is...
Gruesome wounds!
So easily broken...
Those injuries...
This is a fight!
In the midst of conflict...
Has the tide turned?
How fragile we are...
I can't believe 
It feeds on blood.
It is drinking the blood of the living.
The battle rages...
I murdered 
This is my fight too.
I cannot just stand by.
I have a part in this.
I am together with my 
I am reunited with my 
I defeated 
I abducted 
 has killed.
Slayer.
I am separated from 
Oh, where is 
Death...
 is really dead.
, slayer of 
, slayer.
 in this dubious place
I have communed with 
I am a parent.
Children.
I played make believe.
I played with 
I have performed the rites of 
 in this holy place
 demanded submission from 
 escalated a conflict with 
I realized 
I am awoken to 
Somebody named themself
You refused to name yourself
 refused to give a name
Somebody refused to name themself
I shall name you 
This is a true masterpiece.
This is a masterpiece.
 is dead?
A battle!
There's fighting!
I have improved my 
I have mastered 
Is that a weapon?
Is this an attack?
Who's skulking around there?
Somebody up to no good...
 and I broke up.
 and I are divorced.
I have fallen for 
Oh, 
tortured
I was 
the ghost of a pet
the ghost of my spouse
I had a nightmare about the dead.
haunted
tormented
possessed
I had a nightmare about my deceased child.
I had a nightmare about my deceased animal training partner.
I had a nightmare about my deceased friend.
I had a nightmare about my deceased acquaintance.
I had a nightmare about my deceased lover.
I had a nightmare about my deceased sibling.
I had a nightmare about my deceased mother.
I had a nightmare about my deceased father.
I was not able to petition for citizenship.
I was not able to bring up the lack of jobs.
I was not able to make suggestions about work allocations.
I was unable to request weapon production.
a ghost
I did my combat drills.
I practiced at the archery target.
I had a sparring session.
the ghost of my child
the ghost of my animal training partner
the ghost of my friend
the ghost of an acquaintance
the ghost of my lover
the ghost of my sibling
the ghost of my mother
the ghost of my father
I was cried on by an unhappy worshipper.
I was yelled at by an unhappy citizen.
I was cried on by an unhappy citizen.
A visitor complained about being prevented from leaving.
I yelled at somebody in charge.
I cried on somebody in charge.
I told somebody that I am being prevented from leaving.
I was yelled at by an unhappy worshipper.
I made a suggestion about work allocations in a meeting.
I requested that more weapons be produced in a meeting.
I complained to my priest.
I cried on my priest.
I won't go down without a fight!
You can't take me alive!
I asked to become a citizen.
I brought up the lack of jobs in a meeting.
My clothes are in tatters.
My clothes actually rotted right off of my body.
I had a nightmare about my deceased pet.
I had a nightmare about my deceased spouse.
I was released from confinement.
I lost the baby.
My spouse lost the baby.
I am wearing old clothes.
my own
arranged 
I lost a pet.
I threw something.
a piece
 on display
 in my personal museum
I was near to 
I have unmet needs.
I've been injured badly.
I've been wounded.
I didn't sleep soundly due to the noise.
I need to wear fine things.
I need to get away from here and wander the world.
I just wish to help somebody.
I want to puzzle over something.
I could really use a good meal.
I just want to fight somebody.
This place could really use some more trouble.
I'm feeling argumentative.
I long to make romance.
It would nice to get out in nature and see some creatures.
I want to see a great beast.
I need more.
I was close to a waterfall.
I got caught in dust underground.
I was considering the demands I've made.
A criminal could not be properly punished.
I was out in a blizzard.
It was snowing on me.
I got caught in a miasma.
I was caught in smoke underground.
I was out in the rain.
I've been rained on.
It was raining on me.
I was in a snow storm.
It was very hard to sleep with the noise.
I couldn't sleep at all with all the noise.
I was able to rest up.
I was caught in freakish weather.
I'm starving.
I have been away from people for a long time.
I need a drink.
I must pray to 
I haven't slept for a very long time.
I'm thirsty.
I'm dehydrated.
I'm hungry.
I've been on a long patrol.
I was nauseated by the sun.
I've been out in the sunshine again after a long time away.
I'm sleepy.
I could not find a priest to complain at.
I could not find a priest to comfort me.
I could not find anybody in charge to complain at.
I could not find anybody in charge to comfort me.
I wish to make something.
I must practice the fighting arts.
I need to perfect my skills.
I just want to slow down and take it easy for a while.
I'd like to hear somebody eloquent.
I long to uphold the traditions.
I need to pause and reflect upon myself.
We must make merry again.
I need some excitement in my life.
I need to learn something new.
I want to spend some time with family.
I want to see my friends.
I need time to contemplate.
I need something to do.
It has been long time since I've done something creative.
I miss having art in my life.
I ate rotten food.
I put on a
 well-crafted
 finely-crafted
I was beat somebody with the hammer.
I was beaten with the hammer.
I could not find the hammer.
I have been eating the same old food.
I had to eat vermin to survive.
I started a fist fight.
I beat somebody as a punishment.
I was beaten as a punishment.
I don't have a shirt.
I have no shoes.
I had to eat my beloved pet to survive.
I had to eat one of my favorite animals to survive.
dining
sleeping
 arrangements than I do.
There aren't enough dining tables.
I don't have enough weapon racks.
I don't have enough armor stands.
Somebody has better 
burial
I ate a meal.
I had a drink.
I don't have enough chests.
I don't have enough cabinets.
 superior
n exceptional
 truly splendid
 item.
 was abandoned.
The guildhall petition for 
The agreement to establish a guildhall for 
I was rejected by 
The temple petition for 
 was rejected.
 was ignored.
The agreement to establish a temple for 
 will be recognized.
I can now reside in 
I am now part of 
I was denied residency in 
My punishment was reduced.
I won the election.
I was re-elected.
 has been recognized.
I have entered the nobility.
I was knocked out by a cave-in.
My deadline was met.
I am uncovered.
There wasn't enough work last season.
I smashed up a building.
I toppled something over.
I have attained a higher rank of nobility.
A criminal's punishment was delayed.
There are not enough cages and chains.
My mandate was ignored.
A mandate deadline was missed.
My request was approved.
My request was ignored.
Nobody could be punished for failing to obey my commands.
My punishment was delayed.
The criminal was convicted and I received justice.
My family received justice when the criminal was convicted.
I had a bath.
I had a bath with soap!
A child was turned away from sanctuary.
Somebody dead was convicted of a crime.
An animal was convicted of a crime.
The victim of a crime was somehow convicted of that very offense.
There was a scholarly lecture in 
There was a performance in 
I was expelled.
 was expelled.
I acquired something.
I adopted a new pet.
I played with my pet.
I was confined.
I had a drink, but it had gone bad.
I drank water without a well.
I had a drink without using a goblet.
I was near to a caged 
I drank gooey water.
I drank water mixed with ichor.
I drank water mixed with pus.
I drank foul water.
I have been drinking the same old booze.
I drank bloody water.
I drank slime.
I drank vomit.
I killed somebody in a sparring accident.
I was attacked.
I was attacked by the dead.
I was attacked by my own dead 
I put a piece on display.
I finished up some work.
The tax collector's escorts stole my property.
I lost some property to taxes.
I slaughtered an animal.
I put a creature in a cage.
I chained up a creature.
I gelded a creature.
I formed a bond with my animal training partner.
I was rescued.
I brought somebody to rest in bed.
I felled a tree.
I ate at a crowded table.
I ate in a dining room.
I didn't have a dining room.
There aren't enough chairs.
I was accosted by 
I was pestered by 
 was given away.
I acquired 
friends with 
a new friend
I got into an argument
I am forming a grudge against 
Tax collection went smoothly.
I disappointed the nobility.
The tax collection did not go smoothly.
I made 
I do not have adequate protection.
I was unable to reach a room during tax collection.
I was misinformed about a room during tax collection.
I pleased the nobility.
I had an intellectual discussion with my spouse.
I had an intellectual discussion with my lover.
I had an intellectual discussion with my sibling.
I had an intellectual discussion with my mother.
my child
my animal training partner
my acquaintance
 decayed without burial.
my lover
my sibling
my mother
my father
There was an incident.
The body of 
my pet
my spouse
I shared a personal insight with an acquaintance.
I shared a personal insight with somebody.
My spouse shared a personal insight with me.
My lover shared a personal insight with me.
I shared a personal insight with my mother.
I shared a personal insight with my father.
I shared a personal insight with my child.
I shared a personal insight with my friend.
I had an intellectual discussion with somebody.
I shared a personal insight with my spouse.
I shared a personal insight with my lover.
I shared a personal insight with my sibling.
I had an intellectual discussion with my father.
I had an intellectual discussion with my child.
I had an intellectual discussion with my friend.
I had an intellectual discussion with an acquaintance.
I taught 
I learned about 
I wrote 
an untitled composition
I slept in the dirt.
I slept on a pile of driftwood.
My artwork was defaced.
I was evicted.
I slept in the grass.
I slept on a rough cave floor.
I slept on rocks.
I slept on ice.
I slept without a proper room.
I slept in a bedroom.
I slept on the floor.
I slept in the mud.
I received water.
I gave somebody water.
I received food.
I gave somebody food.
I got married.
I have new siblings.
I have a new sibling.
I have become a parent
I just don't understand 
I've been discussing 
I've been mulling over 
I gave birth to 
I read 
I learned 
powerful knowledge
I've made a breakthrough regarding 
an awful setting
a very poor setting
a poor setting
I conducted an official meeting in a bedroom.
a very good setting
a good setting
a horribly substandard setting
a horrible setting
I conducted a meeting in 
a setting worthy of legends
a fantastic setting
a great setting
I visited with my animal training partner.
I talked to my friend.
I talked to an acquaintance.
I talked to somebody.
I was on an infiltration mission.
This must be stopped by any means at our disposal.
It is terrifying.
I don't know anything about that.
I accepted bribed in exchange for offering leniency.
I embezzled funds.
I received a cut of corruptly-obtained funds.
I was far away.
I talked to somebody important to our traditions.
It was
I prey on the blood of civilized creatures.
I am unnaturally ageless.
I conducted an official meeting in a dining room.
I had no room for an official meeting.
I thought about my tomb.
I do not have a tomb.
I discussed my problems with my child.
I discussed my problems with my friend.
I discussed my problems with an acquaintance.
I discussed my problems with somebody.
I discussed my problems with my lover.
I discussed my problems with my sibling.
I discussed my problems with my mother.
I discussed my problems with my father.
My friend shared a personal insight with me.
An acquaintance shared a personal insight with me.
Somebody shared a personal insight with me.
I discussed my problems with my spouse.
My sibling shared a personal insight with me.
My mother shared a personal insight with me.
My father shared a personal insight with me.
My child shared a personal insight with me.
I talked to my sibling.
I talked to my mother.
I talked to my father.
I talked to my child.
Somebody discussed their problems with me.
I visited with my pet.
I talked to my spouse.
I talked to my lover.
My father discussed their problems with me.
My child discussed their problems with me.
My friend discussed their problems with me.
An acquaintance discussed their problems with me.
My spouse discussed their problems with me.
My lover discussed their problems with me.
My sibling discussed their problems with me.
My mother discussed their problems with me.
 has promise.
That sounds vaguely like the 
 is okay.
 is fine.
That sounds like the 
 is good.
 is pretty good.
 is alright!
 is great.
 is splendid.
 is really quite good!
 shows such talent.
.  How can I even describe the skill?
 is legendary.
!  Amazing ability.
That sounds almost like the 
 doesn't belong here.
 makes me retch.
?  Awful.
This is my favorite dance.
 is a waste of time.
 couldn't be much worse.
 is terrible.
 is just bad.
Is that supposed to be the 
 is no good.
 stinks!
 is lousy.
 is alright.
 could be better.
 could be worse.
 is middling.
It was okay.
I'm conflicted.
I agree completely.
So true, so true.
It was legendary.
It was fantastic.
It was great.
It was good.
That's terrific!
It accords with my faith.
Preaching is my calling.
I enjoyed performing.
I hate it.
I am afraid of it.
That is sad but not unexpected.
That is terrible.
 is fantastic!
 is awesome!
 is magnificant!
?  Unbelievable talent!
 player
This singer
This chanter
This dancer
This storyteller
This recitation
That sounds just like the 
This 
No doubt.
Truly.
I concur!
This preacher
This legendary hunt has saved us from a mighty enemy!
This magnificent hunt has saved us from a fearsome enemy!
This great hunt has saved us from a dangerous enemy!
This worthy hunt has rid us of an enemy.
I love solemn poetry.
The lyrics of the accompaniment are way too serious.
These lyrics are too austere.
I can't stand poetry this serious.
These lyrics are too breezy.
I prefer more weighty subject matter myself.
I love the solemn lyrics of the accompaniment.
I love the solemn lyrics.
I love the light lyrics of the accompaniment.
I love the light lyrics.
I love light poetry.
Couldn't the lyrics of the accompaniment be a bit more somber?
You have my thanks.
in a time before time
in the future
just now
We are saved from a dangerous enemy!
We are rid of an enemy.
We are rid of a nuisance.
The defenseless are safer from outlaws.
That was a worthy hunt.
That was hunter's work.
We are saved from a mighty enemy!
We are saved from a fearsome enemy!
This hunt has rid us of a nuisance.
That was a legendary hunt!
That was a magnificent hunt!
That was a great hunt!
I love the riddle in the lyrics.
I love riddles.
Why is there a riddle in the lyrics of the accompaniment?  I hate riddles.
Why is there a riddle in the lyrics?  I hate riddles.
I hate the self-absorbed lyrics of the accompaniment.
I hate the self-absorbed lyrics.
I hate self-absorbed poetry.
I love the riddle in the lyrics of the accompaniment.
This is my favorite poetry.
I love the reflective lyrics of the accompaniment.
I love the reflective lyrics.
I love reflective poetry.
The accompaniment is my favorite music.
This is my favorite music.
The lyrics of the accompaniment are my favorite poetry.
The lyrics are my favorite poetry.
I love ribald poetry.
Must the lyrics of the accompaniment be so off-putting?
These lyrics are simply unacceptable.
I hate this sleazy sort of poetry.
I love the raunchy lyrics!
I love raunchy poetry!
I love the ribald lyrics of the accompaniment.
I love the ribald lyrics.
The lyrics of the accompaniment are so funny!
The lyrics are so funny!
This poetry is so funny!
I love the raunchy lyrics of the accompaniment!
I hate riddles.
The lyrics of the accompaniment are so embarrassing!
The lyrics are so embarrassing!
This poetry is so embarrassing!
sunset
 out there.
I wonder what the weather is like outside.
What is this?  
Seems a pleasant enough 
night
dawn
day
Looks to be snowing outside.
Look at the fog out there!
There is fog outside.
There is a mist outside.
It is freezing cold!
Is that 
 falling outside?
Looks like rain outside.
What a wind!
  And what a wind!
It is a nice temperature today.
worthlessness
The stars are bold tonight.
It is a starless night.
It is hot.
It is cold.
I hope this mist passes.
Look at those clouds!
The weather does not look too bad today.
The weather looks to be fine today.
It is raining.
It is snowing.
Curse this fog!  I cannot see a thing.
I hope this fog lifts soon.
months ago
a year ago
a few years ago
several years ago
a week ago
a few weeks ago
a month ago
a few months ago
a few hours ago
not one day ago
a few days ago
several days ago
a few minutes ago
not a quarter hour ago
not a half hour ago
not one hour ago
 died
many died
the forces of 
It is scorching hot!
many foes
 was slain
by a 
by the forces of 
a creature
creatures
a member
the forces
many years ago
long ago
long, long ago
I slew 
emptiness
exasperation
exhilaration
fright
distress
eagerness
elation
embarrassment
delight
disappointment
disgust
dismay
confusion
contempt
contentment
dejection
interest
irritation
isolation
jolliness
hatred
hopelessness
humiliation
insult
grouchiness
grumpiness
guilt
happiness
frustration
glee
gloom
glumness
fear
sadness
bliss
vengefulness
grief
grim
satisfaction
leisure
suspicion
alarm
shock
value
nuances
martial
prowess
arousal
astonishment
bitterness
boredom
anger
annoyance
anxiety
apathy
alienation
amazement
ambivalence
amusement
terror
acceptance
agitation
aggravation
Hey
I'm a true 
I thought you called yourself 
An honor as always.  How can I be of service?
Greetings.
Salutations
Greetings
Hello
excitement
([LIP])
([lip])
expectancy
enthusiasm
pessimism
euphoria
It's great to have a friend like you!
And what exactly do you want?
Are you ready to learn?
Been in any good scraps today?
.  What can I do for you?
You are welcome at 
.  Please be respectful of the materials.
How are you, my 
It is an honor.  
Your name precedes you.  Thank you for all that you have done.  
It is good to finally meet you!  
Welcome home, my child.
.  It is good to see you.
 is dumbstruck for a moment.
A legend?  Here?  I can scarcely believe it.  
I am honored to be in your presence.  
pride
rapture
rejection
relief
optimism
outrage
panic
passion
misery
mortification
nervousness
nostalgia
joviality
jubilation
loneliness
lust
worry
wrath
zeal
angst
shame
thrill
uneasiness
unhappiness
righteous
indignation
self
pity
regret
remorse
repentance
resentment
I hear that there is an insurrection against 
I hear that 
lost 
 after an insurrection
 that tribute would no longer be offered 
  I hear 
 has a real mean streak.
  Best keep your head down.
 to stop the conflict between 
 refused an offer of peace from 
 regarding the conflict between 
 informed 
 offer of tribute from 
 refused 
 demand of tribute from 
 accepted a peace offer from 
 moved on in search of a better future
 after the horrible mismanagement of 
We had to pull out of 
We banded up as 
This place has been conquered
 has been conquered
We formed 
 in order to find better lives
We founded 
I hear that a group from 
 left to reclaim the ruins
 left to found a new settlement
waited out an insurrection in 
crushed an insurrection in 
We reclaimed 
I hear that a group calling itself 
Do you have a story to tell?
Have you written a new poem?
Is it time to make music?
Are you still dancing?
I have nothing for you.
I value your loyalty.
It really is a pleasure to speak with you again.
Do you have wisdom to share, preacher?
Don't let the enemy rest.
Are you hunting for treasure?
Thank you for protecting our wisdom.
Don't try to throw your weight around.
Let's not hurt anybody.
Make any good deals lately?
Long live the cause!
Thank you for keeping us safe.
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
The sun will set soon.  Be careful that the bogeyman doesn't get you.
Don't travel alone at night, or the bogeyman will get you.
 agreed to 
Traveling alone in the wilds?!  You know better than that.
Only a hero such as yourself can travel at night.  The bogeyman would get me.
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
It is amazing how far you've come.  Welcome home.
It's good to see you have companions to travel with on your adventures.
I know you can handle yourself, but be careful out there.
Hopefully your friends can dissuade you from this foolishness.
Are in a foul mood?
You'll get nothing from me with your flattery.
Are you stalking a dangerous beast?
Don't walk off with anything.
CRIME
REGION_WEATHER
CREATION_ZONE
VEHICLE
INTERACTION_INSTANCE
WRITTEN_CONTENT
IDENTITY
INCIDENT
FORMATION
ACTIVITY
BREED
BATTLEFIELD
DEF_SPHERE
ARCH_ELEMENT
JUSTIFICATION
SQUAD
IMAGE_SET
DIVINATION_SET
SPEAKER
AUDIENCE
SCALE
RHYTHM
OCCUPATION
BELIEF_SYSTEM
AGREEMENT
POETIC_FORM
MUSICAL_FORM
DANCE_FORM
ARMY
ARMY_CONTROLLER
ARMY_TRACKING_INFO
CULTURAL_IDENTITY
I do not have 
 does not possess 
 stops and pays attention to you.
 (to 
 is in 
I have 
 has 
 is not in 
 descended upon the place.
I heard that 
I heard that there was an incident.
 was destroyed.
 and escaped
I hear that refugees calling themselves 
 fled
 just before an army
UNIT_NAME
RACE
INDEF_FAMILY_RELATIONSHIP
SPHERE
SUBREGION
FAMILY_RELATIONSHIP
NUMBER
ORDINAL
ENTITY
HIST_FIG
ABSTRACT_BUILDING
SITE
PLACE
something
CONTEXT
ANY
A marauding warband is threatening our people.
Malicious outlaws have brought terror to our doorsteps.
Particular outlaws have been causing us much hardship.
A sprawling criminal organization has left our people living in fear.
Our people have been pestered by skulking villains.
A highly-organized military order is threatening our people.
An organized military order have brought terror to our doorsteps.
A small but organized military order have been causing us much hardship.
Seek this place if you hunt 
The creature is 
  Body corrupted beyond reckoning, 
 assumes a beastly form to terrorize us.
You might win fame by putting down a wild beast of great renown.
Sometimes animals just get out of control.
Seek this place if you wish to confront 
This insidious evil is 
The army of 
 is marching here!
 is marching on 
There's absolutely nothing interesting around here.
A bandit gang calling itself 
, led by 
has been harassing people right here on the streets of 
has been harassing people over in 
  They have a 
 called 
 somewhere 
around here
A scheming criminal gang has eluded capture for far too long.
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
There are foul goings-on 
over at 
A beast from underground has been assailing us.
At times, creeping things slither out from below ground.
We are besieged by a terrifying monster from the harshest wilderness.
A savage beast from the thick of the wilds hunts us at will.
A creature of the night has our people cowering in fear.
The forces of darkness have descended upon us.
A terror most foul from the evil depths nigh the underworld plagues us.
A vile monster from the bowels of the earth has been preying on our people.
We have been under siege by an ancient force of nature.
It is time to send our cursed enemy back to the underworld.
Our people have been tormented by a fearsome foe.
A beast horrible beyond imagining threatens us.
A night creature has infiltrated our communities and now makes prey of us.
An evil lurks within.
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
A great beast threatens to bring ruin upon our people.
A vile beast from the caverns now walks the land.
A lurking pest has come up from the underground.
At the end of the world dwell the fiercest beasts of legend.
Creatures grow mighty out in the wildest regions.
The world is safer for travelers when night creatures no longer stalk the darkness.
A force of evil has arisen in the world.
Something truly horrifying has vomited itself forth from the depths of the world.
A great monster from the underground is said to have emerged from the darkness.
Mastering the forces of nature would glorify us in the eyes of the world.
Demons from the underworld must not be permitted to walk freely upon the land.
Not far from here, a fearsome creature has made its home.
Terrible monstrosities live deep under the ground.
A ferocious wild animal has been set on us by nature.
A ferocious unnatural beast has become the bane of our people.
A beast from the wilds has been harassing our people.
Vanquishing a great beast on our behalf would bring us all much glory.
We are in 
  [You receive a detailed description.]
I've heard of a place called 
The surrounding area is called 
[PRO_SUB]
[PRO_OBJ]
[PRO_POS]
I've defeated many fearsome opponents!
I am the 
 STRANGUS 
 AUGIS 
 STORKIS 
!  It's terrifying.
 have been known to hunt out there.
 roam freely out there.
I don't know very much about it.
I'm not sure exactly where to look.
 to the 
Search first in 
a dark tower
the dungeon
 is our family's ancestor.
 is the head of the family.
Our family's ancestor is 
The head of the family is 
How I long for some excitement in my life...
I've always dreamed of seeing far-away places.
I would give anything to be away from here.  I can't stand the boredom!
Can you lead me to battle and a warrior's death?
I am a slave of 
I am a prisoner of 
Please help me to escape from this place.
But mostly I just like to drink.
I am a 
 of the 
, as are you
forgetful guard
 looks around nervously and leans forward, speaking quietly.
  It is rumored that the dead rise and stalk the living!
That place is blessed.
Savage beasts call it their home.
There is a tomb
 housing 
 is there.
It is a place of great evil.
There is a tavern there
There is a temple
 there
There is a library there
 is overcome for a moment.
]  No...  I don't want to talk about it.
There is a great keep there
 named 
feeling
emotion
State your values (new menu)
state
Demand an item (barter screen)
object
Express your emotions (new menu)
express
Nevermind
nevermind
Summarize the many troubles
trouble
I would...  rather not.
Greet listener
greet
hello
pet
Express horror at the gift
Express thanks for the gift
thanks
Claim this site for yourself (group naming menu)
Claim this site for yourself and 
Name pet (new menu)
Gift a (large) pet or mount (new menu)
favor
request
Create a performance troupe together (group naming menu)
troupe
Investigate or interrogate (new menu)
investigate
interrogate
Ask favor, place request, make demand or issue order (new menu)
It's such a noble pursuit.  Let's go immediately!
It would be so great to perform and make people happy.
I so love the performing arts.  It's time to go!
I'd love to travel and create art.
Let us leave as soon as possible.
This is a cause worthy of struggle.
I'm sorry.  My duty is here.
That's such a fantastic idea.  I can't wait to be off!
Excitement!  Adventure!  I am thrilled to join you.
I will agree to guide you if you lead me to glory and death.
I will agree to travel with you if you lead me to glory and death.
Take me away from here.
Hey...  that sounds like a great idea!
Surely any place is better than this.  Let's set off immediately!
Nothing beats the open road.  Let us be off!
I've always wanted to travel the world.  Let us be off!
I cannot give up my quest for 
I cannot abandon my pilgrimage.
I cannot, for I am on an important journey.
I am unfit to brave danger with you.
Ha!  Such enthusiasm from one such as yourself.
With a band so large, what share of the glory would I have?
I'm sorry.  I can't go with you.
I have no interest in your objectives.
Keep practicing!
Maybe after you've improved.  Prove you have what it takes.  The life of the traveling performer is a hard one.
Can you manage a troupe so large?
It is I that would lead you, but I have no need of your protection.
The performing arts are so important.  Let's go!
Let's spread the joy!
The performances will be great.
A demonstration of your skill might convince me.
kill 
drive the forces of 
drive 
Give an order based on 
agreement
Tell listener that nothing has changed
nothing
Order listener to 
Complain about the agreement
complain
Bring up the journey together
journey
come
Cancel the agreement
cancel
leave
rebels
opposition
stakeholders
Summarize your views on the opposition to 
guards
forces
Summarize the local disposition of the forces of 
other
land
Summarize the hold of 
 on its territory
patrol
's relationship with 
Go into 
diplomacy
relations
Ask about 
beast
criminal
bandit
Bring up specific incident or rumor (new menu)
incident
rumor
tell
who
Ask for directions (new menu)
directions
where
yes
Give 
Ask about somebody (new menu)
reputation
wait
stay
Ask listener to follow you
follow
Request a guide to 
Ask for directions to 
Ask for the whereabouts of 
Ask listener to wait here
Inquire about any troubles
troubles
Offer your service
service
skulking
vermin
ruffian
treasure
free 
Rent room for 
Request free room
extend
List available services
list
Yell out service order
Order 
buy
sell
Ask about available services, drinks, rooms, etc.
room
Trade or settle debts
barter
deal
debts
structure
Ask about the listener's master or boss
boss
Ask about the listener's schemes and plots
offer
Ask listener to join you (new menu)
join
Ask about the structure you are in
Exchange, give, take or show personal items
exchange
take
show
rent
Extend room rental for 
Extend use of free room
Confirm service order
the destruction of 
Bring up your reunion with 
Bring up the reunion of 
Bring up your death
you slew 
 (This occurred 
 at this location
Bring up 
Accuse the speaker of being a troublemaker
Summarize your views on 
Discuss the missing artifact 
Summarize the conflict in which 
overview
Describe the refugees created by the attack of 
accuse
troublemaker
Spread rumor of your possession of 
absence
's absence from 
Spread rumor of your lack of possession of 
Spread rumor of your abduction
Spread rumor of the abduction of 
's destruction
's presence in 
Spread rumor of the occupation of 
Spread rumor of your reunion with 
Spread rumor of the reunion of 
 death
Bring up the death of 
Spread rumor of 
Spread rumor of the insurrection
Spread rumor of the 
Demand that the listener yield
yield
surrender
Welcome yourself to your new home
Demand the listener's identity
Demand that the listener drop 
drop
rob
homage
Cancel tribute from 
Offer peace between 
Demand that 
Agree to make peace between 
Refuse to make peace between 
 pay homage to 
Offer to have 
Accept the position
Refuse the position
Agree to the adoption
Refuse the adoption
position
Offer listener your position as 
adopt
Ask listener to adopt 
Brag about your past violent acts
brag
boast
transfer
welcome
home
Raise alarm
intruder
pacify
Tell a joke
joke
Ask about listener's family
emotions
Make a flattering remark
flatter
Try to calm the listener
profession
work
Ask how listener is feeling
feelings
scheme
plot
plan
Inquire about listener's profession
Agree to have 
 accept homage from 
agree
Refuse to have 
refusal
Suggest that the listener trade 
suggest
Ask the listener for the location of 
stop
Accept that the listener will not trade 
the object
accept
Ask for permission to stay for a day
permission
Ask for a cease to hostilities
cease
subject
back
Return to current topic (new menu)
return
bypass
skip
Change the subject (new menu)
change
done
quit
Say goodbye
Bypass greeting (new menu)
creature
Impatiently say goodbye
goodbye
bye
task
Request duty or advice pertaining to service as a 
advice
Ask to be made a 
duty
report
Praise listener for completing the task
praise
what
happened
Ask listener to join you and be rescued
Give report pertaining to service as a 
Refuse to share this information
Say that you have no family
Say that you don't remember
Ask what happened
Ask if anybody fled from this site
flee
fled
Ask about the local ruler
scout
Ask about other groups with a stake in this site
groups
exile
withdraw
Ask about the position of this group's forces
guard
armies
Ask listener why they are traveling
travel
Ask how strong this group's hold over its lands is
hold
invoke
banish
Invoke true name to compel service from listener
Accuse listener of being a night creature
Ask about the surrounding area
surroundings
area
Invoke true name to banish listener
weather
Offer encouragement
encourage
Comment on natural surroundings
Ask about this site's neighbors and trade partners
neighbors
village
Comment on weather
impersonate
State 
's location
 to be 
Reply to greeting
reply
Refuse conversation
Reply to greeting (impersonation)
revoke
Invite listener to become a 
Ask to become a 
Ask to be rescued
Accept invitation to become a 
Refuse request to become a 
Accept as a 
Revoke listener's status as a 
action
Request suggestion for course of action
Ask listener to join you as entertainer
entertain
Offer condolences
condolences
sorry
Ask listener's course of action
State that you weren't acquainted
Tell listener to enjoy peace and remain vigilant
enjoy
vigilant
Suggest talking to 
 to offer condolences
Suggest traveling to 
 to find a relative
Grant listener work as 
grant
Grant 
 work as 
doctors
mercenaries
monster slayers
scribes
 to made 
tavern keepers
performers
scholars
keeper
monster
slayer
Ask for 
Leave 
Kick listener out of 
kick
Refuse invitation to become a 
invite
Accept invitation to join 
Refuse invitation to join 
decline
Ask to join 
Accept into 
Refuse request to join 
Invite listener to join 
diagnosticians
surgeons
bone doctors
Refuse listener work as 
State that it was legendary
legendary
State that it was fantastic
fantastic
preaching
calling
State that you enjoyed performing
performing
State that it accords with your faith
accords
faith
State that preaching is your calling
best
State that you don't care
State your general hatred
State your general fear
State that this is your favorite dance
favorite
State that this is your favorite music
State that this is your favorite poetry
State that this is good
State that this is okay
State that this is no good
bad
okay
Agree completely
State that this is fantastic
State that this is great
State that it was great
great
State that it was good
State that it was okay
State opinion that it was inevitable
inevitable
State opinion that this is the life for you
life
Ask listener to join you in an insurrection
State opinion that it must be stopped with violent force
force
State opinion that it is not your problem
place
Respond to join request
respond
Ask listener to join you in a rescue
Ask listener to join you on adventures
adventure
Ask listener to guide you to a location
site
conflicted
State that it is terrific
terrific
State that it is for the best
outlaws
State that you are right in all matters
right
State that you are conflicted
State opinion that it is terrifying
terrifying
State that you don't know anything about it
State that they are outlaws
State opinion that it is sad but not unexpected
expected
State opinion that it is terrible
terrible
Lay quest to retrieve 
quest
Exhort to finish current quest
exhort
occupied
Refer listener to somebody older
refer
older
comply
Agree to follow
Apologize for being otherwise occupied
apologize
Grant sleep permission
Deny sleep permission
deny
Comply with order
Remind listener of pending service
pending
Tell listener that no services are available
Tell listener both of you must be at location
Ask listener to come to the trade depot later
later
Ask listener to come to your store later
Ask listener to come to the market later
closer
Do business
business
Initiate bartering
finish
Charge to serve 
serve
Ask listener to come closer
poems
State that you love ribald poems
ribald
State that you disapprove of ribald poems
State your amusement
funny
State that you love raunchy poems
raunchy
riddle
State that you hate riddles
State that you are embarrassed by this kind of humor
humor
State that you love reflective poetry
reflective
State that you hate reflective poetry
State that you love riddles
State that listener protected the defenseless from outlaws
protected
defenseless
oulaws
saved
enemy
State that listener had a good hunt
State that listener saved you from an enemy
solemn
State that you hate solemn poems
State that listener's hunt saved you from an enemy
hunt
State that you love light poems
light
State that you hate light poems
State that you love solemn poems
Agree to comply with demand
Refuse to comply with demand
Refuse to yield
 (not your values)
Yield in terror
Yield
Agree to cease hostilities
Refuse to cease hostilities
prophecy
prophesize
Hawk your wares
hawk
Express astonishment at seeing 
surprise
Praise for returning 
Prophesize
thank
Accept calming
State that calming was unneeded
unneeded
Reject the compliment
reject
Reject the attempt to calm
Accept the compliment
Deride flattery
deride
flattery
Deride the attempt to calm
Argue 
Acquiesce (changes your values)
acquiesce
Flatter the listener
opinion
Provide the location of specific place
Provide the location of 
Provide the whereabouts of 
Profess total ignorance
Tell the listener that 
 is dead
Give your opinion of 
shopkeeper
Tell listener about 
Provide directions to 
Recommend 
both
Tell listener you don't work here
Mention services to listener
Tell listener to try a shopkeeper
ancestor
Say something about your family
Announce that you are hunting in your lair
lair
Ask listener to wait until you've returned home
Say something general about your emotional state or thoughts
thoughts
Say something about your family's ancestor
Tell the listener that they've found you
found
Grovel before your new master
grovel
Explain your current journey
explain
Say something about this site's trade partners
Say something about the local area
Fail the struggle against great dismay
Fail the struggle against great distress
Fail the struggle against great fright
Fail the struggle against great misery
Fail the struggle against great terror
Fail the struggle against great agony
Fail the struggle against great anguish
Fail the struggle against great despair
Fail the struggle against great grief
Fail the struggle against great rage
Fail the struggle against great fear
Fail the struggle against great sadness
Fail the struggle against great alarm
fail
Fail the struggle against great shock
Fail the struggle against great horror
Verbally struggle against great sadness
State feelings of great satisfaction
State feelings of great love
State feelings of great bliss
Verbally struggle against great grief
State feelings of great triumph
State feelings of great grim satisfaction
Verbally struggle against great fear
Verbally struggle against great alarm
struggle
Verbally struggle against great shock
Verbally struggle against great horror
Fail the struggle against great mortification
Fail the internal struggle, completely shaken
Fail the struggle against existential crisis
State feelings of great suspicion
Dismiss the listener's argument
dismiss
Respond passively
Make terrified outburst regarding fleeing conflict
argue
argument
Agree to drop the argument
end
Express outrage over dismissal
dismissal
Press the argument
press
Approve of the joke
approve
laugh
Reject the joke
announce
State your incredulity
incredulity
failed to load conflict report incident
State your age emphatically
age
Say something about your profession
Announce your night creature status
Say something about your schemes
Refuse the interrogation
Mock the repeated failure of the interrogator
mock
outburst
State intention to flee conflict
Say something about your master(s)
talk
State feelings of great exasperation
State feelings of great ferocity
State feelings of great frustration
State feelings of great gloom
State feelings of great eagerness
State feelings of great embarrassment
State feelings of great empathy
State feelings of great emptiness
State feelings of great disgust
State feelings of great disillusionment
State feelings of great dislike
State feelings of great displeasure
State feelings of great confusion
State feelings of great contempt
State feelings of great dejection
State feelings of great disappointment
State feelings of great isolation
State feelings of great loathing
State feelings of great loneliness
State feelings of great lust
State feelings of great humiliation
State feelings of great insult
State feelings of great interest
State feelings of great irritation
State feelings of great guilt
State feelings of great hatred
State feelings of great hope
State feelings of great hopelessness
State feelings of great glumness
State feelings of great gratitude
State feelings of great grouchiness
State feelings of great grumpiness
Verbally struggle against great mortification
Verbally struggle, greatly shaken
State feelings of great acceptance
State feelings of great admiration
Verbally struggle against great dismay
Verbally struggle against great distress
Verbally struggle against great fright
Verbally struggle against great misery
Verbally struggle against great terror
Verbally struggle against great agony
Verbally struggle against great anguish
Verbally struggle against great despair
State feelings of great excitement
State feelings of great gaiety
State feelings of great joy
State feelings of great vengefulness
State feelings of great awe
State feelings of great bitterness
State feelings of great boredom
State feelings of great caring
State feelings of great apathy
State feelings of great arousal
State feelings of great astonishment
State feelings of great aversion
State feelings of great ambivalence
State feelings of great anger
State feelings of great annoyance
State feelings of great anxiety
State feelings of great agitation
State feelings of great aggravation
State feelings of great alienation
State feelings of great amazement
State feelings, greatly thrilled
Verbally struggle against looming existential crisis
Verbally struggle, greatly defeated
State feelings, greatly expectant
State feelings of great jubilation
State feelings of great pleasure
State feelings of great pride
State feelings, greatly enraptured
State feelings of great flee
State feelings of great happiness
State feelings of great jolliness
State feelings of great joviality
State feelings of great enjoyment
State feelings of great exhilaration
State feelings of great fondness
State feelings of great freedom
Verbally struggle against fear
Verbally struggle against sadness
State feelings of satisfaction
State feelings of love
Verbally struggle against grief
State feelings of triumph
Verbally struggle against rage
State feelings of grim satisfaction
State feelings of suspicion
Verbally struggle against alarm
Verbally struggle against shock
Verbally struggle against horror
Verbally struggle against great doubt
State feelings of great enthusiasm
Verbally struggle against great pessimism
State feelings of great euphoria
State feelings of great resentment
State feelings of great restlessness
State feelings of great righteous indignation
State feelings of great self-pity
State feelings of great relief
State feelings of great regret
State feelings of great remorse
State feelings of great repentance
State feelings of great panic
State feelings of great patience
State feelings of great passion
State feelings of great rejection
State feelings of great nervousness
State feelings of great nostalgia
State feelings of great optimism
State feelings of great outrage
State feelings of great amusement
State feelings of great contentment
State feelings of great delight
State feelings of great elation
State feelings of great wrath
State feelings of great zeal
State feelings of great adoration
State feelings of great affection
State feelings of great uneasiness
State feelings of great unhappiness
State feelings of great wonder
State feelings of great worry
State feelings of great servility
State feelings of great shame
State feelings of great sympathy
State feelings of great tenderness
State feelings of emptiness
State feelings of exasperation
State feelings of ferocity
State feelings of frustration
State feelings of displeasure
State feelings of eagerness
State feelings of embarassment
State feelings of empathy
State feelings of disappointment
State feelings of disgust
State feelings of disillusionment
State feelings of dislike
State feelings of caring
State feelings of confusion
State feelings of contempt
State feelings of dejection
State feelings of irritation
State feelings of isolation
State feelings of loathing
State feelings of loneliness
State feelings of hopelessness
State feelings of humiliation
State feelings of insult
State feelings of interest
State feelings of grumpiness
State feelings of guilt
State feelings of hatred
State feelings of hope
State feelings of gloom
State feelings of glumness
State feelings of gratitude
State feelings of grouchiness
Verbally struggle against misery
Verbally struggle against mortification
Verbally struggle, shaken
State feelings of acceptance
Verbally struggle against despair
Verbally struggle against dismay
Verbally struggle against distress
Verbally struggle against fright
State feelings of vengefulness
Verbally struggle against terror
Verbally struggle against agony
Verbally struggle against anguish
State feelings of bliss
State feelings of excitement
State feelings of gaiety
State feelings of joy
State feelings of aversion
State feelings of awe
State feelings of bitterness
State feelings of boredom
State feelings of anxiety
State feelings of apathy
State feelings of arousal
State feelings of astonishment
State feelings of amazement
State feelings of ambivalence
State feelings of anger
State feelings of annoyance
State feelings of admiration
State feelings of agitation
State feelings of aggravation
State feelings of alienation
State feelings, enraptured
State feelings, thrilled
Verbally struggle against existential crisis
Verbally struggle, defeated
State feelings of joviality
State feelings of jubilation
State feelings of pleasure
State feelings of pride
State feelings of freedom
State feelings of glee
State feelings of happiness
State feelings of jolliness
State feelings of elation
State feelings of enjoyment
State feelings of exhilaration
State feelings of fondness
State minor feeling of grim satisfaction
Dismiss minor feeling of fear
Dismiss minor feeling of sadness
State minor feeling of satisfaction
Dismiss minor feeling of horror
Dismiss minor feeling of grief
State minor feeling of triumph
Dismiss minor feeling of rage
State feelings of euphoria
State minor feeling of suspicion
Dismiss minor feeling of alarm
Dismiss minor feeling of shock
State feelings, expectant
Verbally struggle against doubt
State feelings of enthusiasm
Verbally struggle against pessimism
State feelings of repentance
State feelings of resentment
State feelings of restlessness
State feelings of righteous indignation
State feelings of rejection
State feelings of relief
State feelings of regret
State feelings of remorse
State feelings of outrage
State feelings of panic
State feelings of patience
State feelings of passion
State feelings of lust
State feelings of nervousness
State feelings of nostalgia
State feelings of optimism
State feelings of affection
State feelings of amusement
State feelings of contentment
State feelings of delight
State feelings of worry
State feelings of wrath
State feelings of zeal
State feelings of adoration
State feelings of tenderness
State feelings of uneasiness
State feelings of unhappiness
State feelings of wonder
State feelings of self-pity
State feelings of servility
State feelings of shame
State feelings of sympathy
State minor feeling of empathy
State minor feeling of emptiness
State minor feeling of exasperation
State minor feeling of ferocity
State minor feeling of dislike
State minor feeling of displeasure
State minor feeling of eagerness
State minor feeling of embarrassment
State minor feeling of dejection
State minor feeling of disappointment
State minor feeling of disgust
State minor feeling of disillusionment
State minor feeling of boredom
State minor feeling of caring
State minor feeling of confusion
State minor feeling of contempt
State minor feeling of interest
State minor feeling of irritation
State minor feeling of isolation
State minor feeling of loathing
State minor feeling of hope
State minor feeling of hopelessness
State minor feeling of humiliation
State minor feeling of insult
State minor feeling of grouchiness
State minor feeling of grumpiness
State minor feeling of guilt
State minor feeling of hatred
State minor feeling of frustration
State minor feeling of gloom
State minor feeling of glumness
State minor feeling of gratitude
Dismiss minor feeling of fright
Dismiss minor feeling of misery
Dismiss minor feeling of mortification
Dismiss minor feeling of being shaken
Dismiss minor feeling of anguish
Dismiss minor feeling of despair
Dismiss minor feeling of dismay
Dismiss minor feeling of distress
State minor feeling of joy
State minor feeling of vengefulness
Dismiss minor feeling of terror
Dismiss minor feeling of agony
State minor feeling of love
State minor feeling of bliss
State minor feeling of excitement
State minor feeling of gaiety
State minor feeling of astonishment
State minor feeling of aversion
State minor feeling of awe
State minor feeling of bitterness
State minor feeling of annoyance
State minor feeling of anxiety
State minor feeling of apathy
State minor feeling of arousal
State minor feeling of alienation
State minor feeling of amazement
State minor feeling of ambivalence
State minor feeling of anger
State minor feeling of acceptance
State minor feeling of admiration
State minor feeling of agitation
State minor feeling of aggravation
State minor feeling of pride
State feelings, somewhat enraptured
State feelings, somewhat thrilled
Dismiss minor existential crisis
State minor feeling of jolliness
State minor feeling of joviality
State minor feeling of jubilation
State minor feeling of pleasure
State minor feeling of fondness
State minor feeling of freedom
State minor feeling of glee
State minor feeling of happiness
State minor feeling of delight
State minor feeling of elation
State minor feeling of enjoyment
State minor feeling of exhilaration
Acknowledge lack of rage
Acknowledge lack of grim satisfaction
Acknowledge lack of fear
Acknowledge lack of sadness
Acknowledge lack of shock
Acknowledge lack of horror
Acknowledge lack of grief
Acknowledge lack of triumph
Dismiss minor feeling of pessimism
State minor feeling of euphoria
Acknowledge lack of suspicion
Acknowledge lack of alarm
Dismiss minor feeling of defeat
State feelings, somewhat expectant
Dismiss minor doubts
State minor feeling of enthusiasm
State minor feeling of remorse
State minor feeling of repentance
State minor feeling of resentment
State minor feeling of restlessness
State minor feeling of passion
State minor feeling of rejection
State minor feeling of relief
State minor feeling of regret
State minor feeling of optimism
State minor feeling of outrage
State minor feeling of panic
State minor feeling of patience
State minor feeling of loneliness
State minor feeling of lust
State minor feeling of nervousness
State minor feeling of nostalgia
State minor feeling of adoration
State minor feeling of affection
State minor feeling of amusement
State minor feeling of contentment
State minor feeling of wonder
State minor feeling of worry
State minor feeling of wrath
State minor feeling of zeal
State minor feeling of sympathy
State minor feeling of tenderness
State minor feeling of uneasiness
State minor feeling of unhappiness
State minor feeling of righteous indignation
State minor feeling of self-pity
State minor feeling of servility
State minor feeling of shame
Acknowledge lack of embarrassment
Acknowledge lack of empathy
Acknowledge lack of emptiness
Acknowledge lack of exasperation
Acknowledge lack of disillusionment
Acknowledge lack of dislike
Acknowledge lack of displeasure
Acknowledge lack of eagerness
Acknowledge lack of contempt
Acknowledge lack of dejection
Acknowledge lack of disappointment
Acknowledge lack of disgust
Acknowledge lack of bitterness
Acknowledge lack of boredom
Acknowledge lack of caring
Acknowledge lack of confusion
Acknowledge lack of insult
Acknowledge lack of interest
Acknowledge lack of irritation
Acknowledge lack of isolation
Acknowledge lack of hatred
Acknowledge lack of hope
Acknowledge lack of hopelessness
Acknowledge lack of humiliation
Acknowledge lack of gratitude
Acknowledge lack of grouchiness
Acknowledge lack of grumpiness
Acknowledge lack of guilt
Acknowledge lack of ferocity
Acknowledge lack of frustration
Acknowledge lack of gloom
Acknowledge lack of glumness
Acknowledge lack of distress
Acknowledge lack of fright
Acknowledge lack of misery
Acknowledge lack of mortification
Acknowledge lack of agony
Acknowledge lack of anguish
Acknowledge lack of despair
Acknowledge lack of dismay
Acknowledge lack of gaiety
Acknowledge lack of joy
Acknowledge lack of vengefulness
Acknowledge lack of terror
Acknowledge lack of satisfaction
Acknowledge lack of love
Acknowledge lack of bliss
Acknowledge lack of excitement
Acknowledge lack of arousal
Acknowledge lack of astonishment
Acknowledge lack of aversion
Acknowledge lack of awe
Acknowledge lack of anger
Acknowledge lack of annoyance
Acknowledge lack of anxiety
Acknowledge lack of apathy
Acknowledge lack of aggravation
Acknowledge lack of alienation
Acknowledge lack of amazement
Acknowledge lack of ambivalence
Acknowledge lack of being shaken
Acknowledge lack of acceptance
Acknowledge lack of admiration
Acknowledge lack of agitation
Acknowledge lack of pleasure
Acknowledge lack of pride
Acknowledge lack of rapture
Acknowledge lack of a thrill
Acknowledge lack of happiness
Acknowledge lack of jolliness
Acknowledge lack of joviality
Acknowledge lack of jubilation
Acknowledge lack of exhilaration
Acknowledge lack of fondness
Acknowledge lack of freedom
Acknowledge lack of glee
Acknowledge lack of contentment
Acknowledge lack of delight
Acknowledge lack of elation
Acknowledge lack of enjoyment
Start new conversation with 
Shout out to everybody
Assume an identity
Continue shouting
Continue conversation with 
View 
Acknowledge lack of enthusiasm
Acknowledge lack of pessimism
Acknowledge lack of euphoria
somebody whose name I don't know
Acknowledge lack of existential crisis
Acknowledge lack of defeat
Acknowledge lack of expectancy
Acknowledge lack of doubt
Acknowledge lack of regret
Acknowledge lack of remorse
Acknowledge lack of repentance
Acknowledge lack of resentment
Acknowledge lack of patience
Acknowledge lack of passion
Acknowledge lack of rejection
Acknowledge lack of relief
Acknowledge lack of nostalgia
Acknowledge lack of optimism
Acknowledge lack of outrage
Acknowledge lack of panic
Acknowledge lack of loathing
Acknowledge lack of loneliness
Acknowledge lack of lust
Acknowledge lack of nervousness
Acknowledge lack of zeal
Acknowledge lack of adoration
Acknowledge lack of affection
Acknowledge lack of amusement
Acknowledge lack of unhappiness
Acknowledge lack of wonder
Acknowledge lack of worry
Acknowledge lack of wrath
Acknowledge lack of shame
Acknowledge lack of sympathy
Acknowledge lack of tenderness
Acknowledge lack of uneasiness
Acknowledge lack of restlessness
Acknowledge lack of righteous indignation
Acknowledge lack of self-pity
Acknowledge lack of servility
PROFESSION_NAME
BIOME
STP
SELECT_CASTE
USE_CASTE
Caste Selection Fails: 
SELECT_ADDITIONAL_CASTE
PORTRAIT
CASTE
USE_STANDARD_NEX_BODY_PALETTE
PCG_LAYERING
SELECT_TISSUE
Unrecognized Tissue Template: 
PROCEDURAL_CREATURE_GRAPHICS
REMOVE_TISSUE
MUNDANE
VERMIN_ROTTER
CHANGE_FREQUENCY_PERC
FREQUENCY
HIVE_PRODUCT
UBIQUITOUS
VERMIN_GROUNDER
VERMIN_EATER
VERMIN_SOIL
VERMIN_FISH
ARTIFICIAL_HIVEABLE
VERMIN_SOIL_COLONY
DOES_NOT_EXIST
FANCIFUL
LOOSE_CLUSTERS
LARGE_ROAMING
TISSUE
REMOVE_MATERIAL
USE_TISSUE_TEMPLATE
USE_TISSUE
SELECT_MATERIAL
Unrecognized Material Template: 
ALL
PLUS_MATERIAL
MATERIAL
<SWAP>
USE_MATERIAL_TEMPLATE
USE_MATERIAL
 : Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
 : 
 : Special attack interaction token not recognized : 
 : Special attack material missing state -- set to liquid
(no mat1)
(empty tissue)
Custom tissue shape not found: 
(no mat3)
GO_TO_TAG could not find target, setting to end: 
GO_TO_TAG
Creature Tissue Material Failure: 
*** Error(s) finalizing the creature 
APPLY_CURRENT_CREATURE_VARIATION
Unrecognized Creature Variation: 
GO_TO_END
GO_TO_START
Swim
Crawl
ADD_COLOR
Climb
LOCAL_CREATURE_MAT
Unrecognized Color Token: 
Walk
Fly
Custom butcher object shape not found: 
: No tissue thickness
: Cannot find SPECIFIC_FOOD:CREATURE token 
: Cannot find SPECIFIC_FOOD:PLANT token 
, layer 
 has no body parts and creature doesn't have [DOES_NOT_EXIST], adding [DOES_NOT_EXIST] to creature
: Tissue 
 was not found, using first tissue instead
EVIL
GOOD
EQUIPMENT_WAGON
SAVAGE
GLOWTILE
CREATURE_SOLDIER_TILE
SOLDIER_ALTTILE
ALTTILE
GENERAL_CHILD_NAME
GENERAL_BABY_NAME
CREATURE_TILE
GLOWCOLOR
POPULATION_NUMBER
UNDERGROUND_DEPTH
TRIGGERABLE_GROUP
CLUSTER_NUMBER
COPY_TAGS_FROM
CREATURE
APPLY_CREATURE_VARIATION
Unrecognized Creature Copy (Order is important!): 
logs/current_entry.txt
--- Logging Creature 
SELECT_CREATURE
CUT_CREATURE
Unrecognized Creature Token: 
SOURCE_ENID
logs
LOG_CURRENT_ENTRY
SLAIN_SPEECH
PREFSTRING
SOURCE_HFID
GENERATED
 Color Mod Ending With (
TL_COLOR_MODIFIER
TLCM_TIMING
) Was Not Used
APP_MOD_IMPORTANCE
APP_MOD_NOUN
NO_END
APP_MOD_RATE
BP_APPEARANCE_MODIFIER
 BP Remove Type 
APP_MOD_DESC_RANGE
 BP Mod 
BP_ADD_TYPE
 Was Not Used
BP_REMOVE_TYPE
 BP Add Type 
AMPHIBIOUS
AQUATIC
MOUNT_EXOTIC
MOUNT
CASTE_PROFESSION_NAME
BABY
BABYNAME
CHILDNAME
POP_RATIO
SLAIN_CASTE_SPEECH
CHILD
FEATURE_ATTACK_GROUP
TLCM_IMPORTANCE
TLCM_NOUN
TLCM_GENETIC_MODEL
APP_MOD_GENETIC_MODEL
decaplets
nonuplets
duodecaplets
undecaplets
sextuplets
quintuplets
octuplets
septuplets
twins
a child
quadruplets
triplets
null app_mod_selection
Tile page token not recognized: 
a boy
a girl
TISSUE_LAYER_APPEARANCE_MODIFIER
TSU_NOUN
 Shearable Tissue 
SHEARABLE_TISSUE_LAYER
SET_TL_GROUP
PLUS_BP_GROUP
TISSUE_STYLE_UNIT
PLUS_TL_GROUP
zombie 
NUMBERED_NAME
SET_BP_GROUP
BODY_APPEARANCE_MODIFIER
quattuordecaplets
tredecaplets
many babies
quindecaplets
ATTACK_FLAG_CANLATCH
ATTACK_FLAG_BAD_MULTIATTACK
ATTACK_FLAG_EDGE
ATTACK_FLAG_WITH
ATTACK_VELOCITY_MODIFIER
MAIN
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
ATTACK_PREPARE_AND_RECOVER
ATTACK_CONTACT_PERC
ATTACK_VERB
ATTACK_PRIORITY
ATTACK_PENETRATION_PERC
Attack 
CHILD_TISSUE_LAYER_GROUP
ATTACK_SKILL
 seems to have correct format but could not find proper BPs in any caste, so not added
NOFEAR
GETS_INFECTIONS_FROM_ROT
PARALYZEIMMUNE
NOSTUCKINS
UNDERSWIM
BEACH_FREQUENCY
GETS_WOUND_INFECTIONS
CANOPENDOORS
LAYS_UNUSUAL_EGGS
NATURAL_SKILL
ITEMCORPSE_QUALITY
ITEMCORPSE
SPECIALATTACK_INJECT_EXTRACT
SPECIALATTACK_INTERACTION
NOSMELLYROT
SPECIALATTACK_SUCK_BLOOD
Unrecognized Creature Caste Body Token: 
Duplicate Body Token: 
BODYGLOSS
Body Token Recognized But Could Not Connect: 
REMAINS_ON_VERMIN_BITE_DEATH
DIE_WHEN_VERMIN_BITE
BODY
REMAINS_UNDETERMINED
SUPERNATURAL
NATURAL_ANIMAL
COLONY_EXTERNAL
VERMIN_HATEABLE
VEGETATION
PEARL
NATURAL
MAGICAL
BODYPART
ATTACK
CHILD_BODYPART_GROUP
TISSUE_LAYER
EBO_ITEM
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
EBO_SHAPE
ANY_HARD_STONE
CDI token precedes any CAN_DO_INTERACTION tag: 
CDI
EXTRA_BUTCHER_OBJECT
Unrecognized CDI Token: 
RELSIZE
Unrecognized Creature Caste Body Gloss Token: 
CAN_DO_INTERACTION
RETRACT_INTO_BP
GENERAL_MATERIAL_FORCE_MULTIPLIER
MATERIAL_FORCE_MULTIPLIER
STANDARD_GRAZER
SOUND
CREATURE_CLASS
ROOT_AROUND
LISP
PERSONALITY
SYNDROME_DILUTION_FACTOR
CARNIVORE
GOBBLE_VERMIN_CLASS
GOBBLE_VERMIN_CREATURE
CANNOT_CLIMB
CANNOT_JUMP
BONECARN
BLOODSUCKER
DIURNAL
ALL_ACTIVE
CREPUSCULAR
NOCTURNAL
CAN_SPEAK
SLOW_LEARNER
EQUIPS
UTTERANCES
VISION_ARC
CLUTCH_SIZE
CAN_LEARN
INTELLIGENT
PRONE_TO_RAGE
GRAZER
EGG_SIZE
LAYS_EGGS
NO_THOUGHT_CENTER_FOR_MOVEMENT
ARENA_RESTRICTED
NOEMOTION
NO_CONNECTIONS_FOR_MOVEMENT
LIGAMENTS
HAS_NERVES
NOTHOUGHT
CAVE_ADAPT
NOEXERT
HASSHELL
TENDONS
NOPAIN
NOSKIN
NOSKULL
NOMEAT
NOBONES
OPPOSED_TO_LIFE
NO_PHYS_ATT_RUST
STANCE_CLIMBER
CRAZED
NO_FEVERS
NO_DIZZINESS
NO_PHYS_ATT_GAIN
EXTRAVISION
SMELL_TRIGGER
LOW_LIGHT_VISION
ODOR_STRING
ODOR_LEVEL
NOSTUN
TRANCES
SENSE_CREATURE_CLASS
NONAUSEA
remains
SMALL_REMAINS
SPECIFIC_FOOD
REMAINS
NO_WINTER
NO_AUTUMN
BENIGN
LARGE_PREDATOR
IMMOLATE
ADOPTS_OWNER
NO_SUMMER
NO_SPRING
RETURNS_VERMIN_KILLS_TO_OWNER
AT_PEACE_WITH_WILDLIFE
DIVE_HUNTS_VERMIN
HUNTS_VERMIN
NO_UNIT_TYPE_COLOR
NO_DRINK
COMMON_DOMESTIC
NO_SLEEP
NOT_LIVING
VERMIN_MICRO
NO_EAT
CANNOT_UNDEAD
IMMOBILE
REMAINS_COLOR
LIGHT_GEN
IMMOBILE_LAND
CASTE_NAME
PLANT
CASTE_GLOWCOLOR
CASTE_COLOR
NIGHT_CREATURE_BOGEYMAN
NIGHT_CREATURE_HUNTER
MEANDERER
NIGHT_CREATURE_NIGHTMARE
SPREAD_EVIL_SPHERES_IF_RULER
UNIQUE_DEMON
NIGHT_CREATURE
NIGHT_CREATURE_EXPERIMENTER
FEATURE_BEAST
SEMIMEGABEAST
DEMON
TITAN
VESPERTINE
MATUTINAL
MEGABEAST
POWER
CURIOUSBEAST_GUZZLER
CURIOUSBEAST_ITEM
VERMINHUNTER
FLEEQUICK
COOKABLE_LIVE
MISCHIEVOUS
CURIOUSBEAST_EATER
PATTERNFLIER
TRAPAVOID
LOCKPICKER
MISCHIEVIOUS
NOT_BUTCHERABLE
ALCOHOL_DEPENDENT
MULTIPART_FULL_VISION
AMBUSHPREDATOR
NOBREATHE
MODVALUE
ATTACK_TRIGGER
BUILDINGDESTROYER
VIEWRANGE
SWIM
FLY
CLIMB
CRAWL
STEALTH_SLOWS
AGILITY
WALK
Unknown GAIT flag 
NO_BUILD_UP
GAIT
STRENGTH
LAYERS_SLOW
BLOOD
TEST_ALL
SECRETION
PUS
LAIR_CHARACTERISTIC
LAIR
HABIT_NUM
HABIT
TRADE_CAPACITY
SWIMS_INNATE
LAIR_HUNTER_SPEECH
LAIR_HUNTER
NO_VEGETATION_PERTURB
DIFFICULTY
SWIMS_LEARNED
GRASSTRAMPLE
THICKWEB
WEBBER
MULTIPLE_LITTER_RARE
WEBIMMUNE
TRAINABLE
PET_EXOTIC
TRAINABLE_WAR
TRAINABLE_HUNTING
LOCAL_POPS_CONTROLLABLE
LOCAL_POPS_PRODUCE_HEROES
PET
OUTSIDER_CONTROLLABLE
PACK_ANIMAL
WAGON_PULLER
STRANGE_MOODS
FLIER
BODY_SIZE
PETVALUE_DIVISOR
CHANGE_BODY_SIZE_PERC
GRAVITATE_BODY_SIZE
GNAWER
MAXAGE
PETVALUE
DESCRIPTION
NO_GENDER
MALE
LITTERSIZE
ORIENTATION
FIREIMMUNE
MAGMA_VISION
FEMALE
FIREIMMUNE_SUPER
FIXED_TEMP
HOMEOTHERM
SKILL_RUST_RATE
SKILL_RATE
VERMIN_NOROAM
FISHITEM
VERMIN_NOTRAP
VERMIN_NOFISH
MANNERISM_LEG
MANNERISM_TONGUE
PENETRATEPOWER
VERMIN_BITE
MANNERISM_FEET
MANNERISM_NAILS
MANNERISM_HANDS
MANNERISM_ARMS
MENT_ATT_RATES
MENT_ATT_RANGE
TISSUE_LAYER_UNDER
MENT_ATT_CAP_PERC
PHYS_ATT_RATES
Attribute range greater than 
Attribute cap perc less than 100, set to 100
PHYS_ATT_CAP_PERC
Attribute range not in increasing order, repaired
PHYS_ATT_RANGE
, repaired
Attribute range less than 
SKILL_RATES
SKILL_LEARN_RATE
SKILL_RUST_RATES
SKILL_LEARN_RATES
SPOUSE_CONVERSION_TARGET
SPOUSE_CONVERTER
MANNERISM_SMILE
MANNERISM_LAUGH
EXTRACT
CASTE_SOLDIER_ALTTILE
CONVERTED_SPOUSE
MILKABLE
CASTE_SOLDIER_TILE
CASTE_TILE
CASTE_ALTTILE
CASTE_GLOWTILE
EXTREME_EMOTION
CONTINUOUS
EGG_MATERIAL
EXERTION
MANNERISM_KNUCKLES
MANNERISM_HAIR
MANNERISM_CHEEK
MANNERISM_LIPS
MANNERISM_HEAD
MANNERISM_EAR
MANNERISM_MOUTH
MANNERISM_EYES
MANNERISM_EYELIDS
MANNERISM_STRETCH
MANNERISM_NOSE
MANNERISM_FINGERS
MANNERISM_SIT
MANNERISM_WALK
MANNERISM_POSTURE
MANNERISM_BREATH
SIGHT
BREATHE
MAJOR_ARTERIES
CONNECTS
SMELL
MUSCULAR
FLIGHT
HEAR
FUNCTIONAL
SPLINTABLE
THOUGHT
NERVOUS
STRUCTURAL
SCARS
SETTABLE
CONNECTIVE_TISSUE_ANCHOR
CV_ADD_TAG
CV_NEW_TAG
CV_NEW_CTAG
CV_REMOVE_TAG
Unrecognized Tissue Template Token: 
TISSUE_TEMPLATE
*** Error(s) finalizing the template 
LOCAL_PLANT_MAT
TISSUE_MAT_STATE
SUBORDINATE_TO_TISSUE
Tissue Template 
TISSUE_LEAKS
COSMETIC
INSULATION
TISSUE_SHAPE
STYLEABLE
ARG5
ARG4
TL_RELATIVE_THICKNESS
SET_LAYER_TISSUE
ARG1
Body detail plan not found:
ARG3
ARG2
SELECT_TISSUE_LAYER
Tissue layer not added because no BP found: 
BODY_DETAIL_PLAN
PLUS_TISSUE_LAYER
NORMAL
TISSUE_LAYER_OVER
Unknown Body Part Position Token: 
Unknown Body Group/Relation Token(s): 
THICKENS_ON_STRENGTH
PAIN_RECEPTORS
ARTERIES
THICKENS_ON_ENERGY_STORAGE
RELATIVE_THICKNESS
TISSUE_MATERIAL
VASCULAR
HEALING_RATE
TISSUE_NAME
TL_PAIN_RECEPTORS
 missing plural string
Tissue Definition 
TL_MAJOR_ARTERIES
TL_CONNECTS
TL_VASCULAR
TL_HEALING_RATE
is very large and bears great lard rolls and impressive muscles
is gigantic
is very large yet also very weak and incredibly skinny
is very large, fat and muscular
is incredibly skinny yet gigantic overall
is gigantic and quite fat
is enormous yet skinny
has an enormous build but is very skinny
isn't very muscular but has a gigantic build
is enormous yet very weak
is very fat and enormous overall
bears untold amounts of fat over a gigantic frame
is very muscular and just gigantic overall
is gigantic with incredible muscles
is gigantic yet incredibly weak
is gigantic and muscular
is very large
is skinny but with a very large body overall
is large, muscular and fat
is incredibly muscular and fat, with a large build overall
is fat and has a very large body overall
has a very large body with quite a bit of fat on it
is very large yet quite skinny as well
has a very large frame but is incredibly skinny
is very large yet weak
is very weak despite being very large overall
is very large and just incredibly fat
isn't strong but is very large
is incredibly muscular and very large
is weak and skinny yet has a large build overall
is very large with strong muscles
is very large and very muscular
 needs 3 tokens: 
BP_POSITION
 needs 6 tokens: 
BP_RELATION
ADD_MATERIAL
Unrecognized Creature Variation Token: 
ADD_TISSUE
 needs 2 tokens: 
CVCT_TARGET
CVCT_MASTER
CREATURE_VARIATION
CVCT_REPLACEMENT
CV_REMOVE_CTAG
CV_ADD_CTAG
CV_CONVERT_CTAG
CV_CONVERT_TAG
is huge, muscular and fat
is gigantic with huge muscles and hanging rolls of lard
is gigantic yet weak and skinny
is gigantic but incredibly skinny with virtually no muscles to speak of
[OBJECT:CREATURE]
creature_layer
body part
[CREATURE:
chunk
Unrecognized Body Detail Plan Token: 
Null color selection at pregnancy start, creature 
chunks
BP_LAYERS
BP_RELSIZE
BP_LAYERS_OVER
BP_LAYERS_UNDER
has a short, broad frame with almost no fat on it
is short, broad and fat
has a short, broad build overall but is somewhat skinny
has a short, broad body with very little fat
has a short broad body with ill-defined muscles
has a short broad body with little in the way of muscles
has a short broad body with a lot of fat on it
is short, broad and morbidly obese
is stout and very muscular
is stout and incredibly muscular
has a short broad body but is very frail
has a stout muscular body
is stout, muscular and fat
has a short, broad body stacked thick with muscles and lard
has a short broad body but is kind of weak and skinny at the same time
has a short body that is broad yet with few traces of muscle or fat
is fat with an extremely broad body
has an extremely broad body with lots of fat on it
has an extremely broad body with very little fat
has an incredibly broad body with almost no fat on it
has an extremely broad body but is weak
has an incredibly broad body but is very frail
has an incredibly broad body hung with curtains of lard
is somewhat weak and has a body that is incredibly broad
is incredibly muscular and broad-bodied
has an incredibly broad body that is somewhat weak with only a little fat on it
is muscular with an extremely broad body
is has large muscles on a incredibly broad body
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
is stout
has an extremely broad frame with few traces of either muscle or fat
has an incredibly broad body with some muscle and fat on it
is large yet skinny
is large yet very skinny
would be lanky were it not for the massive muscles and slabs of lard
is large
has a large body and is very fat
has a large body made larger still by mounds of fat
has a large body but is incredibly skinny
is large and fat
is large yet frail
is large and muscular
has ill-defined muscles but is large overall
has a large body but is quite weak
is weak and skinny yet has a reasonably large body overall
has a large body but it is very skinny and frail
is very muscular with a large body
has bulky muscles on a large body
has a tall, thin frame with very little fat on it
has a tall, narrow body that is just incredibly skinny
is lanky
has a tall, thin body with little fat
packs extraordinary obesity on to what was once a tall and thin body
is lanky with ill-defined muscles
has a tall, thin body layered with some fat
has a tall, thin frame but manages to be very fat
is muscular, tall and thin
is tall, thin and very muscular
is lanky and weak
is lanky and frail
has a tall, skinny body that is very frail
is lanky, with strong muscles and some fat
is tall and thin with incredible muscles
is tall and thin, weak with few traces of fat
is long, thin and somewhat weak
is long, weak and thin
has a long, thin body with a lot of fat on it
has a long, thin frame hidden beneath copious rolls of lard
is long and thin with strong muscles
has a long, thin frame strapped with incredible muscles
is long and thin but very weak
is long, thin and muscular
has a long, thin body, thickened by muscle and fat
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
has a long, thin body that is somewhat weak with little fat
has a long, thin frame, frail with very little fat
has a broad body with very little fat
has a broad body with almost no fat on it
has a broad body
has a broad body with little fat
is very weak and extremely thin
is extremely thin and frail
has an extremely thin frame underlying a massive lardy edifice
is extremely thin with ill-defined muscles
has an extremely thin body packed with huge muscles
is weak with little fat and just incredibly thin overall
is muscular and extremely thin
is very muscular and incredibly thin
could be incredibly thin but has massive lardy rolls and enormous muscles
is long and slim
is a frail, extremely skinny thing
has managed to put some muscle and fat on an extremely thin frame
has a long, thin body with almost no fat on it
has a long, thin body with some fat on it
has a long, thin frame with little fat
has a long, thin body with very little fat
is very broad and fat
has a very broad body and is incredibly fat
has a very broad body but almost no fat
is fat and very broad
has a very broad body but it is frail
is muscular and very broad
has a broad body that is somewhat weak
has ill-defined muscles on an otherwise broad body
has a very broad body overall but it is weak with little fat on it
has a very broad body but it is frail with very little fat on it
is very muscular and broad
is incredibly muscular and has a very broad body
is incredibly broad-bodied
has an extremely broad body with little fat
has a very broad, muscular, fat body
has a very broad body, with enormous lard pockets packed in with the giant muscles
has a broad body made broader still by no shortage of surrounding lard
is broad with little muscle
is broad and fat
is broad-bodied and very fat
is broad and muscular
is very muscular with a broad body
is broad yet weak
has a broad body but it is very frail
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carries great muscles on a very short body
cut open
 have compound fractures
broken open
smashed open
 broken.  
 has been partially butchered.  
 has a compound fracture
 fractured.  
 is mangled beyond recognition.  
is tiny
 is gelded.  
 are spilled.  
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blistered
condensed
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 dented.  
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spraying
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has a very small body bedecked with lardy rolls
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deep-voiced
dry
raspy-voiced
high-voiced
round-chinned
square-chinned
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body is 
clear-voiced
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 is gone.  
small-irised
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wide-set
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tall
[P]
broad
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widely-spaced
small-lobed
very round
tangled
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have small lobes
nearly fuse-lobed
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are fuse-lobed
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slightly flattened
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bulging
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has a high-pitched, clear voice
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with some
with flecks of
 stripes
mixed with
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slightly rounded
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somewhat greasy
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tiny 
massive 
 a 
long 
very long 
 bear
 bears
 the marks of old wounds, including
 the marks of numerous old wounds, the chief among them
lanky
big
towering
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chubby
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slim
skinny
muscular
very large
obese
frail
dent.  
very small 
gigantic
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[!@
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BEAST_SNAKE_WINGS_LACY_FRONT
BEAST_SNAKE_WINGS_LACY_BACK
BEAST_SNAKE_HORNS
BEAST_SNAKE_MANDIBLES
DEBUG_VISIBLEAMBUSHERS
DEBUG_NOSLEEP
DEBUG_NOHUNGER
DEBUG_NOTHIRST
DEBUG_NOANIMALS
DEBUG_SAFEDWARVES
DEBUG_NOMOOD
DEBUG_CONTINUOUS
DEBUG_FASTCAVEIN
DEBUG_SHOW_RIVER
filecomp_buffer2_aux
filecomp_buffer_aux
filecomp_buffer2
filecomp_buffer
manucomp2
manucomp
game.external_flag
enabler
mt_virtual_seed_type
mt_buffer
mt_virtual_buffer
mt_cur_buffer
mt_index
start_dwarf_count
standingorder_mixfoods
option_exceptions
DEBUG_MEGAFAST
DEBUG_GAMELOG
DEBUG_DISABLEHUMANCARAVAN
DEBUG_NEVERBERSERK
DEBUG_ALWAYSHAPPY
DEBUG_QUICKMODE_MINING
BEAST_SPIDER_EYE_TWO
BEAST_SPIDER_EYE_ONE
BEAST_SPIDER_WINGS_BAT_FRONT
BEAST_SPIDER_WINGS_FEATHERED_FRONT
BEAST_SPIDER_WINGS_LACY_FRONT
BEAST_SPIDER_HORNS
BEAST_SPIDER_MANDIBLES
BEAST_SPIDER
BEAST_INSECT_ANTENNAE
BEAST_INSECT_TRUNK
BEAST_INSECT_SHELL_BACK
BEAST_INSECT_PROBOSCIS
BEAST_INSECT_EYE_THREE
BEAST_INSECT_EYE_TWO
BEAST_INSECT_EYE_ONE
BEAST_INSECT_WINGS_BAT_FRONT
BEAST_SCORPION_EYE_THREE
BEAST_SCORPION_EYE_TWO
BEAST_SCORPION_EYE_ONE
BEAST_SCORPION_WINGS_BAT_FRONT
BEAST_SCORPION_WINGS_BAT_BACK
BEAST_SCORPION_WINGS_FEATHERED_FRONT
BEAST_SCORPION_WINGS_FEATHERED_BACK
BEAST_SCORPION_WINGS_LACY_FRONT
BEAST_SCORPION_WINGS_LACY_BACK
BEAST_SCORPION_HORNS
BEAST_SCORPION_MANDIBLES
BEAST_SCORPION
BEAST_SPIDER_ANTENNAE
BEAST_SPIDER_TRUNK
BEAST_SPIDER_SHELL_FRONT
BEAST_SPIDER_EYE_THREE
BEAST_WORM_SHORT_HORNS
BEAST_WORM_SHORT_MANDIBLES
BEAST_WORM_SHORT
BEAST_WORM_LONG_ANTENNAE
BEAST_WORM_LONG_TRUNK
BEAST_WORM_LONG_SHELL_BACK
BEAST_WORM_LONG_EYE_THREE
BEAST_WORM_LONG_EYE_TWO
BEAST_WORM_LONG_EYE_ONE
BEAST_WORM_LONG_WINGS_BAT_FRONT
BEAST_WORM_LONG_WINGS_BAT_BACK
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
BEAST_WORM_LONG_WINGS_LACY_FRONT
BEAST_WORM_LONG_WINGS_LACY_BACK
BEAST_WORM_LONG_HORNS
BEAST_INSECT_WINGS_FEATHERED_FRONT
BEAST_INSECT_WINGS_LACY_BACK
BEAST_INSECT_HORNS
BEAST_INSECT_MANDIBLES
BEAST_INSECT
BEAST_WORM_SHORT_ANTENNAE
BEAST_WORM_SHORT_TRUNK
BEAST_WORM_SHORT_SHELL_BACK
BEAST_WORM_SHORT_EYE_THREE
BEAST_WORM_SHORT_EYE_TWO
BEAST_WORM_SHORT_EYE_ONE
BEAST_WORM_SHORT_WINGS_BAT_BACK
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
BEAST_WORM_SHORT_WINGS_LACY_FRONT
BEAST_WORM_SHORT_WINGS_LACY_BACK
BEAST_FRONT_GRASP_EYE_ONE
BEAST_FRONT_GRASP_WINGS_BAT_BACK
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
BEAST_FRONT_GRASP_WINGS_LACY_BACK
BEAST_FRONT_GRASP_HORNS
BEAST_FRONT_GRASP_MANDIBLES
BEAST_FRONT_GRASP_OCT
BEAST_FRONT_GRASP_HEX
BEAST_FRONT_GRASP
BEAST_HUMANOID_ANTENNAE
BEAST_HUMANOID_TRUNK
BEAST_HUMANOID_SHELL_BACK
BEAST_HUMANOID_TAIL_THREE
BEAST_HUMANOID_TAIL_TWO
BEAST_HUMANOID_TAIL_ONE
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
BEAST_QUADRUPED_BULKY_HORNS
BEAST_QUADRUPED_BULKY_MANDIBLES
BEAST_QUADRUPED_BULKY_OCT
BEAST_QUADRUPED_BULKY_HEX
BEAST_QUADRUPED_BULKY
BEAST_FRONT_GRASP_ANTENNAE
BEAST_FRONT_GRASP_TRUNK
BEAST_FRONT_GRASP_SHELL_BACK
BEAST_FRONT_GRASP_TAIL_THREE
BEAST_FRONT_GRASP_TAIL_TWO
BEAST_FRONT_GRASP_TAIL_ONE
BEAST_FRONT_GRASP_EYE_THREE
BEAST_FRONT_GRASP_EYE_TWO
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
BEAST_BIPEDAL_DINOSAUR_HORNS
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
BEAST_BIPEDAL_DINOSAUR
BEAST_SCORPION_ANTENNAE
BEAST_SCORPION_TRUNK
BEAST_SCORPION_SHELL_FRONT
BEAST_SCORPION_TAIL_THREE
BEAST_SCORPION_TAIL_TWO
BEAST_SCORPION_TAIL_ONE
BEAST_HUMANOID_EYE_THREE
BEAST_HUMANOID_EYE_TWO
BEAST_HUMANOID_EYE_ONE
BEAST_HUMANOID_WINGS_BAT_BACK
BEAST_HUMANOID_WINGS_FEATHERED_BACK
BEAST_HUMANOID_WINGS_LACY_FRONT
BEAST_HUMANOID_WINGS_LACY_BACK
BEAST_HUMANOID_HORNS
BEAST_HUMANOID_MANDIBLES
BEAST_HUMANOID
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
BEAST_BIPEDAL_DINOSAUR_TRUNK
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
BEAST_SMALL_AMORPHOUS
BEAST_WALRUS_ANTENNAE
BEAST_WALRUS_TRUNK
BEAST_WALRUS_SHELL_BACK
BEAST_WALRUS_TAIL_THREE
BEAST_WALRUS_TAIL_TWO
BEAST_WALRUS_TAIL_ONE
BEAST_WALRUS_EYE_THREE
BEAST_WALRUS_EYE_TWO
BEAST_WALRUS_EYE_ONE
BEAST_WALRUS_WINGS_BAT_BACK
BEAST_WALRUS_WINGS_FEATHERED_FRONT
BEAST_WALRUS_WINGS_FEATHERED_BACK
BEAST_WALRUS_WINGS_LACY_FRONT
BEAST_WALRUS_WINGS_LACY_BACK
BEAST_WALRUS_MANDIBLES
BEAST_SMALL_SNAKE_ANTENNAE
BEAST_SMALL_SNAKE_TRUNK
BEAST_SMALL_SNAKE_SHELL_BACK
BEAST_SMALL_SNAKE_EYE_THREE
BEAST_SMALL_SNAKE_EYE_TWO
BEAST_SMALL_SNAKE_EYE_ONE
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
BEAST_SMALL_SNAKE_HORNS
BEAST_SMALL_SNAKE_MANDIBLES
BEAST_SMALL_SNAKE
BEAST_SMALL_AMORPHOUS_SHELL_BACK
BEAST_QUADRUPED_SLINKY_MANDIBLES
BEAST_QUADRUPED_SLINKY_OCT
BEAST_QUADRUPED_SLINKY_HEX
BEAST_QUADRUPED_SLINKY
BEAST_QUADRUPED_BULKY_ANTENNAE
BEAST_QUADRUPED_BULKY_TRUNK
BEAST_QUADRUPED_BULKY_SHELL_FRONT
BEAST_QUADRUPED_BULKY_TAIL_THREE
BEAST_QUADRUPED_BULKY_TAIL_TWO
BEAST_QUADRUPED_BULKY_TAIL_ONE
BEAST_QUADRUPED_BULKY_EYE_THREE
BEAST_QUADRUPED_BULKY_EYE_TWO
BEAST_QUADRUPED_BULKY_EYE_ONE
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
BEAST_WALRUS
BEAST_QUADRUPED_SLINKY_ANTENNAE
BEAST_QUADRUPED_SLINKY_TRUNK
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
BEAST_QUADRUPED_SLINKY_TAIL_THREE
BEAST_QUADRUPED_SLINKY_TAIL_TWO
BEAST_QUADRUPED_SLINKY_TAIL_ONE
BEAST_QUADRUPED_SLINKY_EYE_THREE
BEAST_QUADRUPED_SLINKY_EYE_TWO
BEAST_QUADRUPED_SLINKY_EYE_ONE
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
BEAST_QUADRUPED_SLINKY_HORNS
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
BEAST_SMALL_SPIDER_HORNS
BEAST_SMALL_SPIDER_MANDIBLES
BEAST_SMALL_SPIDER
BEAST_SMALL_INSECT_ANTENNAE
BEAST_SMALL_INSECT_TRUNK
BEAST_SMALL_INSECT_SHELL_BACK
BEAST_SMALL_INSECT_PROBOSCIS
BEAST_SMALL_INSECT_EYE_THREE
BEAST_SMALL_INSECT_EYE_TWO
BEAST_SMALL_INSECT_EYE_ONE
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
BEAST_SMALL_INSECT_WINGS_LACY_BACK
BEAST_SMALL_SCORPION_EYE_ONE
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
BEAST_SMALL_SCORPION_HORNS
BEAST_SMALL_SCORPION_MANDIBLES
BEAST_SMALL_SCORPION
BEAST_SMALL_SPIDER_ANTENNAE
BEAST_SMALL_SPIDER_TRUNK
BEAST_SMALL_SPIDER_SHELL_FRONT
BEAST_SMALL_SPIDER_EYE_THREE
BEAST_SMALL_SPIDER_EYE_TWO
BEAST_SMALL_SPIDER_EYE_ONE
BEAST_SMALL_WORM_SHORT
BEAST_SMALL_WORM_LONG_ANTENNAE
BEAST_SMALL_WORM_LONG_TRUNK
BEAST_SMALL_WORM_LONG_SHELL_BACK
BEAST_SMALL_WORM_LONG_EYE_THREE
BEAST_SMALL_WORM_LONG_EYE_TWO
BEAST_SMALL_WORM_LONG_EYE_ONE
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
BEAST_SMALL_WORM_LONG_HORNS
BEAST_SMALL_WORM_LONG_MANDIBLES
BEAST_SMALL_WORM_LONG
BEAST_SMALL_INSECT_HORNS
BEAST_SMALL_INSECT_MANDIBLES
BEAST_SMALL_INSECT
BEAST_SMALL_WORM_SHORT_ANTENNAE
BEAST_SMALL_WORM_SHORT_TRUNK
BEAST_SMALL_WORM_SHORT_SHELL_BACK
BEAST_SMALL_WORM_SHORT_EYE_THREE
BEAST_SMALL_WORM_SHORT_EYE_TWO
BEAST_SMALL_WORM_SHORT_EYE_ONE
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
BEAST_SMALL_WORM_SHORT_HORNS
BEAST_SMALL_WORM_SHORT_MANDIBLES
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
BEAST_SMALL_FRONT_GRASP_HORNS
BEAST_SMALL_FRONT_GRASP_MANDIBLES
BEAST_SMALL_FRONT_GRASP_OCT
BEAST_SMALL_FRONT_GRASP_HEX
BEAST_SMALL_FRONT_GRASP
BEAST_SMALL_HUMANOID_ANTENNAE
BEAST_SMALL_HUMANOID_TRUNK
BEAST_SMALL_HUMANOID_SHELL_BACK
BEAST_SMALL_HUMANOID_TAIL_THREE
BEAST_SMALL_HUMANOID_TAIL_TWO
BEAST_SMALL_HUMANOID_TAIL_ONE
BEAST_SMALL_HUMANOID_EYE_THREE
BEAST_SMALL_HUMANOID_EYE_TWO
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
BEAST_SMALL_QUADRUPED_BULKY_HORNS
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
BEAST_SMALL_QUADRUPED_BULKY_OCT
BEAST_SMALL_QUADRUPED_BULKY_HEX
BEAST_SMALL_QUADRUPED_BULKY
BEAST_SMALL_FRONT_GRASP_ANTENNAE
BEAST_SMALL_FRONT_GRASP_TRUNK
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
BEAST_SMALL_FRONT_GRASP_EYE_THREE
BEAST_SMALL_FRONT_GRASP_EYE_TWO
BEAST_SMALL_FRONT_GRASP_EYE_ONE
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
BEAST_SMALL_BIPEDAL_DINOSAUR
BEAST_SMALL_SCORPION_ANTENNAE
BEAST_SMALL_SCORPION_TRUNK
BEAST_SMALL_SCORPION_SHELL_FRONT
BEAST_SMALL_SCORPION_TAIL_THREE
BEAST_SMALL_SCORPION_TAIL_TWO
BEAST_SMALL_SCORPION_TAIL_ONE
BEAST_SMALL_SCORPION_EYE_THREE
BEAST_SMALL_SCORPION_EYE_TWO
BEAST_SMALL_HUMANOID_EYE_ONE
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
BEAST_SMALL_HUMANOID_HORNS
BEAST_SMALL_HUMANOID_MANDIBLES
BEAST_SMALL_HUMANOID
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
BEAST_SMALL_WALRUS_TRUNK
BEAST_SMALL_WALRUS_SHELL_BACK
BEAST_SMALL_WALRUS_TAIL_THREE
BEAST_SMALL_WALRUS_TAIL_TWO
BEAST_SMALL_WALRUS_TAIL_ONE
BEAST_SMALL_WALRUS_EYE_THREE
BEAST_SMALL_WALRUS_EYE_TWO
BEAST_SMALL_WALRUS_EYE_ONE
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
BEAST_SMALL_WALRUS_MANDIBLES
BEAST_SMALL_WALRUS
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
EXPERIMENT_HUMANOID_TORSO_SCALES
EXPERIMENT_HUMANOID_TORSO_SKIN
EXPERIMENT_HUMANOID_TORSO_SKINLESS
EXPERIMENT_HUMANOID_EYE_THREE
EXPERIMENT_HUMANOID_EYE_TWO
EXPERIMENT_HUMANOID_EYE_ONE
EXPERIMENT_HUMANOID_ANTENNAE
EXPERIMENT_HUMANOID_TRUNK
EXPERIMENT_HUMANOID_MANDIBLES
EXPERIMENT_HUMANOID_MOUTH
EXPERIMENT_HUMANOID_HEAD_FUR
EXPERIMENT_HUMANOID_HEAD_FEATHERS
EXPERIMENT_HUMANOID_HEAD_SCALES
EXPERIMENT_HUMANOID_HEAD_SKIN
EXPERIMENT_HUMANOID_SHADOW
BEAST_SMALL_WALRUS_ANTENNAE
BEAST_SMALL_QUADRUPED_SLINKY_HEX
BEAST_SMALL_QUADRUPED_SLINKY
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
BEAST_SMALL_QUADRUPED_SLINKY_OCT
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKIN
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SCALES
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FEATHERS
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FUR
EXPERIMENT_HUMANOID_WINGS_BAT
EXPERIMENT_HUMANOID_WINGS_FEATHERED
EXPERIMENT_HUMANOID_WINGS_LACY
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_5
EXPERIMENT_HUMANOID_HORN_BROAD_5
EXPERIMENT_HUMANOID_HORN_STUBBY_5
EXPERIMENT_HUMANOID_HORN_SHORT_5
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_5
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_5
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_4
EXPERIMENT_HUMANOID_HORN_BROAD_4
EXPERIMENT_HUMANOID_HORN_STUBBY_4
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKIN
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SCALES
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FEATHERS
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FUR
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKIN
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SCALES
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FEATHERS
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FUR
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKIN
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SCALES
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FEATHERS
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FUR
EXPERIMENT_HUMANOID_PORTRAIT_EXTERNAL_RIBS
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKINLESS
EXPERIMENT_HUMANOID_HORN_BROAD_1
EXPERIMENT_HUMANOID_HORN_STUBBY_1
EXPERIMENT_HUMANOID_HORN_SHORT_1
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_1
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_1
EXPERIMENT_HUMANOID_ARM_RIGHT
EXPERIMENT_HUMANOID_ARM_LEFT
EXPERIMENT_HUMANOID_LEG_RIGHT
EXPERIMENT_HUMANOID_LEG_LEFT
EXPERIMENT_HUMANOID_HAND_RIGHT
EXPERIMENT_HUMANOID_HAND_LEFT
EXPERIMENT_HUMANOID_FOOT_RIGHT
EXPERIMENT_HUMANOID_FOOT_LEFT
EXPERIMENT_HUMANOID_EXTERNAL_RIBS
EXPERIMENT_HUMANOID_TORSO_FUR
EXPERIMENT_HUMANOID_TORSO_FEATHERS
EXPERIMENT_HUMANOID_HORN_SHORT_4
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_4
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_4
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_3
EXPERIMENT_HUMANOID_HORN_BROAD_3
EXPERIMENT_HUMANOID_HORN_STUBBY_3
EXPERIMENT_HUMANOID_HORN_SHORT_3
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_3
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_3
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_2
EXPERIMENT_HUMANOID_HORN_BROAD_2
EXPERIMENT_HUMANOID_HORN_STUBBY_2
EXPERIMENT_HUMANOID_HORN_SHORT_2
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_2
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_2
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_1
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_3
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_2
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_2
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_2
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_2
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_2
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_2
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_1
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_1
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_1
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_1
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_1
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_1
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_BAT
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_FEATHERED
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_LACY
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_5
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_5
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_5
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_5
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_5
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_4
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_4
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_4
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_4
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_4
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_4
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_3
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_3
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_3
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_3
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_3
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_CURLING
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_TWISTING
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_FAT
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_SHORT
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_LONG
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKINLESS
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_BAT
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_FEATHERED
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_LACY
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_KNOBBING
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_BRANCHING
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SQUAT
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SPINDLY
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_FAN
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_LONG
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_KNOBBING
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_BRANCHING
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SQUAT
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SPINDLY
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_FAN
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_LONG
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_KNOBBY
WEATHER_CREEPING_GAS
FIREBALL
FIREJET
DRAGONFIRE
WEB_SPRAY
UNDIRECTED_DUST
UNDIRECTED_VAPOR
UNDIRECTED_GAS
SPATTER_LIQUID
SPATTER_POWDER
LIQUID_GLOB
SOLID_GLOB
TRAILING_GAS_FLOW
TRAILING_VAPOR_FLOW
TRAILING_DUST_FLOW
Unrecognized Usage Hint Token: 
MAKE_INTRODUCTIONS
ESTABLISH_COLONY_TRADE_AGREEMENTS
ACCOUNTING
TRADE
MANAGE_PRODUCTION
MEET_WORKERS
RECEIVE_DIPLOMATS
LAW_ENFORCEMENT
LAW_MAKING
Unrecognized Breath Attack Token: 
SHARP_ROCK
TRAILING_ITEM_FLOW
UNDIRECTED_ITEM_CLOUD
WEATHER_FALLING_MATERIAL
WEATHER_CREEPING_DUST
WEATHER_CREEPING_VAPOR
NO_WATER
IN_MAGMA
IN_WATER
Unrecognized Material State Token: 
ALL_SOLID
SOLID_PRESSED
PRESSED
SOLID_PASTE
PASTE
SOLID_POWDER
POWDER
GAS
LIQUID
SOLID
Unrecognized Procedural Layer Token: 
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_5
MINOR_BLESSING
MEDIUM_BLESSING
MINOR_CURSE
MEDIUM_CURSE
DEFEND
TORMENT
NEGATIVE_SOCIAL_RESPONSE
FLEEING
CLEAN_FRIEND
CLEAN_SELF
GREETING
MAJOR_CURSE
Unrecognized Location Hint Token: 
OUTSIDE
NO_THICK_FOG
NO_MAGMA
INDEPENDENCE
COOPERATION
ARTWORK
TRADITION
DECORUM
FAIRNESS
ELOQUENCE
CUNNING
TRUTH
FRIENDSHIP
FAMILY
LOYALTY
LAW
Unrecognized Position Responsibility Token: 
DELIVER_MESSAGES
MAINTAIN_TUNNELS
COMMERCE
LEISURE_TIME
PERSEVERANCE
COMPETITION
SACRIFICE
HARD_WORK
SKILL
MARTIAL_PROWESS
CRAFTSMANSHIP
MERRIMENT
HARMONY
TRANQUILITY
SELF_CONTROL
INTROSPECTION
KNOWLEDGE
STOICISM
HEALTH_MANAGEMENT
BUILD_MORALE
SORT_AMMUNITION
EQUIPMENT_MANIFESTS
UPGRADE_SQUAD_EQUIPMENT
MILITARY_STRATEGY
MILITARY_GOALS
PATROL_TERRITORY
ATTACK_ENEMIES
RELIGION
TAME_EXOTICS
EXECUTIONS
ESCORT_TAX_COLLECTOR
COLLECT_TAXES
MAKE_TOPIC_AGREEMENTS
MAKE_PEACE_AGREEMENTS
MAINTAIN_BRIDGES
MAINTAIN_ROADS
CONSTRUCTION_PERMITS
BUILDING_SAFETY
JUDGE
FIRE_SAFETY
FOOD_SUPPLY
MAINTAIN_SEWERS
MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
PREPARE_LEADER_MEALS
MANAGE_LEADER_HOUSEHOLD_DRINKS
MANAGE_LEADER_HOUSEHOLD_FOOD
MANAGE_ANIMALS
OVERSEE_LEADER_HOUSEHOLD
ADVISE_LEADERS
ESPIONAGE
BRIDGE
TUNNEL
ROAD
Unrecognized Ethic Response Token: 
UNTHINKABLE
PUNISH_CAPITAL
PUNISH_EXILE
PUNISH_SERIOUS
PUNISH_REPRIMAND
APPALLING
SHUN
MISGUIDED
ONLY_IF_SANCTIONED
JUSTIFIED_IF_SELF_DEFENSE
JUSTIFIED_IF_EXTREME_REASON
JUSTIFIED_IF_GOOD_REASON
BIRTH
BEAUTY
BALANCE
ART
ANIMALS
AGRICULTURE
Unrecognized Season Token: 
WINTER
AUTUMN
SUMMER
SPRING
Unrecognized Religion Token: 
REGIONAL_FORCE
PANTHEON
Unrecognized World Construction Token: 
WALL
TORTURE_FOR_INFORMATION
TORTURE_AS_EXAMPLE
KILL_PLANT
MAKE_TROPHY_ANIMAL
MAKE_TROPHY_SAPIENT
MAKE_TROPHY_SAME_RACE
EAT_SAPIENT_KILL
EAT_SAPIENT_OTHER
KILL_ANIMAL
KILL_ENEMY
KILL_NEUTRAL
KILL_ENTITY_MEMBER
Unrecognized Value Token: 
PEACE
NATURE
ROMANCE
JUSTIFIED_IF_NO_REPERCUSSIONS
PERSONAL_MATTER
ACCEPTABLE
REQUIRED
NOT_APPLICABLE
Unrecognized Ethic Action Token: 
SLAVERY
ASSAULT
THEFT
TRESPASSING
VANDALISM
LYING
OATH_BREAKING
TREASON
TORTURE_ANIMALS
TORTURE_FOR_FUN
LAKES
LABOR
JUSTICE
JEWELS
JEALOUSY
INSPIRATION
HUNTING
HOSPITALITY
HEALING
HAPPINESS
GENEROSITY
GAMES
GAMBLING
FREEDOM
FORTRESSES
FORGIVENESS
MUCK
MOON
MIST
MISERY
MINERALS
METALS
MERCY
MARRIAGE
LUST
LUCK
LOVE
LONGEVITY
LIGHTNING
LIGHT
LIES
LAWS
DEATH
DAY
DAWN
DARKNESS
DANCE
CREATION
CRAFTS
COURAGE
CONSOLATION
COASTS
CHILDREN
CHARITY
CHAOS
CAVERNS
BOUNDARIES
BLIGHT
FOOD
FISHING
FISH
FIRE
FESTIVALS
FERTILITY
FATE
FAME
EARTH
DUTY
DUSK
DREAMS
DISEASE
DISCIPLINE
DEPRAVITY
DEFORMITY
WRITING
WISDOM
WIND
WEATHER
WEALTH
WATER
WAR
VOLCANOS
VICTORY
VALOR
TWILIGHT
TRICKERY
TREES
TREACHERY
TRAVELERS
TORTURE
MAKE_A_GREAT_DISCOVERY
IMMORTALITY
SEE_THE_GREAT_NATURAL_SITES
FALL_IN_LOVE
MASTER_A_SKILL
BECOME_A_LEGENDARY_WARRIOR
BRING_PEACE_TO_THE_WORLD
CRAFT_A_MASTERWORK
CREATE_A_GREAT_WORK_OF_ART
RULE_THE_WORLD
START_A_FAMILY
MAINTAIN_ENTITY_STATUS
STAY_ALIVE
Unrecognized Sphere Token: 
VOLCANOES
YOUTH
REVELRY
REBIRTH
RAINBOWS
RAIN
PREGNANCY
POETRY
PLANTS
PERSUASION
PAINTING
ORDER
OCEANS
OATHS
NIGHTMARES
NIGHT
MUSIC
MURDER
THUNDER
THRALLDOM
SUN
SUICIDE
STORMS
STARS
SPEECH
SONG
SILENCE
SEASONS
SCHOLARSHIP
SALT
RUMORS
RULERSHIP
RIVERS
REVENGE
Unrecognized Creature Small Texture Token: 
HIVE
LIGHT_SWARM_SMALL
LIGHT_SWARM_MEDIUM
LIGHT_SWARM_LARGE
LIGHT_VERMIN_ALT
LIGHT_VERMIN
SWARM_SMALL
SWARM_MEDIUM
SWARM_LARGE
VERMIN_ALT
VERMIN
Unrecognized Site Token: 
MONUMENT
CITY
TREE_CITY
APPRENTICE
MASTER
IMPRISONER
PRISONER
LOVER
DEITY
SPOUSE
FATHER
MOTHER
Unrecognized Creature Texture Token: 
CORPSE
ADVENTURER
GHOST
ANIMATED
TAX_ESCORT
LAW_ENFORCE
COVERED
ART_IMAGE
Unrecognized Specific Item Improvement Token: 
TRACTION_BENCH_CHAIN
TRACTION_BENCH_ROPE
ROLLERS
HANDLE
Unrecognized Art Image Element Token: 
ITEM
SHAPE
TREE
Unrecognized Art Facet Token: 
OWN_RACE
Unrecognized Goal Token: 
BATHE_WORLD_IN_CHAOS
ATTAIN_RANK_IN_SOCIETY
CAVE_DETAILED
DARK_FORTRESS
PLAYER_FORTRESS
Unrecognized Item Improvement Token: 
INSTRUMENT_PIECE
ILLUSTRATION
PAGES
SEWN_IMAGE
CLOTH
THREAD
ITEMSPECIFIC
SPECIFIC
SPIKES
BANDS
RINGS_HANGING
GLAZED
STONECRAFTER
WAX_WORKER
POTTER
WOODCRAFTER
CRAFTSMAN
GEM_SETTER
GEM_CUTTER
JEWELER
METALCRAFTER
BLACKSMITH
ARMORER
WEAPONSMITH
FURNACE_OPERATOR
METALSMITH
ANIMAL_DISSECTOR
TRAPPER
SPINNER
SHEARER
GELDER
MILKER
CHEESE_MAKER
FARMER
FISH_CLEANER
FISH_DISSECTOR
FISHERMAN
FISHERY_WORKER
STRAND_EXTRACTOR
GLASSMAKER
CLOTHIER
WEAVER
BONE_CARVER
LEATHERWORKER
FORMER_PRISONER
FORMER_SLAVE
SLAVE
FORMER_MEMBER
MEMBER
CRIMINAL
ENEMY
FORMER_MERCENARY
MERCENARY
Unrecognized Historical Figure Hist Fig Link Token: 
DECEASED_SPOUSE
FORMER_SPOUSE
PET_OWNER
FORMER_APPRENTICE
FORMER_MASTER
COMPANION
HUNTER
ANIMAL_TRAINER
ANIMAL_CARETAKER
RANGER
STONE_CARVER
STONECUTTER
MASON
ENGRAVER
STONEWORKER
WOODCUTTER
BOWYER
CARPENTER
WOODWORKER
MINER
Unrecognized Historical Figure Site Link Token: 
Unrecognized Historical Figure Entity Link Token: 
MASTER_BOWMAN
BOWMAN
MASTER_PIKEMAN
PIKEMAN
MASTER_MACEMAN
MACEMAN
MASTER_SWORDSMAN
SWORDSMAN
MASTER_AXEMAN
AXEMAN
MASTER_WRESTLER
WRESTLER
MASTER_CROSSBOWMAN
CROSSBOWMAN
MASTER_SPEARMAN
SPEARMAN
BARD
POET
SNATCHER
BEAST_HUNTER
SCOUT
MONSTER_SLAYER
MASTER_LASHER
LASHER
DRUNK
THIEF
MASTER_THIEF
TRAINED_WAR
TRAINED_HUNTER
RECRUIT
MASTER_BLOWGUNMAN
BLOWGUNMAN
WOOD_BURNER
LYE_MAKER
POTASH_MAKER
SOAP_MAKER
BREWER
HERBALIST
PLANTER
GLAZER
BEEKEEPER
PRESSER
DYER
TANNER
BUTCHER
MILLER
THRESHER
COOK
MASTER_HAMMERMAN
HAMMERMAN
MERCHANT
TRADER
ADMINISTRATOR
SURGEON
SUTURER
BONE_SETTER
DIAGNOSER
DOCTOR
CLERK
PUMP_OPERATOR
SIEGE_OPERATOR
SIEGE_ENGINEER
MECHANIC
ENGINEER
CLEAN_FISH
GELD
MILK
MAKE_CHEESE
PROCESS_PLANT
CLOTHESMAKER
LEATHER
DISSECT_VERMIN
RECOVER_WOUNDED
FEED_WATER_CIVILIANS
DRESSING_WOUNDS
SUTURING
BONE_SETTING
SURGERY
DIAGNOSE
ANIMALCARE
BONE_CARVE
STONE_CRAFT
WAX_WORKING
POTTERY
BOOKBINDING
PAPERMAKING
WOOD_CRAFT
ENCRUST_GEM
CUT_GEM
METAL_CRAFT
FORGE_FURNITURE
FORGE_ARMOR
FORGE_WEAPON
SMELT
HUNT
DISSECT_FISH
PEDDLER
TAVERN_KEEPER
SCRIBE
PERFORMER
BOOKBINDER
PAPERMAKER
GEOGRAPHER
CHEMIST
NATURALIST
ASTRONOMER
HISTORIAN
MATHEMATICIAN
PHILOSOPHER
SCHOLAR
SAGE
DANCER
ANIMALTRAIN
CUTWOOD
CLEAN
HAUL_ANIMALS
HAUL_FURNITURE
HAUL_ITEM
HAUL_REFUSE
HAUL_FOOD
HAUL_BODY
HAUL_WOOD
HAUL_STONE
MINE
MESSENGER
MONK
PILGRIM
PROPHET
MACE
DAGGER
MISC_WEAPON
SWORD
AXE
BONECARVE
LEATHERWORK
METALCRAFT
STONECRAFT
WOODCRAFT
ENCRUSTGEM
CUTGEM
HERBALISM
SPINNING
SHEARING
CHEESEMAKING
SUTURE
SET_BONE
DRESS_WOUNDS
SNEAK
MAGIC_NATURE
MECHANICS
THROW
BLOWGUN
BOW
WHIP
PIKE
ARMOR
SHIELD
CROSSBOW
SPEAR
HAMMER
BUILD_CONSTRUCTION
BUILD_ROAD
HAUL_WATER
PULL_LEVER
HAUL_TRADE
HANDLE_VEHICLES
BEEKEEPING
PRESSING
OPERATE_PUMP
BURN_WOOD
GLAZING
LYE_MAKING
POTASH_MAKING
SIEGEOPERATE
SIEGECRAFT
EXTRACT_STRAND
PROCESSPLANTS
MILLING
CLOTHESMAKING
BREWING
WEAVING
TRAPPING
PROCESSFISH
MASONRY
ENGRAVE_STONE
CARVE_STONE
CUT_STONE
CARPENTRY
WOODCUTTING
MINING
Unrecognized Unit Type Token: 
Unrecognized Labor Token: 
GEOGRAPHY
CHEMISTRY
ASTRONOMY
MATHEMATICS
LOGIC
CRITICAL_THINKING
PLAY_PERCUSSION_INSTRUMENT
PLAY_WIND_INSTRUMENT
PLAY_STRINGED_INSTRUMENT
PLAY_KEYBOARD_INSTRUMENT
SING
MAKE_MUSIC
CLIMBING
MILITARY_TACTICS
KNAPPING
DODGING
CORAL
AMBER
Unrecognized Skill Token: 
MODSKILL10
MODSKILL09
MODSKILL08
MODSKILL07
MODSKILL06
MODSKILL05
MODSKILL04
MODSKILL03
MODSKILL02
MODSKILL01
INTRIGUE
FLUID_ENGINEER
OPTICS_ENGINEER
PACIFY
CONSOLE
FLATTERY
COMEDY
CONVERSATION
INTIMIDATION
RECORD_KEEPING
ORGANIZATION
APPRAISAL
JUDGING_INTENT
NEGOTIATION
RIDING
SWIMMING
SOAP_MAKING
WOOD_BURNING
CRUTCH_WALK
STANCE_STRIKE
GRASP_STRIKE
BITE
WRESTLING
RANGED_COMBAT
MELEE_COMBAT
TEACHING
LEADERSHIP
COORDINATION
SPEAKING
READING
PROSE
SITUATIONAL_AWARENESS
CONCENTRATION
KNOWLEDGE_ACQUISITION
TRACKING
TABLE
ANIMALTRAP
BUCKET
BARREL
CAGE
WINDOW
TOOL
TOY
INSTRUMENT
GOBLET
FLASK
CHAIN
CHAIR
TRACTION_BENCH
BED
GRATE
CABINET
WEAPONRACK
ARMORSTAND
BIN
BAG
BOX
GLOVES
HELM
SHOES
WEAPON
MILLSTONE
QUERN
BOOK
SLAB
STATUE
COFFIN
INORGANIC
METAL
STONE
GRIME
UNKNOWN_SUBSTANCE
FILTH_Y
FILTH_B
VOMIT
MUD
LYE
PEARLASH
ASH
POTASH
GLASS_CRYSTAL
GLASS_CLEAR
GLASS_GREEN
HATCH_COVER
FLOODGATE
DOOR
BRANCH
WOOD
BOULDER
ROUGH
BLOCKS
SMALLGEM
BAR
RARE
UNCOMMON
FORCED
Unrecognized Material Token: 
GET_MATERIAL_FROM_REAGENT
COAL
MERCHANT_COMPANY
FESTIVAL
LIBRARY
BATTLE
TEMPLE
MILITARY_UNIT
VESSEL
CIV
Unrecognized Item Token: 
EGG
PIPE_SECTION
ROCK
GLOB
COIN
LIQUID_MISC
CHEESE
Dodge
Jump-dodge (strike)
Jump-dodge (proj)
Surprised
Charge
Drop item
Weapon twist
Struck economic mineral
Struck mineral
Praise the miners
Found a feature
Era change
Reached peak
map_rejection_log.txt
HOSPITAL
CRAFT_GUILD
PLANT_GROWTH
SKIN_TANNED
SEEDS
FISH_RAW
MEAT
CORPSEPIECE
ANVIL
GEM
BRACELET
EARRING
RING
CROWN
AMMO
SCEPTER
AMULET
FIGURINE
POWDER_MISC
DRINK
TRAPCOMP
TRAPPARTS
BALLISTAARROWHEAD
SIEGEAMMO
BALLISTAPARTS
CATAPULTPARTS
CRUTCH
ORTHOPEDIC_CAST
SPLINT
QUIVER
BACKPACK
PANTS
TOTEM
SHEET
Ambush (incapacitated creature)
Ambush (uninjured creature)
Ambush (injured creature)
Ambush
Ambush (nature)
Ambush (snatcher)
Snatcher
Gremlin
Ambush (thief, other)
Ambush (thief, nature)
Ambush (thief, skulking)
Ambush (thief)
Ambush (resident)
Dig canceled (wet)
Dig canceled (warm)
(Combat) Nauseated
Cave-in
Trade diplomat
Liaison
Diplomat
Gremlin unshackled something
Gremlin opened cage
Gremlin triggered plate
Gremlin pulled lever
Animal trap robbed
Animal trapped
No migrants
Migrants (danger)
Migrant (one)
Migrants
Noble
Caravan
(Wrestle) Release choke
(Wrestle) Release lock
(Wrestle) Throw
(Wrestle) Takedown
(Wrestle) Chokehold
(Wrestle) Joint lock
(Charge) Tangle/tumble
(Charge) Tangle
(Charge) (A) Bounced back
(Charge) (A) Tumble
(Charge) (D) Knocked over
(Charge) (D) Tumble
(Charge) Collision
Parry
Block
Counterstrike
(Combat) Winded
(Combat) Stunned
(Combat) Knocked out
(Combat) Propelling blow
(Combat) Attack latched
(Combat) Natural attack latched
(Combat) Attack stuck in
(Combat) Enraged
(Combat) Wounds
(Combat) Strike
(Wrestle) Part ripped away
(Wrestle) Adjust grip
(Wrestle) Strangle
(Wrestle) Latch on
(Wrestle) Struggle
(Wrestle) Release
Stand up
Pull out and drop item
Shoot web
Breathe fire
Block fire
(Wrestling) Cannot break grip
(Wrestling) Break grip
Give into pain
No longer stunned
Overcome paralysis
Free from web
Regain consciousness
Lose hold of item
Vomit
Slam into unit
Slam into an obstacle
Interaction (target)
Interaction (user)
Transformation
Found trap
Creature stolen object
Creature sound
Intro
Cannot travel through site
Discovered site
Hit by ball of flames
Ghost attack
(Adventure) Cackling fades
(Adventure) Night Creature Attack
(Adventure) Made item
Breath attack
Martial trance
Engraving melted
Magma defaced engraving
Berserk
Regular beast
Werebeast
Megabeast
Artifact construction begun
(Strange mood) Building claimed
Entangled in hidden web
Vermin escaped from cage
Attachment to item
Item given name
Artifact made
Strange mood
Animal birth
Citizen birth
Slam into an obstacle (blow apart)
Caught in web
Caught in flame
Fall over
Endgame event 2
Endgame event 1B
Endgame event 1
Pet death
Citizen death
(Adventure) Death
Job cancellation
(Adventure) Sleep interrupted
(Adventure) Awaken
Masterwork construction lost
Masterwork architecture lost
Masterwork made
No item to strap
No grasp to draw
You draw
You strap item
You unyield
You yield
Nothing to examine
Nothing to interact
Search found nothing
Search found something
Already searched
No tracks
Cannot jump
Enemy moved out of range
Tantrum
Citizen lost to stress
Must unretract first
Cannot stand
Cannot climb
Cannot chop tree
No hands to pick up
Check date
Check temperature
Check weather
Check smells
No item to throw
No item to pick up
No item to drop
No item to contain
No item to eat
No item to wear
No item to remove
Bandit grabs item
Bandit empties container
Conversation
Dodge projectile
Skipped on liquid
Gained knowledge
Full reversion
Semi-wild
Flounder in water
Animal action
Evil cloud
Weird weather
Embrace
Pet missing
Citizen missing
Undead attack
Citizen overwhelmed by stress
Wild animal gave birth
Mechanism sounds
Assumed position
Conversation (Conflict)
Gained site control
Strap item
Draw item
Push item
Reorganize possessions
No longer overwhelmed
Travel complaint
Lose hold of surface
Fail to grab hold
Attack caught
Attack interrupted
Diplomat bids farewell
Mandate ends
Masterwork food
Masterful dye
Animal trained
You feed on victim
Learned a power
Masterpiece defaced
Masterpiece crafted
Land's status elevated
Land gains a status
Vermin disturbed
Citizen kidnapped
Job removed from unpowered building
Unable to complete building
Vermin bite
Tantrum (possessed by ghost)
Party organized
Citizen becomes civilian
Citizen becomes soldier
Somebody grows up
Local resident creature named
New mandate
New demand
Demand forgotten
No fish to catch
Job overwritten
Work order completed
Machine link suspended
Construction suspended
Site located
Election
Pick up
Drop
Failed to eat/drink
Eat
Put into a container
Take out of a container
Take off item
Put on item
Empty a container
Nightfall
Break of dawn
Set a fire
Cannot set a fire
Made a campfire
Cannot make campfire
Cannot rest
Pet adopts owner
Pet loses dead owner
Merchants leaving now
Merchants leaving soon
Wagons bypassed inaccessible site
Merchants need depot
Merchants unloading
Vomit blood
Cough blood
(Combat) Gain/lose possession of item
Soldier becomes a master
Recruit gains skill
Profession change
You feel hot/cold
You interact with item
You interact with building
You failed to mount
You cannot mount
Mount
Witnessed item missing
Witnessed item has been moved
Witnessed item stolen
Witnessed item handoff
Guild founded
Agreement abandoned
Priesthood needs recognized
Agreement satisfied
You given emergency tactical control
Nearby site linked economically
New site founded nearby
Returning soldiers bring rumor(s)
Visitor shared rumor(s)
Unrecognized Coal Token: 
Unrecognized Inorganic Token: 
NO_MATGLOSS
USE_LAVA_STONE
CHARCOAL
COKE
No food
Mountainhome achieved
Satisfied monarch
Monarch arrived early
Monarch arrived
First caravan
Embark
Diplomat left unhappy
You failed to dismount
Dismount
Begin activity
You cannot perform
Your order delivered
Research breakthrough
You cannot speak
Guest arrives
Dry season
Wet season
Rain
Snow
Clear weather
Beast guzzles drink
Wedding
Masterwork engraving
Masterwork improvement
Building toppled by ghost
Thief (villain)
Rumor spread by citizen
You cannot construct here
Tree chopped
Petition ignored
New apprenticeship
Composition failed
Composition complete
Cursed by deity
Building destroyed/toppled
Performance quality
Learned art form
Learned written content
Activity end
Activity section change
Activity ongoing
Instruments
Tools
Toys
Shields
Legwear
Footwear
Handwear
Headwear
Digging Implements
Trap Components
Bodywear
Training Weapons
Anvils
Stone Blocks
Large Cut Gems
Small Cut Gems
Backpacks
Quivers
Flasks/Waterskins
Miscellaneous
Barrels
Ropes (Yarn)
Ropes (Silk)
Ropes (Plant)
Thread (Yarn)
Thread (Silk)
Thread (Plant)
Bags (Yarn)
Bags (Silk)
Bags (Plant)
Bags (Leather)
Cages
Here
Above
Below
South
North
East
West
Unrecognized Inclusion Type Token: 
CLUSTER_ONE
CLUSTER_SMALL
CLUSTER
VEIN
Metal Bars
Other Recipes
Meat/Fish Recipes
Garden Vegetables
Fruit and Nuts
Eggs
Extracts
Powders
Cheeses
Drinks
Pets
Cloth (Yarn)
Cloth (Silk)
Cloth (Plant)
/Above
/Below
Adventure Move
Conflict Defense
Valid Pond Dump
Valid Pond Dump Unit
Come to Job Building
Nonsense
Wait Order
Alarm
Guard
Graze
Lair Hunter
Squad Defend Burrow From Target
Squad Defend Burrow
Squad Patrol
Squad Kill List
Squad Move
Clay Zone
Sand Zone
Get Empty Sand Bag
Ransack Taxes
Guard Taxes
Tax Room
Flee Terrain
Leave Wall
Sleep Ground
Sleep Barracks
Sleep Bed
Check Chest
Thief Target
Charge Attack
Adventure automove (acrobatic)
Adventure automove
Pattern Patrol
Wilderness Roamer
Wilderness Curious Steal Target
Wilderness Curious Wander
Marauder Mill
Ambush Patrol
Sieger Mill
Sieger Basepoint
Maraud Target
Undead Hunt
Insane Mood
Dungeon Commander
Cups/Mugs/Goblets
Crutches
Splints
Buckets
Milling Burrow
Milling Flood
Head for Edge
Claim Site
Move to Site
Mill Building
Mill Anywhere
Return to Base
Seek Commander
Vermin Hunting
Meeting Location Building
Meeting Location
Chained Animal
Commander
Owner
Inactive Marauder
Seek Animal for Taming
Grab Food for Taming
Seek Animal for Unchain
Seek Cage for Unchain
Seek Chain for Animal
Seek Animal for Chain
Seek Gelding Building
Seek Animal for Gelding
Seek Slaughter Building
Seek Animal for Slaughter
Seek Target for Food
Seek Food for Target
Go to Give Water Target
Seek Dressing Cloth
Seek Suture Thread
Seek Crutch
Grab Clothing
Grab Uniform
Work at Building
Grab Job Resources
Drop Off Job Items
Main Job Building
Reset Priority Goal
Clean Building Site
Seek Fell Victim
Set Mood Building
Set Glass Mood Building
Seek Bad Mood Building
Seek Eating Chair 2
Seek Eating Chair
Seek Food Item
Seek Drink Item
Grab Goblet
Grab Unfill Bucket
Cage Vermin
Grab Animal Trap
Go to Cage
Lay Egg/Nest Box
Go to Shear Station
Grab Shear Unit
Go to Milk Station
Grab Milk Unit
Grab Cage Unit
Capture Small Pet
Uncage Animal
Grab Cage
Return Colony To Install
Colony to Install
Seek Splint
Seek Building For Job
Seek Building For Item Drop
Seek Unit For Job
Seek Unit For Item Drop
Seek Job Item
Seek Give Water Bucket
Carry Patient to Bed
Seek Surgery Site
Seek Patient for Dress Wound
Seek Patient for Suturing
Seek Patient for Crutch
Seek Patient for Immobilize Break
Seek Patient for Diagnosis
Seek Patient for Carry
Seek Fill Bucket
Seek Vermin Catch Location
Seek Vermin for Catching
Seek Trap for Vermin Catch
Seek Trigger for Mechanism
Seek Mechanism for Trigger
Seek Target for Mechanism
Seek Target Mechanism
Seek Hunting Target
Seek Sheriff
Seek Blood Suck Victim
Seek Kidnap Victim
Interrogation Office
Go to Interrogation Target
Go to Beating Target
Drop Kill out Front
Drop Kill at Butcher
Chase Opponent Flood
Chase Opponent
Assigned Building Job
Seek Manage Office
Seek Update Office
Wander Depot
Prepare Equipment Manifests
Upgrade Squad Equipment
Seek Drink Area for Water
Seek Well for Water
Seek Fish Catch Location
Seek Fish Trap
Wander Vermin Hunting Spot
Seek Vermin Hunting Spot
Seek Vermin for Hunting
Wander Vermin Catch Location
Patrol
Hunt Vermin
Clean
Start Fish
Start Hunt
Grab Waterskin
Grab Backpack
Grab Quiver
Grab Pants
Grab Gloves
Grab Boots
Grab Helm
Grab Armor
Grab Shield
Grab Ammunition
Grab Weapon
Grab Execution Weapon
Grab Kill
Store Item
Seek Item for Storage
Seek Building for Ammunition
Grab Ammunition for Building
Seek Artifact
Sparring Site
Sparring Partner
Archery Training Site
Seek Training Ammunition
Go to Shop
Mill in Shop
Shop Specific
Seek Infant
Squad Station
Leave Site for Squad Order
Store Object
Grab Toy
Grab Instrument
Go to Writing Place
Get Writing Materials
Go to Reading Place
Get Written Content
Fill Service Order
Ponder Topic
Play with Toy
Make Believe
Prayer
Place Ladder
Seek Ladder to Move
Seek Ladder to Climb
MYSTERY
ARTIFICE
ASSERTIVE
WILD
VIOLENT
NAME_CAVE
BOUNDARY
UGLY
FLOWERY
PRIMITIVE
Seek Heist Handoff
Seek Heist Master
Seek Heist Item
Follow Command
Parley Item
Parley Unit
Rest
Scheduled Sleep Ground
Scheduled Sleep Bed
Scheduled Meal
Start Eat Job
Start Water Job Drink Area
Start Water Job Well
Train Animal
Seek Station
Seek Station Flood
Start Medical Aid
Start Bed Carry
Attack Building
Flee from Opponent (Climb)
Flee from Opponent
Chase Opponent (Same Square)
Army Walk
Site Walk to Building
Site Walk
Harass
Guard Path
Individual Skill Drill
Skill Demonstration
Combat Training
Rest (Reset)
Rest (Recovered)
Mischief
Dig
Gather Plant
Detail
Chop
Remove Construction
fertile
fated
famous
familial
earthen
dutiful
dusklight
dreaming
diseased
disciplined
depraved
deformed
noon-time
dawning
dark
created
wet
just
jeweled
jealous
inspired
hunting
hospitable
healing
generous
playful
gambling
forgiving
baked
fish
fiery
festive
NAME_VOLCANO
NAME_FOREST
TRAVEL
NAME_OCEAN
NAME_MOUNTAINS
ROMANTIC
OLD
RESTRAIN
NAME_LAKE
PROTECT
NEGATOR
NEGATIVE
SUBORDINATE
MYTHIC
DOMESTIC
LEADER
crafted
courageous
consoling
coastal
child-like
charitable
chaotic
cavernous
delineated
blighted
birthing
beautiful
balanced
artistic
animal
agricultural
wicked
thunderous
enslaved
thieving
sunny
stormy
starry
wordy
cloudy
silent
seasonal
scholarly
salty
sacrificial
whispering
lordly
no sphere
young
lettered
wise
windy
wealthy
watery
warring
volcanic
victorious
valorous
twilight
tricky
wooden
treacherous
enterprising
murderous
muddy
mountainous
moonlit
misty
crystal
merciful
married
lucky
loyal
loving
long-lived
electrical
shining
deceitful
rigid
flowing
reborn
colorful
rainy
pregnant
poetic
leafy
persuasive
peaceful
painted
ordered
oceanic
sworn
nightmarish
natural
lyrical
luck
longevity
lightning
lies
laws
lakes
justice
jewels
jealousy
inspiration
hospitality
generosity
games
freedom
fortresses
forgiveness
rebirth
rainbows
pregnancy
plants
persuasion
painting
oceans
oaths
nightmares
muck
moon
mist
minerals
metals
mercy
marriage
crafts
courage
consolation
coasts
children
charity
chaos
caverns
boundaries
blight
birth
beauty
balance
art
animals
farming
food
fishing
fire
festivals
fertility
fate
fame
earth
dusk
dreams
disease
discipline
depravity
deformity
darkness
creation
SWAMP_TROPICAL_SALTWATER
SWAMP_TROPICAL_FRESHWATER
MARSH_TEMPERATE_SALTWATER
MARSH_TEMPERATE_FRESHWATER
SWAMP_TEMPERATE_SALTWATER
SWAMP_TEMPERATE_FRESHWATER
MOUNTAIN
no architectural element
detailed surfaces
paved indoor areas
open structure
stagnant pool
lava pool
water pool
lower floors
upper floors
SHRUBLAND_TROPICAL
SAVANNA_TROPICAL
GRASSLAND_TROPICAL
SHRUBLAND_TEMPERATE
SAVANNA_TEMPERATE
GRASSLAND_TEMPERATE
FOREST_TROPICAL_MOIST_BROADLEAF
FOREST_TROPICAL_DRY_BROADLEAF
FOREST_TROPICAL_CONIFER
FOREST_TEMPERATE_BROADLEAF
FOREST_TEMPERATE_CONIFER
TAIGA
FOREST_TAIGA
MARSH_TROPICAL_SALTWATER
MARSH_TROPICAL_FRESHWATER
SWAMP_MANGROVE
thunder
thralldom
sun
suicide
storms
stars
speech
silence
seasons
scholarship
salt
rumors
rulership
rivers
revenge
revelry
pillars on the perimeter
square of pillars
uneven pillars
paved outdoor area
agriculture
youth
wisdom
wind
wealth
volcanos
victory
valor
trickery
trees
treachery
travelers
ANY_TROPICAL_BROADLEAF
ANY_TEMPERATE_BROADLEAF
ANY_TROPICAL_FOREST
ANY_TEMPERATE_FOREST
ANY_SAVANNA
ANY_GRASSLAND
ANY_SHRUBLAND
ANY_FOREST
ANY_TROPICAL
ANY_TEMPERATE
NOT_FREEZING
ANY_POOL
ANY_TROPICAL_RIVER
ANY_TEMPERATE_RIVER
ANY_RIVER
ANY_TROPICAL_LAKE
fifth eldest son
fourth eldest son
third eldest son
second eldest son
eldest son
wives
an 
Unrecognized Biome Token: 
ANY_DESERT
ANY_TEMPERATE_SWAMP
ANY_TROPICAL_SWAMP
ANY_TEMPERATE_MARSH
ANY_TROPICAL_MARSH
ANY_TEMPERATE_WETLAND
ANY_TROPICAL_WETLAND
ANY_WETLAND
LAKE_TROPICAL_FRESHWATER
LAKE_TEMPERATE_SALTWATER
LAKE_TEMPERATE_BRACKISHWATER
LAKE_TEMPERATE_FRESHWATER
POOL_TROPICAL_SALTWATER
POOL_TROPICAL_BRACKISHWATER
POOL_TROPICAL_FRESHWATER
POOL_TEMPERATE_SALTWATER
POOL_TEMPERATE_BRACKISHWATER
POOL_TEMPERATE_FRESHWATER
OCEAN_ARCTIC
OCEAN_TEMPERATE
OCEAN_TROPICAL
DESERT_SAND
DESERT_ROCK
DESERT_BADLAND
ANY_TEMPERATE_LAKE
ANY_LAKE
ANY_OCEAN
ANY_LAND
ALL_MAIN
SUBTERRANEAN_LAVA
SUBTERRANEAN_CHASM
SUBTERRANEAN_WATER
RIVER_TROPICAL_SALTWATER
RIVER_TROPICAL_BRACKISHWATER
RIVER_TROPICAL_FRESHWATER
RIVER_TEMPERATE_SALTWATER
RIVER_TEMPERATE_BRACKISHWATER
RIVER_TEMPERATE_FRESHWATER
LAKE_TROPICAL_SALTWATER
LAKE_TROPICAL_BRACKISHWATER
no relationship
younger half-sibling
younger half-sister
younger half-brother
older half-sibling
older half-sister
older half-brother
younger sibling
younger sister
younger brother
older sibling
older sister
older brother
maternal grandfather
maternal grandmother
paternal grandfather
undefined plant material set to default: 
undefined creature material set to default: 
undefined local plant material set to default: 
undefined local creature material set to default: 
Hills
Grassland
Lake
Ocean
Mountains
Forest
Desert
Wetland
Unrecognized Region Type Token: 
HILLS
SWAMP
ren
ninth eldest daughter
eighth eldest daughter
seventh eldest daughter
sixth eldest daughter
fifth eldest daughter
fourth eldest daughter
third eldest daughter
second eldest daughter
eldest daughter
only son
youngest son
tenth eldest son
ninth eldest son
eighth eldest son
seventh eldest son
sixth eldest son
paternal grandmother
only child
youngest child
tenth eldest child
ninth eldest child
eighth eldest child
seventh eldest child
sixth eldest child
fifth eldest child
fourth eldest child
third eldest child
second eldest child
eldest child
youngest daughter
only daughter
tenth eldest daughter
CLOSE_SET
LENGTH
BROADNESS
HEIGHT
Unrecognized Body Part Group Token: 
BYCATEGORY
BYTOKEN
BYTYPE
BY_CATEGORY
BY_TOKEN
BY_TYPE
TOKEN
TYPE
Unrecognized Body Part Relation Token: 
CLEANED_BY
CLEANS
SQUARE_CHIN
JUTTING_CHIN
BROAD_CHIN
HIGH_CHEEKBONES
GAPS
HANGING_LOBES
SPLAYED_OUT
UPTURNED
THICKNESS
DENSE
CONVEX
CURLY
WRINKLY
LARGE_IRIS
HIGH_POSITION
DEEP_SET
KINESTHETIC_SENSE
MUSICALITY
SPATIAL_SENSE
LINGUISTIC_ABILITY
MEMORY
PATIENCE
INTUITION
CREATIVITY
WILLPOWER
FOCUS
ANALYTICAL_ABILITY
Unrecognized Physical Attribute Token: 
DISEASE_RESISTANCE
RECUPERATION
ENDURANCE
TOUGHNESS
BEHIND
IN_FRONT
BELOW
ABOVE
SURROUNDED_BY
AROUND
Unrecognized Body Part Position Token: 
BOTTOM
TOP
SIDES
BACK
FRONT
Unrecognized Body Part Flag Token: 
Unrecognized Mental Attribute Token: 
SOCIAL_AWARENESS
EMPATHY
FELL_MOOD
SECRETIVE_MOOD
POSSESSED
FEY_MOOD
SLEEPING
DISTRACTED
STRESSED
DROWSY
THIRSTY
HUNGRY
NO_DESTINATION
NO_JOB
MIGRANT
Unrecognized Side Indicator Token: 
ALLY
LETHAL
WINDED
NAUSEA
STUNNED
PARALYZED
MAJOR_INJURY
MINOR_INJURY
TERRIFIED
MARTIAL_TRANCE
ENRAGED
BERSERK
MELANCHOLY
MADNESS
DEPRESSION
OBLIVIOUS
TANTRUM
MACABRE_MOOD
SPOTS
IRIS_EYE
STRIPES
MONOTONE
Unrecognized Replacement Method Token: 
ROOT
FADE
Unrecognized Appearance Modifier Rate Scale Token: 
MONTHLY
WEEKLY
DAILY
Unrecognized Appearance Modifier Token: 
RASPY_VOICE
DEEP_VOICE
GREASY
ROUND_VS_NARROW
NON_LETHAL
BRAWL
YOU
Unrecognized Genetic Model Token: 
DOMINANT_MORE
DOMINANT_LESS
MIX
Unrecognized Tissue Shape Token: 
CUSTOM
SCALES
FEATHERS
STRANDS
LAYER
Unrecognized Pattern Token: 
MOTTLED
PUPIL_EYE
COMBAT_SURPRISE_CHARGE
COMBAT_START_CHARGE
COMBAT_LET_ITEM_DROP
COMBAT_TWIST_WEAPON
STRUCK_ECONOMIC_MINERAL
STRUCK_MINERAL
STRUCK_DEEP_METAL
FEATURE_DISCOVERY
ENDGAME_EVENT_2
ENDGAME_EVENT_1B
ENDGAME_EVENT_1
REACHED_PEAK
Unrecognized Announcement Alert Token: 
SPARRING
COMBAT
DEITY_CURSE
COMBAT_CHARGE_OBSTACLE_SLAM
COMBAT_CHARGE_MANAGE_STOP
COMBAT_CHARGE_RUSH_BY
COMBAT_CHARGE_TANGLE_TUMBLE
COMBAT_CHARGE_TANGLE_TOGETHER
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
COMBAT_CHARGE_ATTACKER_TUMBLES
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
COMBAT_CHARGE_DEFENDER_TUMBLES
COMBAT_CHARGE_COLLISION
COMBAT_PARRY
COMBAT_BLOCK
COMBAT_COUNTERSTRIKE
COMBAT_DODGE
COMBAT_JUMP_DODGE_STRIKE
COMBAT_JUMP_DODGE_PROJ
AMBUSH
MONSTER
UNDERGROUND
ERA_CHANGE
GENERAL
Unrecognized Unit Status Token: 
WEBBED
GROUNDED
PROJECTILE
PERFORMING
RECITING_POETRY
TELLING_A_STORY
PLAYING_MAKE_BELIEVE
YIELDING
FEVERED
UNCONSCIOUS
RUMOR
HOLDINGS
GUEST_ARRIVAL
RESEARCH_BREAKTHROUGH
CURIOUS_GUZZLER
UNDEAD_ATTACK
JOB_FAILED
MASTERPIECE
ART_DEFACEMENT
STRESS
LOSE_EMOTION
MILITARY
LABOR_CHANGE
MOOD
ANIMAL
NOBLE
D_MIGRANT_ARRIVAL
D_MIGRANTS_ARRIVAL
NOBLE_ARRIVAL
CARAVAN_ARRIVAL
FOUND_TRAP
AMBUSH_INCAPACITATED
AMBUSH_OTHER
AMBUSH_INJURED
AMBUSH_AMBUSHER
AMBUSH_AMBUSHER_NATURE
AMBUSH_SNATCHER_SUPPORT
AMBUSH_SNATCHER
AMBUSH_MISCHIEVOUS
AMBUSH_MISCHIEVIOUS
AMBUSH_THIEF_SUPPORT
AMBUSH_THIEF_SUPPORT_NATURE
STRANGE_MOOD
BIRTH_WILD_ANIMAL
BIRTH_ANIMAL
BIRTH_CITIZEN
CAVE_COLLAPSE
TRADE_DIPLOMAT_ARRIVAL
LIAISON_ARRIVAL
DIPLOMAT_ARRIVAL
MISCHIEF_CHAIN
MISCHIEF_CAGE
MISCHIEF_PLATE
MISCHIEF_LEVER
ANIMAL_TRAP_ROBBED
ANIMAL_TRAP_CATCH
D_NO_MIGRANT_ARRIVAL
D_MIGRANT_ARRIVAL_DISCOURAGED
COMBAT_EVENT_STUCKIN
COMBAT_EVENT_ENRAGED
COMBAT_STRIKE_DETAILS_2
COMBAT_STRIKE_DETAILS
COMBAT_GRAB_TEAR
COMBAT_WRESTLE_ADJUST_GRIP
COMBAT_WRESTLE_STRANGLE_KO
COMBAT_WRESTLE_RELEASE_LATCH
COMBAT_WRESTLE_STRUGGLE
COMBAT_WRESTLE_RELEASE_GRIP
COMBAT_WRESTLE_RELEASE_CHOKE
COMBAT_WRESTLE_RELEASE_LOCK
COMBAT_WRESTLE_THROW
COMBAT_WRESTLE_TAKEDOWN
COMBAT_WRESTLE_CHOKEHOLD
COMBAT_WRESTLE_LOCK
AMBUSH_THIEF_SUPPORT_SKULKING
AMBUSH_THIEF
AMBUSH_HERO
AMBUSH_RESIDENT
AMBUSH_DEFENDER
DIG_CANCEL_DAMP
DIG_CANCEL_WARM
MIGRANT_ARRIVAL
MIGRANT_ARRIVAL_NAMED
COMBAT_EVENT_NAUSEATED
COMBAT_EVENT_WINDED
COMBAT_EVENT_STUNNED
COMBAT_EVENT_KNOCKED_OUT
COMBAT_EVENT_PROPELLED_AWAY
COMBAT_EVENT_LATCH_GENERAL
COMBAT_EVENT_LATCH_BP
PULL_OUT_DROP
SHOOT_WEB
BREATHE_FIRE
BLOCK_FIRE
NO_BREAK_GRIP
BREAK_GRIP
PAIN_KO
EXHAUSTION
NOT_STUNNED
OVERCOME_PARALYSIS
FREE_FROM_WEB
REGAIN_CONSCIOUSNESS
LOSE_HOLD_OF_ITEM
UNIT_PROJECTILE_SLAM_INTO_UNIT
UNIT_PROJECTILE_SLAM
UNIT_PROJECTILE_SLAM_BLOW_APART
REGULAR_CONVERSATION
INTERACTION_TARGET
INTERACTION_ACTOR
BODY_TRANSFORMATION
CREATURE_STEALS_OBJECT
MECHANISM_SOUND
CREATURE_SOUND
ADVENTURE_INTRO
TRAVEL_SITE_BUMP
TRAVEL_SITE_DISCOVERY
GHOST_ATTACK
NIGHT_ATTACK_TRAVEL
NIGHT_ATTACK_ENDS
NIGHT_ATTACK_STARTS
MAT_BREATH
STAND_UP
MAGMA_DEFACES_ENGRAVING
CITIZEN_LOST_TO_STRESS
CITIZEN_TANTRUM
STRESSED_CITIZEN
BERSERK_CITIZEN
FORT_POSITION_SUCCESSION
BEAST_AMBUSH
WEREBEAST_ARRIVAL
MEGABEAST_ARRIVAL
ARTIFACT_BEGUN
MOOD_BUILDING_CLAIMED
TRIGGER_WEB
VERMIN_CAGE_ESCAPE
ITEM_ATTACHMENT
NAMED_ARTIFACT
MADE_ARTIFACT
CAUGHT_IN_WEB
CAUGHT_IN_FLAMES
FALL_OVER
PET_MISSING
CITIZEN_MISSING
PET_DEATH
CITIZEN_DEATH
ADV_CREATURE_DEATH
CANCEL_JOB
ADV_REACTION_PRODUCTS
ADV_SLEEP_INTERRUPTED
ADV_AWAKEN
MASTER_CONSTRUCTION_LOST
MASTER_ARCHITECTURE_LOST
MASTERPIECE_CONSTRUCTION
ENGRAVING_MELTS
CURRENT_WEATHER
CURRENT_SMELL
NO_INV_TO_FIRE
NO_INV_TO_THROW
NOTHING_TO_PICK_UP
NO_INV_TO_DROP
NO_INV_TO_CONTAIN
NO_INV_TO_EAT
NO_INV_TO_WEAR
NO_INV_TO_REMOVE
NO_ITEM_TO_STRAP
NO_GRASP_TO_DRAW_ITEM
YOU_DRAW_ITEM
YOU_STRAP_ITEM
YOU_UNYIELDED
YOU_YIELDED
PUT_ON_ITEM
NIGHTFALL
NOON
DAWN_BREAKS
SET_FIRE
CANNOT_SET_FIRE
MADE_CAMPFIRE
CANNOT_CONSTRUCT
CANNOT_CHOP_TREE
CANNOT_MAKE_CAMPFIRE
CANNOT_REST
MUST_UNRETRACT_FIRST
CANNOT_STAND
NO_GRASP_FOR_PICKUP
CURRENT_DATE
CURRENT_TEMPERATURE
COMBAT_WRESTLE_CATCH_ATTACK
COMBAT_EVENT_ATTACK_INTERRUPTED
BANDIT_GRAB_ITEM
BANDIT_EMPTY_CONTAINER
EMBRACE
FLAME_HIT
DODGE_FLYING_OBJECT
SKIP_ON_LIQUID
ANIMAL_TRAINING_KNOWLEDGE
TRAINING_FULL_REVERSION
TRAINING_DOWN_TO_SEMI_WILD
FLOUNDER_IN_LIQUID
SIMPLE_ANIMAL_ACTION
STRANGE_CLOUD
STRANGE_RAIN_SNOW
CONFLICT_CONVERSATION
NOTHING_TO_EXAMINE
NOTHING_TO_INTERACT
SEARCH_FOUND_NOTHING
SEARCH_FOUND_SOMETHING
ALREADY_SEARCHED_AREA
NO_TRACKS
CANNOT_SPEAK
MOVED_OUT_OF_RANGE
GAIN_SITE_CONTROL
STRAP_ITEM
DRAW_ITEM
PUSH_ITEM
REORGANIZE_POSSESSIONS
TRAVEL_COMPLAINT
LOSE_HOLD_OF_SURFACE
FAIL_TO_GRAB_SURFACE
NOTHING_TO_CATCH_IN_WATER
JOB_OVERWRITTEN
QUOTA_FILLED
LINKAGE_SUSPENDED
CONSTRUCTION_SUSPENDED
SITE_PRESENT
ELECTION_RESULTS
FAREWELL_HELPER
SLOWDOWN_ENDS
MANDATE_ENDS
COOKED_MASTERPIECE
DYED_MASTERPIECE
ANIMAL_TRAINED
YOU_FEED_ON_SUCKEE
POWER_LEARNED
ARTWORK_DEFACED
MASTERPIECE_ENGRAVING
MASTERFUL_IMPROVEMENT
BUILDING_TOPPLED_BY_GHOST
POSSESSED_TANTRUM
PARTY_ORGANIZED
CITIZEN_BECOMES_NONSOLDIER
CITIZEN_BECOMES_SOLDIER
NEW_WORK_MANDATE
GUILD_WAGES_CHANGED
GUILD_REQUEST_TAKEN
SOMEBODY_GROWS_UP
NAMED_RESIDENT_CREATURE
PRICES_ALTERED
NEW_MANDATE
NEW_DEMAND
DEMAND_FORGOTTEN
RESOLVE_SHARED_ITEMS
SOLDIER_BECOMES_MASTER
RECRUIT_PROMOTED
PROFESSION_CHANGES
YOU_TEMPERATURE_EFFECTS
YOU_ITEM_INTERACTION
YOU_BUILDING_INTERACTION
PICK_UP_ITEM
DROP_ITEM
CONSUME_FAILURE
DRINK_ITEM
EAT_ITEM
PUT_INTO_CONTAINER
TAKE_OUT_OF_CONTAINER
EMPTY_CONTAINER
TAKE_OFF_ITEM
MASTERPIECE_CRAFTED
LAND_ELEVATED_STATUS
LAND_GAINS_STATUS
VERMIN_DISTURBED
CITIZEN_SNATCHED
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
UNABLE_TO_COMPLETE_BUILDING
PET_ADOPTS_OWNER
PET_LOSES_DEAD_OWNER
MERCHANTS_EMBARKED
MERCHANTS_LEAVING_SOON
MERCHANT_WAGONS_BYPASSED
MERCHANTS_NEED_DEPOT
MERCHANTS_UNLOADING
VOMIT_BLOOD
COUGH_BLOOD
DISMOUNT
FAILED_MOUNT
CANNOT_MOUNT
CRIME_WITNESS_ITEM_MISSING
CRIME_WITNESS_ITEM_MOVED
CRIME_WITNESS_STOLEN
CRIME_WITNESS_HANDOFF
NEW_GUILD
AGREEMENT_ABANDONED
AGREEMENT_WARNING
AGREEMENT_SATISFIED
EMERGENCY_TACTICAL_CONTROL
NEW_MARKET_LINK
MOUNTAINHOME
SATISFIED_MONARCH
HASTY_MONARCH
STANDARD_HAIR_SHAPINGS
CLEAN_SHAVEN
PONY_TAILS
DOUBLE_BRAIDS
BRAIDED
NEATLY_COMBED
Unrecognized Word Property Token: 
PLURAL
SINGULAR
Unrecognized Announcement Token: 
NO_CONTAINER_FOR_ITEM
NO_INV_INTERACTION
DEITY_PRONOUNCEMENT
FOOD_WARNING
DIPLOMAT_LEFT_UNHAPPY
FAILED_DISMOUNT
CONCLUDE_ACTIVITY
ACTIVITY_SECTION_CHANGE
MIDDLE_OF_ACTIVITY
BEGIN_ACTIVITY
PERFORMANCE_START_FAILURE
SERVICE_ORDER_DELIVERY
SEASON_WINTER
SEASON_AUTUMN
SEASON_SUMMER
SEASON_SPRING
SEASON_DRY
SEASON_WET
WEATHER_BECOMES_RAIN
WEATHER_BECOMES_SNOW
WEATHER_BECOMES_CLEAR
NO_MARRIAGE_CELEBRATION
MONARCH_ARRIVAL
FIRST_CARAVAN_ARRIVAL
EMBARK_MESSAGE
NEW_HOLDING
RETURNING_RUMOR_RECEIVED
SERVICE_ORDER_RUMOR_RECEIVED
RUMOR_SPREAD
CHOP_TREE
PETITION_IGNORED
NEW_APPRENTICESHIP
COMPOSITION_FAILED
COMPOSITION_COMPLETE
BUILDING_DESTROYED_OR_TOPPLED
PERFORMER_UPDATE
LEARNED_ART_FORM
LEARNED_WRITTEN_CONTENT
butterfly
caddisfly
scorpionfly
flea
mosquito
fly
antlion larva
lacewing
snakefly
rove beetle
rhinoceros beetle
dung beetle
stag beetle
scarab beetle
firefly
click beetle
leech
earthworm
slug
snail
nematode
crab
lobster
shrimp
mite
tick
scorpion
tarantula
spider
maggot
caterpillar
moth
stick insect
cricket
grasshopper
earwig
stonefly
damselfly
dragonfly
mayfly
silverfish
quadruped
blob
Unrecognized Tissue Layer Shapings Token: 
STANDARD_SIDEBURNS_SHAPINGS
STANDARD_BEARD_SHAPINGS_WITH_DOUBLE
STANDARD_MOUSTACHE_SHAPINGS
STANDARD_BEARD_SHAPINGS
darkling beetle
weevil
ladybug
tiger beetle
ant
hornet
bee
wasp
assassin bug
cicada
aphid
thrips
louse
mantis
termite
cockroach
buzzard
osprey
condor
kestrel
falcon
flamingo
vulture
stork
pelican
penguin
petrel
albatross
grebe
loon
gull
pheasant
quetzal
hornbill
kingfisher
hummingbird
swift
nightjar
owl
cuckoo
cockatoo
parrot
pigeon
dove
crane
kite
harrier
eagle
turtle
anaconda
python
cobra
rattlesnake
viper
serpent
crocodile
alligator
newt
salamander
frog
toad
flat worm
ribbon worm
bristleworm
quail
chicken
grouse
turkey
swan
goose
duck
ankylosaurid
ceratopsid
stegosaurid
hadrosaurid
iguanodont
theropod
sauropod
dimetrodon
pterosaur
Moonstone
Timber
Sandstone
Limestone
Galena
Malachite
Hematite
Felsite
Slate
Granite
hippopotamus
walrus
otter
bat
fruit bat
flycatcher
Bowmaking
Carpentry
Legendary
Grand Master
High Master
Accomplished
Professional
Adept
Talented
Proficient
Skilled
Competent
Adequate
Novice
Dabbling
Opal
martin
swallow
lark
kinglet
magpie
jay
raven
crow
shrike
fantail
oriole
honeyeater
thornbill
lyrebird
woodpecker
toucan
waxwing
chickadee
titmouse
finch
bunting
cardinal
tanager
sparrow
nuthatch
wren
mockingbird
starling
oxpecker
thrush
warbler
bushtit
Concentration
Studying
Glassmaking
Metal Crafting
Stone Crafting
Wax Working
Pottery
Bookbinding
Papermaking
Woodcrafting
Gem Setting
Gem Cutting
Metalsmithing
Armorsmithing
Weaponsmithing
Wood Burning
Optics Engineer
Logic
Critical Thinking
Percussion Instrument
Wind Instrument
Stringed Instrument
Keyboard Instrument
Singing
Music
Dance
Speaking
Reading
Poetry
Prose
Observation
Discipline
Negotiation
Persuasion
Riding
Swimming
Herbalism
Growing
Trapping
Butchery
Fish Cleaning
Animal Dissection
Fish Dissection
Animal Caretaking
Masonry
Engraving
Stonecutting
Stone Carving
Lye Making
Potash Making
Soap Making
Strand Extraction
Furnace Operation
Tracking
Pacification
Consoling
Flattery
Comedy
Intimidation
Lying
Record Keeping
Organization
Appraisal
Judging Intent
Misc. Object
Spinning
Shearing
Gelding
Milking
Cheesemaking
Cooking
Lash
Knife
Machinery
Throwing
Blowgun
Threshing
Milling
Clothes Making
Brewing
Animal Dissector
Fish Dissector
Animal Caretaker
Animal Trainer
Mason
Engraver
Stonecutter
Stone Carver
Climbing
Knapping
Crutch-walking
Suturing
Bone Setting
Surgery
Diagnostics
Wound Dressing
Mace
Sword
Axe
Dodging
Kicking
Striking
Biting
Wrestling
Archery
Fighting
Teaching
Military Tactics
Leadership
Balance
Coordination
Fluid Engineer
Weaving
Bone Carving
Glazing
Beekeeping
Pressing
Dyeing
Tanning
Leatherworking
Pump Operation
Siege Operation
Siege Engineering
Bow
Pike
Crossbow
Spear
Hammer
Knapper
Speaker
Reader
Poet
Writer
Wordsmith
Observer
Student
Glassmaker
Metal Crafter
Stone Crafter
Wax Worker
Potter
Bookbinder
Papermaker
Woodcrafter
Teacher
Tactician
Leader
Geographer
Chemist
Astronomer
Mathematician
Logician
Critical Thinker
Percussionist
Wind Instrumentalist
Stringed Instrumentalist
Keyboardist
Singer
Musician
Dancer
Conversationalist
Intimidator
Liar
Record Keeper
Organizer
Appraiser
Judge of Intent
Negotiator
Persuader
Rider
Swimmer
Ambusher
Herbalist
Planter
Trapper
Fish Cleaner
Gem Setter
Gem Cutter
Blacksmith
Armorsmith
Weaponsmith
Wood Burner
Lye Maker
Potash Maker
Soaper
Strand Extractor
Furnace Operator
Fisherman
Tracker
Pacifier
Consoler
Comedian
Skill 3
Skill 2
Skill 1
Schemer
Climber
Crutch-walker
Suturer
Wound Dresser
Misc. Object User
Spinner
Shearer
Gelder
Milker
Cheesemaker
Lasher
Knife User
LIQUID_SCOOP
LIQUID_COOKING
ill-sized art actions (6): 
ill-sized art actions (5): 
ill-sized art actions (4): 
ill-sized art actions (3): 
ill-sized art actions (2): 
ill-sized art actions (1): 
Skill 10
Skill 9
Skill 8
Skill 7
Skill 6
Skill 5
Skill 4
Shield User
Bowman
Pikeman
Crossbowman
Spearman
Hammerman
Maceman
Swordsman
Axeman
Dodger
Kicker
Striker
Biter
Wrestler
Archer
Fighter
Druid
Thrower
Blowgunner
Thresher
Miller
Brewer
Weaver
Bone Carver
Glazer
Beekeeper
Presser
Leatherworker
Pump Operator
Siege Operator
Siege Engineer
Armor User
Random Buffer Overload
Unrecognized Creature Sound Method Token: 
VOCALIZATION
Unrecognized Creature Sound Token: 
PEACEFUL_INTERMITTENT
Unrecognized Habit Token: 
GIANT_NEST
COLLECT_WEALTH
USE_ANY_MELEE_WEAPON
EAT_BONE_PORRIDGE
COLLECT_TROPHIES
COOK_PEOPLE
COOK_VERMIN
GRIND_VERMIN
COOK_BLOOD
GRIND_BONE_MEAL
STAND_AND_WORK_ABOVE
HEAVY_OBJECT_HAULING
TRACK_CART
SMALL_OBJECT_STORAGE
BOOKCASE
NEST_BOX
FOOD_STORAGE
LIQUID_CONTAINER
MEAL_CONTAINER
HOLD_MEAT_FOR_CARVING
MEAT_CLEAVING
MEAT_SLICING
MEAT_BONING
MEAT_CARVING
GRIND_POWDER_GRINDER
GRIND_POWDER_RECEPTACLE
Unrecognized Lair Characteristic Token: 
HAS_DOORS
Unrecognized Lair Token: 
WILDERNESS_LOCATION
SHRINE
LABYRINTH
SIMPLE_BURROW
SIMPLE_MOUND
Unrecognized Tool Use Token: 
GAMES_OF_CHANCE
DIVINATION
PLACE_OFFERING
DISPLAY_OBJECT
CONTAIN_WRITING
PROTECT_FOLDED_SHEETS
ROLL_UP_SHEET
ghost
catatonic
STRUCK_TOGETHER
BLOW_OVER_FREE_REED
BLOW_OVER_DOUBLE_REED
BLOW_OVER_SINGLE_REED
BLOW_OVER_OPENING_END
BLOW_OVER_OPENING_SIDE
BLOW_AGAINST_FIPPLE
VIBRATE_BP_AGAINST_OPENING
STRUCK
STRUCK_BY_BP
BOWED
PLUCKED
PLUCKED_BY_BP
STOPPING_HOLE_KEY
STOPPING_HOLE
STOPPING_AGAINST_BODY
STOPPING_FRET
KEYBOARD
SUBPART_CHOICE
MEMBRANE_POSITION
Unrecognized Sound Production Token: 
AIR_AGAINST_FIPPLE
AIR_OVER_FREE_REED
AIR_OVER_REED
BAG_OVER_REED
RESONATOR
FRICTION
SCRAPED
SHAKEN
raucous
liquid
slicing
gentle
sonorous
crisp
flat
heavy
rugged
warm
rough
buzzy
nasal
reedy
harsh
wavering
THIN
FULL
NOISY
CLEAR
sparkling
rippling
sweet
resonant
ringing
floating
dull
rich
shrill
wispy
raspy
breezy
choppy
sharp
full
noisy
Unrecognized Tuning Token: 
TIGHTENING
CROOKS
LEVERS
ADJUSTABLE_BRIDGES
PEGS
Unrecognized Pitch Choice Token: 
FOOT_PEDALS
BP_IN_BELL
VALVE_ROUTES_AIR
HARMONIC_SERIES
SLIDE
strident
piercing
pure
brittle
fragile
eerie
quavering
vibrating
even
focused
wobbling
mellow
breathy
bright
evolving
steady
MUDDY
SHRILL
WISPY
RASPY
BREEZY
RAUCOUS
SLICING
GENTLE
WATERY
SONOROUS
CRISP
DARK
FLAT
HEAVY
RUGGED
WARM
poet
preacher
storyteller
information source
psycho
brawler
animal partner
Unrecognized Timbre Token: 
SPARKLING
RIPPLING
SWEET
RESONANT
RINGING
FLOATING
DULL
RICH
WOBBLING
MELLOW
BROAD
STRAINED
BREATHY
SPARSE
GRACEFUL
BRIGHT
DELICATE
STRONG
EVOLVING
STEADY
CHOPPY
SMOOTH
SHARP
ROUND
BUZZY
NASAL
REEDY
HARSH
WAVERING
STRIDENT
PIERCING
PURE
BRITTLE
FRAGILE
EERIE
QUAVERING
VIBRATING
FLUID
EVEN
FOCUSED
protector of weak
flatterer
quarreler
loyal soldier
brigand
bully
friendly fighter
enemy fighter
hated group
respected group
murderer
hunter
killer
friendly
dancer
bard
Unrecognized Meat Category: 
GIZZARD
BRAIN
KIDNEY
SPLEEN
PANCREAS
STOMACH
LIVER
INTESTINES
HEART
LUNG
EYE
thief
preserver of knowledge
treasure hunter
AUTOSAVE
INITIAL_SAVE
EMBARK_WARNING_ALWAYS
POST_PREPARE_EMBARK_CONFIRMATION
AUTOSAVE_PAUSE
ENGRAVINGS_START_OBSCURED
SHOW_IMP_QUALITY
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
SHOW_RAMP_ARROWS
SHOW_FLOW_AMOUNTS
SHOW_EMBARK_TUNNEL
SHOW_ALL_HISTORY_IN_FORT_MODE
SHOW_ALL_HISTORY_IN_DWARF_MODE
data/init/d_init_default.txt
TREE_BRANCHES
TREE_BRANCH_NSEW
TREE_BRANCH_SEW
TREE_BRANCH_NEW
TREE_BRANCH_NSW
TREE_BRANCH_NSE
TREE_BRANCH_SE
TREE_BRANCH_SW
TREE_BRANCH_NE
TREE_BRANCH_NW
TREE_BRANCH_EW
TREE_BRANCH_NS
TREE_TRUNK_BRANCH_W
TREE_TRUNK_BRANCH_E
TREE_TRUNK_BRANCH_S
TREE_TRUNK_BRANCH_N
TREE_CAP_FLOOR4
TREE_CAP_FLOOR3
TREE_CAP_FLOOR2
TREE_CAP_FLOOR1
TREE_CAP_WALL_SE
TREE_CAP_WALL_SW
TREE_CAP_WALL_NE
TREE_CAP_WALL_NW
TREE_CAP_WALL_W
TREE_CAP_WALL_E
TREE_CAP_WALL_S
TREE_CAP_WALL_N
TREE_CAP_PILLAR
TREE_CAP_RAMP
TREE_TWIGS
TREE_SMOOTH_BRANCHES
NICKNAME_LEGENDS
NICKNAME_ADVENTURE
NICKNAME_DWARF
LOG_MAP_REJECTS
PAUSE_ON_LOAD
EMBARK_RECTANGLE
MULTITHREADING
TESTING_ARENA
ARTIFACTS
CAVEINS
TEMPERATURE
WALKING_SPREADS_SPATTER_ADV
WALKING_SPREADS_SPATTER_DWF
KEYBOARD_CURSOR
PATH_COST
AUTOBACKUP
TREE_TRUNK_SE
TREE_TRUNK_SW
TREE_TRUNK_NE
TREE_TRUNK_NW
TREE_TRUNK_W
TREE_TRUNK_E
TREE_TRUNK_S
TREE_TRUNK_N
TREE_TRUNK_SLOPING
TREE_TRUNK_PILLAR
TREE_ROOTS
TREE_ROOT_SLOPING
PILLAR_TILE
CHASM
DISPLAY_CLOTHING_WITH_DYES_IN_ADV_MODE
DISPLAY_CLOTHING_WITH_DYES_IN_FORT_MODE
TREE_TRUNK_SEW
TREE_TRUNK_NEW
TREE_TRUNK_NSW
TREE_TRUNK_NSE
TREE_CAP_FLOOR4_DEAD
TREE_CAP_FLOOR3_DEAD
TREE_CAP_FLOOR2_DEAD
TREE_CAP_FLOOR1_DEAD
TREE_CAP_WALL_SE_DEAD
TREE_CAP_WALL_SW_DEAD
TREE_CAP_WALL_NE_DEAD
TREE_CAP_WALL_NW_DEAD
TREE_CAP_WALL_W_DEAD
TREE_CAP_WALL_E_DEAD
TREE_CAP_WALL_S_DEAD
TREE_CAP_WALL_N_DEAD
TRACK_W
TRACK_E
TRACK_S
TRACK_N
TREE_TRUNK_INTERIOR_DEAD
TREE_TRUNK_NSEW_DEAD
TREE_TRUNK_EW_DEAD
TREE_TRUNK_NS_DEAD
TREE_TRUNK_SEW_DEAD
TREE_TRUNK_NEW_DEAD
TREE_TRUNK_NSW_DEAD
TREE_TRUNK_NSE_DEAD
TREE_TRUNK_INTERIOR
TREE_TRUNK_NSEW
TREE_TRUNK_EW
TREE_TRUNK_NS
TREE_TRUNK_BRANCH_W_DEAD
TREE_TRUNK_BRANCH_E_DEAD
TREE_TRUNK_BRANCH_S_DEAD
TREE_TRUNK_BRANCH_N_DEAD
TREE_TRUNK_SE_DEAD
TREE_TRUNK_SW_DEAD
TREE_TRUNK_NE_DEAD
TREE_TRUNK_NW_DEAD
TREE_TRUNK_W_DEAD
TREE_TRUNK_E_DEAD
TREE_TRUNK_S_DEAD
TREE_TRUNK_N_DEAD
TREE_TRUNK_SLOPING_DEAD
TREE_TRUNK_PILLAR_DEAD
TREE_ROOTS_DEAD
TREE_ROOT_SLOPING_DEAD
TREE_CAP_PILLAR_DEAD
TREE_CAP_RAMP_DEAD
TREE_TWIGS_DEAD
TREE_SMOOTH_BRANCHES_DEAD
TREE_BRANCHES_DEAD
TREE_BRANCH_NSEW_DEAD
TREE_BRANCH_SEW_DEAD
TREE_BRANCH_NEW_DEAD
TREE_BRANCH_NSW_DEAD
TREE_BRANCH_NSE_DEAD
TREE_BRANCH_SE_DEAD
TREE_BRANCH_SW_DEAD
TREE_BRANCH_NE_DEAD
TREE_BRANCH_NW_DEAD
TREE_BRANCH_EW_DEAD
TREE_BRANCH_NS_DEAD
Unrecognized Init Option: 
STRICT_POPULATION_CAP
POPULATION_CAP
VISITOR_CAP
BABY_CHILD_CAP
CULL_DEAD_UNITS_AT
FORTRESS_SEED_CAP
SPECIFIC_SEED_CAP
STORE_DIST_BIN_COMBINE
TRACK_RAMP_NS
TRACK_RAMP_W
TRACK_RAMP_E
TRACK_RAMP_S
TRACK_RAMP_N
TRACK_NSEW
TRACK_SEW
TRACK_NEW
TRACK_NSW
TRACK_NSE
TRACK_EW
TRACK_SW
TRACK_SE
TRACK_NW
TRACK_NE
TRACK_NS
STORE_DIST_BARREL_COMBINE
STORE_DIST_BUCKET_COMBINE
STORE_DIST_SEED_COMBINE
STORE_DIST_ITEM_DECREASE
MAXIMUM_EMBARK_DIM
GRAZE_COEFFICIENT
TRACK_RAMP_NSEW
TRACK_RAMP_SEW
TRACK_RAMP_NEW
TRACK_RAMP_NSW
TRACK_RAMP_NSE
TRACK_RAMP_EW
TRACK_RAMP_SW
TRACK_RAMP_SE
TRACK_RAMP_NW
TRACK_RAMP_NE
`z-A
 3q@
4q@
@Iq@
02q@
:o@
`z-A
`lq@
@Iq@
P[q@
Wq@
Xq@
`z-A
@\q@
@Iq@
PYq@
:o@
 ;o@
FATAL ERROR
Nuked Vermin Reference (Escaped Pet)
Nuked Entity Reference
Nuked Plot Info Reference
Nuked Viewscreen Reference
Nuked Unit Reference (Item Wrestle)
Nuked Hist Fig Reference
Nuked Site Reference
Nuked Artifact Reference
Nuked Item Improvement Reference
Nuked Coin Front Reference
Nuked Coin Back Reference
Nuked Detail Event Reference
Nuked Subregion Reference
Nuked Feature Layer Reference
Nuked Entity Population Reference
Nuked Breed Reference
NULL item pointer on load
NULL play item on load: id #
Job loaded into game with job ID <0. Ignoring.
NULL job pointer on load
NULL building pointer on load
NULL play building on load: id #
NULL displayed announcement
Site
Error 1
Error 2
Nuked Activity Reference
Nuked Job Reference
Nuked Unit Reference (Worker/Inventory)
Nuked Item Reference (General)
Nuked Effect Reference
Nuked Vermin Event Reference
[GENERATED]
[PROCEDURAL_CREATURE_GRAPHICS:DEFAULT]
[NIGHT_CREATURE_HUNTER]
[PCG_LAYERING:
Button
NULL play unit on load: id #
Crash while saving musical forms
Crash while saving dance forms
Crash while saving scales
Crash while saving rhythms
Crash while saving occupations
Crash while saving belief systems
Crash while saving image sets
Crash while saving divination sets
Crash while saving announcements
Crash while saving plot info
Crash while saving world
Crash while saving artifacts
Crash while saving nemeses
Crash while saving adventure
Crash while saving general variables
Crash while saving (closing files)
Crash while saving plot events
Crash while saving coins
Crash while saving squads
Crash while saving formations
Crash while saving activities
Crash while saving interaction instances
Crash while saving written content
Crash while saving incidents
Crash while saving crimes
Crash while saving vehicles
Crash while saving armies
Crash while saving army controllers
Crash while saving army tracking info
Crash while saving cultural identities
Crash while saving agreements
Crash while saving poetic forms
Crash while saving (setting up the save game)
Crash while saving random objects
Crash while saving (allocating space)
Crash while saving items
Crash while saving units
Crash while saving jobs
Crash while saving schedules
Crash while saving projectiles
Crash while saving buildings
Crash while saving machines
Crash while saving flow guides
Crash while saving effects
Crash while saving entities
Crash while saving events
Crash while saving mandates
Crash while saving work quotas
Nuked Art Image Reference
Nuked Creature Def Reference
NULL JOB ITEM (1): 
NULL JOB ITEM (2): 
NULL item projectile loaded
NULL unit projectile loaded
Civ Zone 
: Null Unit Assignment (Id 
: Null Item Assignment (Id 
Cage: Null Unit Assignment
Cage: Null Item Assignment
NULL Aid Requester
Crash while saving (creating directories)
Crash while saving (cleaning stale incidents/rumors)
Crash while saving (offloading units)
Crash while saving (offloading art)
Processing languages...
Processing inorganics...
Processing plants...
Processing items...
Processing creatures...
Processing entities...
Processing reactions...
Processing interactions...
Processing music...
Processing sounds...
Generating inorganics...
Generating plants...
Generating items...
Generating creatures...
Generating entities...
Generating reactions...
Sorting inorganics...
Sorting plants...
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vanilla_interactions_graphics
51.01
data/vanilla/vanilla_interactions_graphics/
Vanilla Interactions Graphics
patching corruption: item off-loaded and also in play: 
** Loading Fortress **
** Loading Adventurer **
patching dangerously broken trade definition -- magma powder changed to water/snow
removed erroneous unit occupancy flag
removed erroneous unit ground occupancy flag
Repairing squad info for Unit #
have corrupt feature map at 
Loading world to start new game
Loading object files...  
Sorting text...
Sorting material templates...
vanilla_descriptors_graphics
50.01
data/vanilla/vanilla_descriptors_graphics/
Vanilla Descriptors Graphics
vanilla_plants_graphics
data/vanilla/vanilla_plants_graphics/
Vanilla Plants Graphics
vanilla_items_graphics
data/vanilla/vanilla_items_graphics/
Vanilla Items Graphics
vanilla_buildings_graphics
data/vanilla/vanilla_buildings_graphics/
Vanilla Buildings Graphics
vanilla_creatures_graphics
data/vanilla/vanilla_creatures_graphics/
Vanilla Creatures Graphics
Loading announcements...
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Rebuilding more temporary information...
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data/installed_mods/
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 (save uses 
, not found
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Loading world and continuing active game
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Loading local animal populations...
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Loading work quotas...
Loading world events...
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Loading army controllers...
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Loading cultural identities...
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Loading image sets...
Loading divination sets...
Generating interactions...
Finalizing generated objects...
Preparing graphics...  
Loading items...
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Back to title
Failed to install mod:
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[INITIAL_LOAD]
CP_COLOR
COLOR_PATTERN
Unrecognized Colored Pattern Token: 
PATTERN
RGB
WORD
FACES
ADJ
GEMS_USE_ADJ
GEMS_USE_NOUN
Unrecognized Shape Token: 
GEMS_USE_ADJ_NOUN
GRAY
SIMPLE
YELLOW
The enemy
, they
Commanded by 
 are on the march.  
 vault, 
an ancient
Legends speak of 
 will have no mercy.  There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.
 true name.  The location of this place is well-known, but none have penetrated its secrets.  If the true name of the monster can be uncovered, you might be able to end this terror forever.
 power from the Underworld by invoking 
 wrested 
, where 
Just reunited after a long journey, you are together with your companions again.  
 has even sent some troublemakers to harass people right here in town.
 are plagued by bandits.  The gang
The citizens of 
attempted to play a sweetened footstep too quickly.
attempted to play a footstep too quickly.
attempted to play a wing sound too quickly.
Roll all
region is: 
poll result #
=============================
medium
[cleanAllCompletedSounds]: Sound at 
 removed.
alignment is: 
variant is: 
 is threatened!  The forces of 
The peaceful town of 
Could not locate adventure start square
Ally: 
Roll
Pull it out
Gain possession
"Congratulations, my faithful chosen!  There are other ways you can serve, if you offer your service again.  You may also live your life as you see fit now if you choose.  You have done well."
"You may return the object to the faithful by gifting it to one of the priests, or you may simply drop it in this structure wherever you see fit."
"With the treasure, you are near to glory and fulfillment of your task.  Your senses can lead you on your return journey."
  Remember that ice and snow can be heated by a campfire.
have been cursed
You 
"Ungrateful apostate!"
"My other worshippers?  As you wish, my faithful chosen!  There are other ways you can serve, if you offer your service again.  You may also live your life as you see fit now if you choose.  You have done well."
A thin layer of 
 Vapor
 -  
 to view other pages
The vegetation is broken here.
The vegetation has been slightly perturbed here.
The vegetation is bent here.
The vegetation is heavily damaged here.
The journey is long.  Be sure to travel to 
.  If you do not find the location in your log, ask others for directions.  You may also follow the pull from your senses."
You seek 
"Congratulations!  Now you must return this precious object to its proper home."
  But my chosen, you are 
"You are close.  Follow your senses to the entrance.
"This place is dangerous.  Steel yourself against ancient enemies.  Try not to let yourself be surrounded, and remain standing.  Enter and vanquish!  Or slip in unseen.  Securing the treasure is all that matters."
, rather than walking leisurely."
in need of sustenance and sleep
in need of drink and sleep
in need of drink and sustenance
in a state
!  See to yourself before you face what's ahead.
in need of sleep
in need of drink
in need of sustenance
You awaken from your slumber.
You've assumed tactical control as nobody else is available.
"You are approaching your destination.  End your travels now and prepare yourself."
You must 
 as my instrument of 
, and I have chosen you
"Greetings.  I am 
Your sleep has been interrupted!
 and fulfill your destiny."
Seek out 
, belong with my followers, 
The remnants of creation, 
"Do you feel the pull?  You sense the direction of my representative.  It is possible to travel quickly to reach them, or you may journey more deliberately.  It is your decision."
!  My chosen, you must speak to them and offer your service."
"You've found 
"You will have to leave this structure first before you can travel.  Try to make your way out to the settlement."
Your most trusted local companions are meeting you here today.
Your wanderings have brought you to this place after a long journey.
 is from here and might have some local information.
After a long journey, you are here to meet your most trusted companion.  
You've finally got your equipment together, such as it is.  Now it's time for action and adventure!  
Your most trusted companion has made the journey to meet you here today.
After a long journey, you are here to meet your most trusted companion.
Your most trusted companions have made the journey to meet you here today.
child that has been kidnapped.
children that have been kidnapped.
  A foolhardy soul might try to rescue the 
In the rush of excitement, you've forgotten where you were going to go.
  Perhaps some of your friends here can remind you.
  Perhaps some of your friends here have ideas.
  Perhaps some of the people here will be worth talking to before you continue on your way.
  Let the party venture forth!
Your intense search turns up nothing.
You've found some small creatures.
You've found a small creature.
 and some other small creatures.
 cannot climb.
You are too injured to climb.
You need a free grasp to climb.
You strap 
You no longer assume a submissive posture.
You assume a submissive posture.
You must move away from the river before you can travel.
You do not have a free grasp for 
 with your 
You draw 
 to your 
You are too tired to stand.
The webs make it impossible to stand.
You are riding and cannot lie down.
You have nothing left to draw or put away.
 and another small creature.
You've found a colony of 
You've already searched this area recently.
You can't stand up -- somebody is in the way.
nearly a day's travel
a day's travel
They belong to you or a companion.
The signs lead southwest.
east-northeast
north-northeast
a short walk
a half day's travel
west-southwest
south-southwest
south-southeast
east-southeast
You must move away from surrounding obstacles such as the site's walls and rivers before you can travel.
You can't travel until you emerge from underground or enter a tunnel.
north-northwest
west-northwest
deep 
faint 
light 
thick 
 is here.
 imprint in the 
vague 
shallow 
The signs lead east.
The signs lead south.
The signs lead north.
This is an unintelligible mess.
The signs lead southeast.
The signs lead northwest.
The signs lead northeast.
The signs lead west.
Small
Large
A: 
General imports
Clothing imports
Food imports
Abandoned shop
Leather clothing shop
Woven clothing shop
Leather shop
Cloth shop
Bowyer's shop
Weaponsmith's shop
Gem cutter's shop
Bone carver's shop
Leather goods shop
Metal craft shop
Armorsmith's shop
Blacksmith's shop
Shaping Tree
The Home Tree
Tree House
Sewer Access
Counting Tree
Library Tree
Tavern Tree
Market Tree
Castle Mound
Civic Mound
Tower Tree
Guild Tree
Tower
Guildhall
Counting House
Drinking Mound
You do not have a free grasp and your quivers are full.
You do not have a free grasp and your quiver and pack are full.
You do not have a free grasp and your quivers and pack are full.
You do not have a free grasp and your quiver and packs are full.
You do not have a free grasp.
You do not have a free grasp and your pack is full.
You do not have a free grasp and your quiver is full.
right under you
You've located a 
No recent announcements.
 says, "
 says:  "
below and 
above and 
 picks
 pick
 pulls off
 pull off
 and puts it in 
 and put it in 
 up the 
Wilderness
Mirthful
Sinister
Calm
Terrifying
Untamed Wilds
Joyous Wilds
Haunted
Minor River: 
River: 
Major River: 
Multiple Constructions
Mountain: 
Volcano: 
Brook: 
Stream: 
Tropical Dry Brdlf Forest
Temperate Conifer Forest
Shrine of 
No significant structures
Scarce
Trees: 
Temperature: 
Tropical Moist Brdlf Forst
Other Vegetation: 
Heavily Forested
Woodland
Sparse
Serene
Surroundings: 
Thick
Moderate
Underground Stair
Underground Farms
Underground Fortress
Processed goods market
House
Hillock
Houses
Hillocks
Abandoned house
Abandoned hillock
Abandoned houses
Abandoned hillocks
Ruined house
Ruined hillock
Ruined houses
Ruined hillocks
Barrow
Metal furniture shop
Stone furniture shop
Carpenter's shop
Shrine to 
Trenches
Fortress Entrance
Warehouse
Imported food market
Imported goods market
Empty market
Shrine
Cheese market
Fruit and vegetable market
Meat market
Imported clothing market
Infinite 
Such is the spirit of 
Such 
Such care for your happiness!
has been cursed
"Hubris!"
tender
Oh 
The task will not be completed.
Expect a change.
Stay the course.
Look out for a chance encounter.
A reckoning awaits.
Fulfillment will be yours.
Focus on living in harmony.
The task will be successful.
Why wasn't 
You already know the will of 
  Let another day pass.
  Let some days pass.
 for ignoring your hubris.  
Praise 
.  Do not tempt fate.
, a jealous deity, consulted first?
Freedom is allowed even in this.
You are free to do as you choose.
You are forgiven.
 without bound
Peace is cherished.
You have been granted mercy.
You are loved.
Your happiness is still desired.
You struggle for 
Night is falling.
It is noon.
Dawn is breaking.
, testing the will of 
 according to the practice of 
, divining the will of 
You roll
a word but you cannot read
 shows 
 comes up 
 lands on 
  Let a week pass.
 is a jealous deity?  Why consult another?
Don't you know that 
Your fate is sealed.
[C:2:0:1]You have been ordered to drive 
.[B]
 based in 
[C:3:0:1]You are a 
  [C:5:0:1]This creature is known to be dead.
  [C:7:0:0]This is common knowledge where you are from.
 is rumored to be in 
  You should report the task as complete.
", 
Strongest Odor: 
Offloading site...
  [C:2:0:1]You have been ordered to kill this creature.
NULL artifact on create site map, skipping
invalid lair entrance
You cannot travel through the 
You have discovered a 
Bring comfort to someone today.
If you accept the gift, one will be expected in return.
Be generous today.
Act quickly today.
Avoid conflict today.
Beware a rival.
Your dreams will come true.
Now is a time for calm.
Begin an adventure.
An obstacle will present itself.
Look ahead to the future.
Do not avoid a necessary conflict today.
Explore today.
Make the decision quickly.
Accept the loss and move on.
You have missed your chance.
Keep your own counsel today.
Give up the hopeless cause.
Make a change or forever remain.
Do not hold on for too long.
Ask a question.
Be cautious of fatigue today.
You will make your final stand.
Do not be reckless.
The enterprise will be a failure.
The situation cannot get worse.
Do not keep everything for yourself.
Do not give them too much.
Consider the consequences carefully.
Prepare for disappointment.
Be mindful of others around you.
Accept a defeat.
The partnership is one-sided.
Look to another for what you need.
Do not take any chances.
You will released.
An important decision awaits your careful deliberation.
You will travel far from this place.
Follow your intuition.
There are two sides to every story.
Today you will have a moment of weakness.
Be compassionate.
Focus today.
Beware of ill-conceived plans.
An end and a new beginning.
See to your responsibilities.
You will have a great accomplishment.
The burden will be lifted soon.
Joy is on the horizon.
Beware doubt.
You must reflect on your actions.
You will awaken to a new possibility.
Follow your desire.
A coming disaster can be delayed, but not avoided.
A sudden upheaval is in store.
A great sadness is coming.
Have faith and all shall be rejuvenated.
All is not as it seems.
Beware those that lack passion.
Rely on willpower to see you through.
Do not be stopped by fear.
Be playful today.
Hold to hope when all else is lost.
Cling not to material things.
You pull out 
You read 
You cannot read.
You cannot see.
Name the 
salt 
stagnant 
Fill 
 near burning trunk
 near magma
 near lava
Heat 
 near fire
 near burning cap
 near burning twigs
 near burning branches
Do not stall.
Make the sacrifice regardless of fear.
Any success will be fleeting.
The effort will reach a culmination.
Take the middle path.
Be patient.
Be sure to keep to a high standard today.
Make no needless sacrifices.
There will be no reward.
Be diligent and undistracted.
Beware a lack of balance.
You must choose between two extremes.
You will be rewarded.
It is a false success.
Eat not the fruits of your labor.
Persevere though it may be for nothing.
Do not fear loss.
It is time to leave it behind.
Whatever happens, it will be for the best.
Some changes are inevitable.
Beware a hidden plan.
Master yourself today; discipline will be required.
Today, somebody will be cruel.
You must face the challenge today.
Think on what came before and what follows.
See to the simple comforts.
Think of others today, not yourself.
Be practical.
Instability.
See to your legacy.
Believe no one today.
It will not be fair.
Follow your desire to reconcile.
You will learn something you did not want to know.
It is not as simple as you think.
A new friendship will form.
There is no right choice.
The object of your ambition will be realized.
Your ambition is misguided.
It is too soon to forgive.
Take care you are not deceived.
A clever strategy will be required.
You will received bad advice.
Rethink your priorities.
You must reveal the truth.
Rethink your approach.
You will know suffering soon.
Indulge heartily.
Climb to 
Lava
/Water
/Air
Hold 
Hang from 
 releasing hold
 holding 
Claim 
Release hold on 
Dismount to 
Mount 
Go below hatch
Climb down
Stop leading 
) as pet
, push off toward 
Ride 
Push 
Combat 
Lower 
 bucket (
Raise 
Guide 
 lock (
Pick 
Break in 
Pull 
Move to 
Charge 
Topple 
Bash down 
Fell 
Make Campfire (
Ignite 
Eat 
You need to be holding an axe with a sharp edge.
You need to be holding an axe.
You cannot fell trees in the arena.
tree
The vegetation is submerged.
The steam around the vegetation stops you from setting the fire.
You make a campfire.
You cannot fell the trees here.
Combat error
Attack error
You set a fire.
The vegetation is too wet.
It won't fit in your 
 is empty.
You fill your 
 near campfire
 to no effect.
You heat the 
 is already full.
Your 
Put 
Set on
Put on 
 is hot enough already.
Drink 
Suck 
Put in 
in play interaction 
 (below)
 (above)
Moving
Distant: 
Remote: 
downward
upward
Recovering from attacking
IMMINENT: 
Incoming: 
Starting: 
Release
Stop leading animal
Lead animal
Hold
Stand Up
Recover
Suck Blood
Unsteady
Tracks Visible: 
 to act
and more
Lie Down
Can I help you with something?
You are surrounded by incessant cackling.
The cackling fades away.
SSE
ESE
ENE
WNW
WSW
SSW
Qst
Gui
***
NNW
Push Object
Jump
Attack
Move
 up)
 level
 (no climbing/jumping)
Path to here
You pull the lever.
You lower the bucket.
You raise the bucket.
 down)
You bash the door down!
You pick the lock!
The hatch is operated by a remote mechanism.  You cannot proceed.
You break the hatch in!
NNE
You topple the statue!
The door is operated by a remote mechanism.  You cannot proceed.
You are still surrounded by cackling.
write
compose
fell trees
 because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
You can't 
You don't feel safe enough to 
You feel too watched to 
 because you are starving to death.
 because you are dying of thirst.
 because you can't breathe.
 until you've stopped the bleeding.
You must move away from the water before you can 
 until you are on a stable surface.
 because you are swimming.
 because you are drowning.
Give a sermon promoting a value
Give a sermon concerning a cosmic principle
Give a sermon concerning a deity or object of worship
Write something down
Tell a story about a civilization or organization
Tell a story about a site
Tell a story about a person or creature
Give a sermon inveighing against a value
CHAR
Speak
Tell a story about a region
build a fire
    
Talking
Working
Sucking Blood
Regaining balance
Standing Up
Recovering from deflection
Recite a poem
Give a sermon
Tell a story
Lying Down
Prepare choreography
Compose music
Compose a poem
Perform music
quick
 with grab
 with wrestling
Attacking
Jumping
, aiming for 
precise
wild
Releasing hold on terrain
Holding terrain
Pushing Object
Releasing hold on item
Holding item
Leading animal
Dismounting
Highly Loyal
Distrusts you
Trusts you
Low respect for you
Satisfied
Annoyed
General Mood: 
Neutral
Suspicious
Fondness
Grumpy
Grouchy
Grimly Satisfied
Horrified
Shocked
Alarmed
Confident
Bold
Agitated
Animated
Loves you
Relationship: 
Unassuming
Acquiescent
Terrified of you
Dislikes you
Hates you
Likes you
No respect for you
Respects you
No fear of you
Scared of you
You have nothing to examine.
You have nothing left to throw.
You have nothing with which to interact.
You have nothing left to eat or drink.
There is no furniture, building, or vehicle to interact with here.
There is nothing to hold here.
You cannot climb or mount while prone.
There is nothing to pick up here.
Click a creature to start a new conversation
 cannot hold the terrain.
You are too injured to hold the terrain.
You need a free grasp to hold the terrain.
Neutral attitude
Negative attitude
Positive attitude
Toward you: 
You cannot 
 until you stop riding this projectile.
 until you stop riding this vehicle.
You must come down from the mountains before you can 
offended
submitting
menacing
 until you leave this site.
the word
triumphant
plaintive
You have nothing to put inside a container or on a pack animal.
You have nothing left to remove.
You have nothing left to wear.
You have nothing left to drop.
Ferocious
Afraid
Exhilarated
Exasperated
Gleeful
Frustrated
Frightened
Free
Guilty
Grateful
Glum
Gloomy
Insulted
Humiliated
Hopeless
Happy
Disappointed
Despair
Delighted
Dejected
Dismayed
Dislike
Disillusioned
Disgusted
Elated
Eager
Distressed
Displeasure
Enjoyment
Empty
Empathetic
Embarrassed
Angry
Amused
Ambivalent
Amazed
Astonished
Aroused
Apathetic
In Anguish
Bored
Bitter
In Awe
Averse
Content
Contemptuous
Confused
Caring
Eexcited
Enraged
Triumphant
Grieving
Blissful
Joyous
Sad
Gaiety
Adoration
Admiration
Accepting
Loving
Alienated
In Agony
Aggravated
Affection
Impossible
Favorable odds
Likely success
Almost guaranteed
Unfavorable odds
Even odds
Likely failure
Nearly impossible
What will you say about the end of the insurrection?
What will you say about the insurrection?
What will you say?
Intimidate: 
What will you say about the army?
What will you say about the group?
What will you say about the site's foundation?
What will you say about the site reclamation?
Unhappy
Uneasy
Thrilled
Terrified
Zealous
Wrathful
Worried
Wonder
Enthusiastic
Expectant
Defeated
Existential Crisis
Persuade: 
Choose your tone/tact
Euphoric
Pessimistic
Relieved
Rejected
Enraptured
Pleasure
Resentful
Repentant
Remorseful
Regretful
Servile
Self-pity
Indignant
Restless
Tenderness
Sympathy
Ashamed
Shaken
Jolly
Isolated
Irritated
Interested
Lonely
Loathing
Jubilant
Jovial
Nostalgic
Nervous
Mortified
Miserable
Passionate
Panicked
Outraged
Optimistic
How will you respond to the offer of peace?
How will you respond to the tribute cancellation?
How will you respond to the offer of tribute?
What will you say about your family?
How will you respond to the request for information?
How will you respond to the demand to yield?
How will you respond to the request to cease hostilities?
How will you respond to the demand for tribute?
Keywords: 
What will you say about the missing treasure?
How will you respond to the request for a guide?
How will you respond to the request for directions?
Ground
Distant
Traveling through 
In party nearby
What will you say about the surrounding area?
What will you say about the trade?
What will you say about the request?
What will you say about services?
How will you respond to the accusation?
How will you respond to the invocation?
What will you say about the structure?
What will you say about the site?
How will you respond to this passive reply?
How will you respond about your profession?
What will you say about your plots and scheming?
What will you say about your master?
What will you say about how you are feeling?
How will you respond to this statement of values?
How will you respond to this dismissal?
How will you respond to this flattery?
What do you want to know?
How will you respond to the offer of service?
What will you say about the artifact's location?
What will you say about the artifact's destruction?
How will you respond to the position offer?
Where do you want to go?
About whom do you ask?
Which pet will you gift?
How will you ask?
What will you say about the conflict?
What will you say about the journey?
How will you respond to the adoption request?
What will you say about the agreement?
What will you say about the conclusion of the agreement?
What will you say about the rescue?
How will you respond?
What will you say about the occupation?
What will you say about the incident?
What will you say about the abduction?
What will you say about the failed occupation?
What will you say about tribute agreement?
What will you say about the trouble?
What will you say about the beast?
What will you say about the new leadership?
What will you say about the failed peace agreement?
What will you say about the peace agreement?
What will you say about the refusal to give tribute?
What will you say about the refusal to accept tribute?
What will you say about the refugees?
What will you say about the gang?
What will you say about the claim?
What will you say about the tribute stoppage?
Large Non-Prone Profile
Very Large Non-Prone Profile
Huge Non-Prone Profile
Very Small Profile
Tiny Profile
Minuscule Profile
Vanishing Profile
Visual Stealth (w/o Skill)
Average Non-Prone Profile
Average Profile
Small Profile
Terrible
Awful
Poor
Best Possible
Fog/Rain/Snow
Low Light
Light
Non-Prone In Vegetation
In Vegetation
Open Area
By Obstacle
Gigantic Profile
Gargantuan Profile
No Suitable Vegetation
Too Large For Vegetation
Large Profile
Very Large Profile
Huge Profile
Cannot see dawn.
 Wait
 hour
You will sleep as necessary for 
You will sleep as necessary until dawn.
 Until dawn
How will 
 Go ahead
You will wait, staying awake for 
You will wait, staying awake until dawn.
Visual Stealth Factors
Speed: 
Climb 
 move?
In party: 
Visible: 
Not visible
Nearby
Select memorized content or a form of prose.
Choose a dance form for the choreography.
Choose a musical form for the composition.
Choose a poetic form for the composition.
You don't know anything specific about this, unfortunately.
Assume an appropriate identity first if you'd like to pretend.
You don't believe anything relevant, unfortunately.
What would you like to do?
 Sleep
Would like to sleep or wait a while?
(etc.)
You must compose a piece first (or learn an improvisational form).
Easier
Easy
Tricky
Difficult
Slow
V Slow
VVSlow
Simple
No quick attack: enraged
 strike
V Fast
Fast
Forced wild attack: enraged
Heavy attack: slower to strike and recover, but hits harder
No heavy attack: enraged
Quick attack: faster to strike and recover, but not powerful
very square
square
fairly solid
can't quite connect
slap
slash
stab
direct hit
pommel
lash
bash
hack
snatch
sting
bite
punch
Parry 
Dodge (
Block (
Parry (
Impossible strike
Dodge 
Block 
Easy strike
Normal strike
Tricky strike
Difficult strike
can't land squarely
can only graze
Simple strike
Easier strike
When possible
 Swimming Preference
Quick movement and other actions decrease stealth.
Worst Possible
 Dodge Preference
 Attack Preference
Select your combat preferences.
When necessary
 has yielded.  Attack anyway?
Who will you attack?
Who will you wrestle?
 Charge Defense
Wrestle 
What do you want to aim for?
Really attack 
Really start a conflict with 
What do you want to drop?
Your inventory
Where will you jump?
What do you want to eat or drink?
What do you want to place?
What do you want to remove?
What do you want to wear?
What will you do with 
Where do you put 
With what do you want to interact?
What do you want to throw?
Who or what would you like to shoot?
Where would you like to move?
What do you want to do?
Pick up how many? (0-
Break 
Gouge 
Pinch 
Throw by 
Loosen joint lock of 
Release grip of 
Release choke of 
Release joint lock of 
Strangle 
Shake 
Break grip of 
Loosen choke of 
 to interact.
Move the cursor to view and press 
Click a target or move the cursor and press 
Grab
No charge attack: target's location inaccessible
No charge attack: target shares your location
No charge attack: target is climbing
No charge attack: target is on a projectile
Both holding 
Multi-attack: choose another simultaneous action afterward
Charge attack: move toward your opponent
No charge attack: target too far away
Gain possession of 
Sharing 
Grabbed your 
Grabbed their 
Take-down by 
Choke 
Lock 
Wrestle using 
No charge attack: no target
Precise attack: very slow to strike, improved accuracy
No precise attack: enraged
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
No charge attack: you are in uncontrolled flight
No charge attack: you are chained
No charge attack: you are mounted
No charge attack: you are on the ground
No charge attack: target is on the ground
No charge attack: you are climbing
No charge attack: you are on a projectile
No charge attack: you are on a vehicle
No charge attack: target is on a vehicle
No charge attack: target is in uncontrolled flight
No charge attack: target is chained
No charge attack: target is mounted
, range 
own tile only
adjacent only
 selected
Unknown interaction
Done (
, disturber only
You cannot jump while in the air.
You cannot jump while prone.
You cannot jump while swimming.
 cannot jump.
 cannot speak.
There is nowhere to jump.
You cannot jump while wrestling.
You are too injured to jump.
Throw at 
Shoot 
Jump to the 
You cannot speak.
this location
You fail to grab the 
Do not alter actions
Would you like to take an action?
No.  That's disgusting.
You lick the 
 is too cold.
 is too hot.
You feel really full.
It's too much!  You might not be able to keep it down.
It's too much!  You feel even more sick.
You just can't fit any more.
You put the 
 on to 
You pack the 
You are starting to feel full.
You have nothing left to fire.
You have nothing to fire with.
 into the 
 on the 
Throw 
View engraving
Get 
At whom or what would you like to throw?
You empty 
Put or place 
Remove 
Wear 
You take out the 
You empty the 
You put on 
You drop 
 is too salty.
You drink the 
You eat the 
You take off 
Sound not found for the given event in getPointerToSoundFromEvent
Sound not found for the given event in getPointerToSoundFromEvent.
Sound


no slabs engraved
Building Placement Distance Overflow
[Requires ore, fuel]
[Requires ore]
[Requires 
slab engraved
Entombed and memorialized
Memorialized
Entombed
Ghost
SHEET_PLANT
 slabs engraved
Slab engraved
No slabs engraved
Other Objects
Metal Clothing
Engrave Memorial Slab
[Requires fuel]
Not memorialized
 (opens menu)
Weapons and Ammunition
Siege Equipment
charges
.  You are expecting a supply caravan just before winter entombs you, but it is Spring now.  Enough time to delve secure lodgings, ere the 
 get hungry. 
A new chapter of dwarven history begins here at this place, 
Perhaps they are all still here, unwilling to leave the magnificent fortress you prepared for them. 
Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place.  Will you strike the earth again?
 Outpost:[C:7:0:0]  You have arrived.  After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended.  Your party of seven is to make an outpost for the glory of all of 
There are almost no supplies left, but with stout labor comes sustenance.  Whether by bolt, plow or hook, provide for your 
SOAP
PAPER_SLURRY
PAPER_PLANT
PARCHMENT
".  [C:2:0:1]Strike the earth![C:7:0:0]
autosave 
  Offloading units... 
  Offloading units...  
 Outpost Revisited:[C:7:0:0]  You have returned. 
How have your sturdy charges fared in your absence? 
Have they gone on adventures or moved on to richer delving at new frontier settlements? 
dfhooks_sdl_loop
dfhooks_prerender
dfhooks_update
dfhooks_ncurses_key
dfhooks_sdl_event
.dll
dfhooks_shutdown
dfhooks_init
SDL initialization failure
SDL initialization failure, trying windowed mode
crashlogs
EMERGENCY: Unknown case in async_wait
Font size: 
New window size: 
Resizing font to 
Resizing grid to 
TEXT not supported on windows
Crashed before main menu. Yikes!
PRINT_MODE
Unable to create texture!
Fatal error
INIT FAILED!
SDL_MOUSE_RELATIVE_SCALING
%s: %s
Error
XDcA
EcA
 DcA
EcA
stoi argument out of range
invalid stoi argument
[MOUSEWHEEL:*:*]
Loading bindings from 
Unknown SDLKey: 
Broken repeat request: 
REPEAT_FAST
REPEAT_SLOW
REPEAT_BROKEN
Unknown binding: 
Broken mousewheel (should be [MOUSEWHEEL:#:UP|DOWN]: 
[VERSION:1]
Saving bindings to 
Broken button (should be [BUTTON:#:#]): 
Broken unicode: 
DOWN
Button 
SDL+
REPEAT_NOT
Mousewheel 
Tab
Space
Alt+
Ctrl+
Shift+
list too long
prefs/macros/
prefs/macros/*.mak
.mak
prefs/macros
:DOWN]
:UP]
Missing binding displayed: 
[MOUSEWHEEL:
[BIND:
I/O error while writing keyboard mapping
[BUTTON:
[SYM:
Binding name unknown while loading macro: 
Quantity not numeric or Unexpected tab(s) while loading macro: 
Binding missing while loading macro: 
I/O error while loading macro
NO BINDING
End of group
End of macro


INDOOR_WOOD
OUTDOOR_WOOD
RIVER_PRODUCTS
OCEAN_PRODUCTS
WOOD_WEAPONS
WOOD_ARMOR
GENERATE_DANCE_FORMS
MINING_UNDERWORLD_DISASTERS
USE_CAVE_ANIMALS
USE_EVIL_ANIMALS
INDOOR_FARMING
OUTDOOR_FARMING
INDOOR_GARDENS
OUTDOOR_GARDENS
INDOOR_ORCHARDS
OUTDOOR_ORCHARDS
DIVINE_MAT_WEAPONS
DIVINE_MAT_ARMOR
GEM_PREF
STONE_PREF
CURRENCY_BY_YEAR
METAL_PREF
MYTHICAL
SITE_GUARDIAN
GENERATE_POETIC_FORMS
GENERATE_MUSICAL_FORMS
GENERATE_WIND_INSTRUMENTS
GENERATE_PERCUSSION_INSTRUMENTS
GENERATE_KEYBOARD_INSTRUMENTS
GENERATE_STRINGED_INSTRUMENTS
DIVINE_MAT_CRAFTS
DIVINE_MAT_CLOTHING
SITE_CONTROLLABLE
INDIV_CONTROLLABLE
TRANSLATION
CIV_CONTROLLABLE
TS_PREFERRED_SHAPING
DIGGER
TISSUE_STYLE
TS_MAINTAIN_LENGTH
SUBTERRANEAN_CLOTHING
CLOTHING
BABYSNATCHER
ITEM_THIEF
AMBUSHER
LAYER_LINKED
ALL_MAIN_POPS_CONTROLLABLE
SIEGER
 associating pants out of range: 
 associating helm out of range: 
 associating armor out of range: 
CUT_ENTITY
SELECT_ENTITY
 Logs
--- Logging Entity 
CHEESE_MAT
 Crafts
 associating shoes out of range: 
 associating gloves out of range: 
COMMON_DOMESTIC_PULL
COMMON_DOMESTIC_MOUNT
USE_ANIMAL_PRODUCTS
COMMON_DOMESTIC_PACK
EQUIPMENT_IMPROVEMENTS
ABUSE_BODIES
IMPROVED_BOWS
INVADERS_IGNORE_NEUTRALS
SELECT_SYMBOL
REMAINING
ITEM_IMPROVEMENT_MODIFIER
CURRENCY
ART_FACET_MODIFIER
ART_IMAGE_ELEMENT_MODIFIER
COMMON_DOMESTIC_PET
SPHERE_ALIGNMENT
PROGRESS_TRIGGER_TRADE
PROGRESS_TRIGGER_POP_SIEGE
PROGRESS_TRIGGER_POPULATION
PROGRESS_TRIGGER_PRODUCTION
MERCHANT_BODYGUARDS
ACTIVE_SEASON
TREE_CAP_DIPLOMACY
DIPLOMAT_BODYGUARDS
USE_ANY_PET_RACE
USE_MISC_PROCESSED_WOOD_PRODUCTS
TOLERATES_SITE
USE_NON_EXOTIC_PET_RACE
DEFAULT_SITE_TYPE
LIKES_SITE
PROGRESS_TRIGGER_PROD_SIEGE
PROGRESS_TRIGGER_TRADE_SIEGE
ETHIC
NO_ARTIFACT_CLAIMS
BUILDS_OUTDOOR_FORTIFICATIONS
BUILDS_OUTDOOR_TOMBS
WORLD_CONSTRUCTION
WILL_ACCEPT_TRIBUTE
PERMITTED_BUILDING
PERMITTED_REACTION
MAX_POP_NUMBER
RELIGION_SPHERE
MAX_STARTING_CIV_NUMBER
MAX_SITE_POP_NUMBER
VALUE
WANDERER
SET_SCHOLARS_ON_VALUES_AND_JOBS
VARIABLE_VALUE
BANDITRY
START_BIOME
USE_GOOD_PLANTS
LOCAL_BANDITRY
USE_GOOD_WOOD
USE_EVIL_PLANTS
USE_GOOD_ANIMALS
USE_EVIL_WOOD
STONE_SHAPE
PERMITTED_JOB
SKULKING
GEM_SHAPE
BIOME_SUPPORT
MERCHANT_NOBILITY
EXCLUSIVE_START_BIOME
SETTLEMENT_BIOME
APPOINTED_BY
REPLACED_BY
BY_HEIR
BY_POSITION
DETERMINES_COIN_DESIGN
SUCCESSION
MILITARY_SCREEN_ONLY
EXPORTED_IN_LEGENDS
RESPONSIBILITY
COMMANDER
 capped
LAND_HOLDER
: Negative precedence changed to zero
: Precedence exceeding 
REQUIRES_POPULATION
PRECEDENCE
MENIAL_WORK_EXEMPTION_SPOUSE
SLEEP_PRETENSION
RULES_FROM_LOCATION
MENIAL_WORK_EXEMPTION
CHAT_WORTHY
DO_NOT_CULL
FLASHES
BRAG_ON_KILL
REJECTED_CLASS
GENDER
ALLOWED_CLASS
REJECTED_CREATURE
QUEST_GIVER
ALLOWED_CREATURE
PUNISHMENT_EXEMPTION
KILL_QUEST
REQUIRES_MARKET
ELECTED
ANIMAL_ALWAYS_PACK_ANIMAL
CONQUERED_SITE
ANIMAL_ALWAYS_PET
ANIMAL_NEVER_PACK_ANIMAL
ANIMAL_ALWAYS_SIEGE
ANIMAL_NEVER_PET
EXECUTION_SKILL
SPECIAL_BURIAL
has invalid brightness value (must be 0 or 1), set to 0
has equal foreground/background colors without brightness, background set to 0
has negative background color, set to 0
has background color > 7, set to 0
has negative foreground color, set to 7
has foreground color > 7, set to 7
ANIMAL_TOKEN
ANIMAL_CASTE_TOKEN
SITE_VARIABLE_POSITIONS
POSITION
FRIENDLY_COLOR
VARIABLE_POSITIONS
SUBSELECT_SYMBOL
CULL_SYMBOL
ANIMAL_ALWAYS_WAGON_PULLER
ANIMAL_NEVER_SIEGE
ANIMAL_ALWAYS_MOUNT
ANIMAL_NEVER_WAGON_PULLER
ANIMAL_ALWAYS_PRESENT
ANIMAL_NEVER_MOUNT
ANIMAL_CLASS
ANIMAL_FORBIDDEN_CLASS
shr
shl
stl
str
chr
chl
thl
thr
Unrecognized Entity Token: 
ACCOUNT_EXEMPT
DUTY_BOUND
: DEMAND_MAX negative, set to 0
: DEMAND_MAX exceeds 100, capped
: MANDATE_MAX exceeds 100, capped
DEMAND_MAX
: REQUIRED_BEDROOM negative, set to 0
: REQUIRED_BEDROOM exceeds 1000000, capped
: REQUIRED_OFFICE exceeds 1000000, capped
REQUIRED_BEDROOM
REQUIRED_OFFICE
: REQUIRED_OFFICE negative, set to 0
: REQUIRED_STANDS negative, set to 0
: REQUIRED_STANDS exceeds 100, capped
MANDATE_MAX
: MANDATE_MAX negative, set to 0
: REQUIRED_TOMB negative, set to 0
: REQUIRED_TOMB exceeds 1000000, capped
: REQUIRED_DINING exceeds 1000000, capped
REQUIRED_TOMB
REQUIRED_DINING
: REQUIRED_DINING negative, set to 0
REQUIRED_BOXES
: REQUIRED_BOXES negative, set to 0
SPOUSE_MALE
SPOUSE_FEMALE
NAME_MALE
NAME_FEMALE
AS_NEEDED
LAND_NAME
: REQUIRED_RACKS exceeds 100, capped
REQUIRED_STANDS
REQUIRED_RACKS
: REQUIRED_RACKS negative, set to 0
: REQUIRED_CABINETS negative, set to 0
: REQUIRED_CABINETS exceeds 100, capped
: REQUIRED_BOXES exceeds 100, capped
REQUIRED_CABINETS
chiefs
chieftess
bosses
chief
CUSTOM_BANDIT_LEADER
leaders
Gem shape not found: 
Stone shape not found: 
ringleaders
warlord
commanders
ringleader
captains
commander
chieftesses
captain
Unrecognized entity trapcomp token: 
Unrecognized entity toy token: 
Unrecognized entity pants token: 
Unrecognized entity shield token: 
Unrecognized entity gloves token: 
Unrecognized entity shoes token: 
Unrecognized entity ammo token: 
Unrecognized entity helm token: 
Unrecognized entity position rejected caste token: 
Unrecognized entity position rejected creature token: 
Unrecognized entity position allowed caste token: 
Unrecognized entity position allowed creature token: 
Unrecognized entity siege ammo token: 
Unrecognized symbol: 
Unrecognized entity instrument token: 
Unrecognized entity tool token: 
Unrecognized entity weapon token: 
Unrecognized entity armor token: 
Unrecognized entity creature token: 
Unrecognized entity digger token: 
rsn
*** Error(s) finalizing the entity 
most sacred 
most high priest
most exalted 
most holy 
most high 
absolute 
NULL artifact on wg loot building, skipping
HIGHEST_PRIEST
baron consort
barons consort
baroness
baronesses
baron
barons
most high priests
CUSTOM_LAW_MAKER_2
up the stairs
, the door on your right
 Bearer
 Novice
 Master
 Adept
 Degree
 Rank
treasurer
treasurers
 on your left
CUSTOM_MERCENARY_TREASURER
 door
 on your right
, the door on your left
, at the end of the hall
crossbow
pike
hammer
spear
blade
mace
axe
sword
Ultimate
Exalted
Bearer
Perfect
blowgun
grappling
whip
bow
generals
lord 
soldiers
CUSTOM_MERCENARY_LEADER
chieftains
soldier
warlords
chieftain
Soldier
Initiate
Captain
Sergeant
 masters
Grandmaster
 commanders
 master
bridge
 caretaker
tunnel
road
magistrate
magistrates
judges
justices
 administrators
abbot
 officials
 administrator
 commissioners
 official
 caretakers
 commissioner
executioners
chef
cup-bearers
executioner
butlers
cup-bearer
masters of beasts
butler
harvest
judge
sewer
grain
housekeepers
CUSTOM_MARKET_OFFICIAL_
chefs
housekeeper
keepers of the seal
justiciar
chancellors
keeper of the seal
head 
chancellor
royal 
chief 
chamberlains
master of beasts
advisors
chamberlain
counselors
advisor
justiciars
counselor
CUSTOM_MILITARY_GOALS
war leader
law-giver
law-givers
Murder-target mismatch: year 
, entity #
baroness consort
baronesses consort
constables
CUSTOM_OFFICIAL_
marshals
constable
field 
marshal
war leaders
CUSTOM_MILITARY_STRATEGY
 trying to generate musical form without speech or instruments
Monster
[ENTITY:
 has assumed the position of 
entity_layer
[OBJECT:ENTITY]
recordkeeper
recordkeepers
guard army unattached from parent army
camp order missing parent -- army will camp forever
invalid nem in army during guard creation
Mission Report: 
 (Set out 
CUSTOM_GUILD_ALDERPERSON
CUSTOM_GUILD_STEWARD
doyenne
doyennes
doyen
doyens
dean
deans
bookkeeper
bookkeepers
clerk
clerks
steward
stewards
CUSTOM_GUILD_CLERK
alderperson
 has self-referential diplomacy state
[PROFILE]
midmap construction path build failure
Entity 
failure to get start square construction for transport link
failure to get end square construction for transport link
abbots
WORSHIP_HF
Metal armor
CUSTOM_GUILD_LEADER
[PET:
Leather armor
[RECLAIM_SKILL:
[ITEM:
TITLE:
[SKILL:
]cA
9s@
p9s@
P]cA
`;!@
(]cA
are now expert 
Tribute Report: 
are now quite knowledgeable 
 trainers.
have attained a general familiarity with 
 training methods.
now know a few facts about 
 training.
 has adopted 
Something has pulled a lever!
An animal
 has become a 
A trade depot is requiered for the delivery of the tribute.
The merchants need a trade depot to unload their goods.
Tribute is being unloaded.  (A report is available.)
Merchants have arrived and are unloading their goods.
Miner destination wiped
body
ivory/tooth 
lye/milk-free 
plaster-containing 
soap 
horn 
pearl 
hair/wool 
shell 
non-pressed 
woven 
non-absorbent 
food storage 
unimproved 
written-on 
blunt 
unengraved 
screw 
fire-safe 
deep material 
sewn-imageless 
dyed 
melt-designated 
totemable 
glass-making 
leather 
bone 
silk 
yarn 
non-economic 
plant 
magma-safe 
building material 
sand-bearing 
glass 
processable (to barrel) 
tameable small creature 
extract-bearing small creature 
processable (to vial) 
extract-bearing plant 
extract-bearing fish 
dye 
dyeable 
ammo 
furniture 
milkable 
finished good 
lye-bearing 
milk 
millable 
possibly buriable 
improvable 
butcherable 
Something has unchained a creature!
unused 
Something has triggered a pressure plate!
Something has emptied a cage!
cookable 
solid 
empty 
processable 
collected 
sharpenable 
unrotten 
undisturbed 
meat slicing
meat cleaving
meat carving
meat boning
powder grinding receptacle
powder grinding
liquid cooking
liquid scoop
small object container
track cart
hive
nest box
liquid container
food storage
meat-carving holder
meal container
oil-bearing 
PRESS_PAPER_MAT
parchment-producing 
PRESS_LIQUID_MAT
honey-bearing 
PARCHMENT_MAT
glaze 
HONEYCOMB_PRESS_MAT
-producing 
-containing 
fatty 
tannable 
renderable 
SOAP_MAT
paper-slurryable 
RENDER_MAT
paper-making 
paper-slurry 
GYPSUM
gypsum 
fat 
flux 
glazable 
FAT
clay 
GLAZE_MAT
bag-processable 
fermentable 
wax 
BAG_ITEM
TALLOW
tallow 
artifact 
non-artifact 
on-ground 
divine 
sand 
edged 
hard 
metal 
calcite/limestone/chalk/marble 
CAN_GLAZE
-bearing 
CALCIUM_CARBONATE
gem 
grown 
wooden 
stone 
display object
offering placement
writing container
bookcase
sheet roller
folded sheet protector
heavy object hauler
stand-and-work
 that isn't a bin
Short Pathing Flood Overflow
divination
games of chance
^cA
 block
 log
rough 
flown
 by a 
: Null Pop Num
 deposit
the underworld
the subterranean water
the underworld portal
the volcano
the magma pool
the pit
the cave
the river


system
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
unknown error


We have unleashed the echo of a forgotten divine retribution!
Horrifying screams come from the darkness below!
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
The glowing barrier has disappeared!
Deep within this strange place, we've uncovered what must be a treasure of the gods!
We checked that stone for heat!  What devilry is this?!
Some ancient horror was encased here, until now!
Apocalypse!  We are being judged by the gods!
Something evil is emerging from this newly exposed pocket!
vcA
(ocA
(rcA
xcA
 xcA
HxcA
HqcA
`z-A
@Iq@
scA
tcA
B4@
scA
xcA
wcA
qcA
vcA
`z-A
@Iq@
rcA
0pcA
)!@
XwcA
ocA
 tcA
RECENTER
A_DISPLAY
DO_MEGA
PAUSE
D_D
UNIT_COMBAT_REPORT
A_D
D_DISPLAY
Cleaning game objects...
Cleaning stranded objects...
Passing a few weeks to get things ready...
Command Line: 
data/init/announcements.txt
Cleaning play objects...
*** STARTING NEW GAME ***
Saving civilized populations...
Saving history...
Sorting world information...
Saving map data...
Saving agreements...
Synchronizing folders...
Saving parameters...
Saving tracking info...
Saving world
Offloading art images...
save/current/world.dat
Command Line: World exported.
raw green glass
raw clear glass
branch
small rock
stones
raw crystal glass
rock
HUMAN_TRADE
[DIPSCRIPT:HUMAN_TRADE]
[TEXTVIEWER:human_standard1]
[TEXTVIEWER:human_standard_bye]
 were unable to complete the 
Jobs removed from unpowered 
[TEXTVIEWER:human_trade1]
[TEXTVIEWER:human_trade_bye]
ELVES_STANDARD
[DIPSCRIPT:ELVES_STANDARD]
[ENDIF]
[HISTORY_DIPEV:FIRSTCONTACT]
HUMAN_STANDARD
[DIPSCRIPT:HUMAN_STANDARD]
[TEXTVIEWER:elves_standard1]
[TEXTVIEWER:elves_standard_bye]
ELVES_FIRSTCONTACT
[DIPSCRIPT:ELVES_FIRSTCONTACT]
[TOPICDISCUSSION]
[TEXTVIEWER:dwarf_liaison_bye]
[ELSE]
[TEXTVIEWER:elves_firstcontact2]
[IF:GLOBAL:TREESREMOVED:>:GLOBAL:0]
[TEXTVIEWER:elves_firstcontact1]
human_trade1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  On behalf of the Merchants' Guild, let me extend greetings to your people.  There is much to discuss.
human_trade_bye
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves.
[TEXTVIEWER:dwarf_liaison1]
[CONSTRUCTTOPICLIST]
DWARF_LIAISON
[DIPSCRIPT:DWARF_LIAISON]
elves_standard1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Greetings from the woodlands.  We have much to discuss.
elves_standard_bye
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Although we do not always see eye to eye (ha!), I bid you farewell.  May you someday embrace nature as you embrace the rocks and mud.
human_standard1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Greetings, noble dwarf.  There is much to discuss.
human_standard_bye
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  It has been an honor, noble [VAR:NATIVENAME:MEETING:NOBLE].  I bid you farewell.
dwarf_liaison1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  I am your liaison from the Mountainhomes.  Let's discuss your situation.
dwarf_liaison_bye
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  Farewell, [VAR:NATIVENAME:MEETING:NOBLE].  I look forward to our meeting next year.  Our fortunes rise and fall together.
elves_firstcontact2
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  What a pleasant surprise!  Not a single tree here weeps from the abuses meted out with such ease by your people.  Joy!  The dwarves have turned a page, not that we would make paper.  A travesty!  Perhaps it is better said that the dwarves have turned over a new leaf, and the springtime for our two races has only just begun.
elves_firstcontact1
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:  You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind.  Further abuse cannot be tolerated.  Let this be a warning to you.
UCR_A
data
UCR
UNIT_COMBAT_REPORT_ALL_ACTIVE
Command Line: World generation initiated.
Command Line: World generation aborted because folder exists.
data/installed_mods
mods
rotten 
filthy 
codex
figurine
slimy 
dirty 
sticky 
vomitous 
strands
sheet
throne
web
-bound 
codices
tanned hide
totem
window
terrarium
mug
goblet
bucket
animal trap
cage
barrel
flask
musical instrument
waterskin
vial
toy
cup
unglazed 
tool
crutch
quiver
cast
splint
rope
chain
casket
sarcophag
coffer
bin
box
backpack
limb/body 
boxe
bag
blocks
portal
cut crystal glass gems
gems
hatch cover
grate
door
floodgate
charcoal
coke
 wafers
 bars
cut green glass gems
cut clear glass gems
refined coal
bars
plant part
silk body part
corpse
teeth
soap body part
yarn body part
leather body part
wooden body part
leather goods shop sign
carpenter's shop sign
armorsmith's shop sign
metal craft shop sign
tavern sign
slab
stone furniture shop sign
metal furniture shop sign
leather clothing shop sign
bone carver's shop sign
leather shop sign
woven clothing shop sign
bowyer's shop sign
blacksmith's shop sign
gem cutter's shop sign
weaponsmith's shop sign
statue
memorial
quern
millstone
general imports sign
cloth shop sign
food imports sign
clothing imports sign
crystal glass 
 gem
green glass 
clear glass 
bracelet
traction bench
ring
earring
siege ammo
ammunition
amulet
ballista arrow head
coin
perfect 
scepter
crown
mechanisms
tube
cheese
catapult parts
ballista parts
anvil
pipe section
trap component
ichorous 
bloody 
gooey 
purulent 
 laced with 
powder
 paste
glob
Hamlet
Outpost
Town
Village
Evaluate Depot Caravan Access Overflow
 caught up in the web!
No access to 
his
 caught in a cloud of flames!
Metropolis
City
No access
Capital
items
no material
 claims it as a personal treasure.
 offers it to 
him
her
she
 has been possessed!
 looses a roaring laughter, fell and terrible!
 is taken by a fey mood!
 withdraws from society...
claims it as an heirloom in the name of the family ancestor 
claims it as a family heirloom
 begins to stalk and brood...
 has created 
legwear
A kidnapper has made off with 
footwear
headwear
Of 
of 
 has stolen 
A thief has stolen 
chain 
suits of 
meat
weapon
shield
/buckler
armor
handwear
tame 
small tame animal
live 
small live animal
 chops
 chop
prepared meal
preserved 
seeds
withered 
strand body part
Rotten 
raw 
egg
leaves and fruit
leaf or fruit
Wood Hauling
Food Hauling
Stone Hauling
 and the surrounding lands have been made 
an even more official land of the realm
 caught in a burst of 
an official land of the realm
lumber limits
ROOM SHARING INDEX OUT OF BOUNDS: 
 has been disturbed.
group of 
Grave
No Tomb
swarm of 
 its way out of confinement!
Many 
 have been disturbed.
Royal Mausoleum
Grand Mausoleum
Meager Dining Room
No Dining Room
Burial Chamber
Servant's Burial Chamber
Mausoleum
Fine Tomb
Royal Dining Room
Grand Dining Room
Meager Quarters
No Quarters
Decent Dining Room
Modest Dining Room
Great Dining Room
Fine Dining Room
Grand Bedroom
Great Bedroom
No Study
Royal Bedroom
Quarters
Modest Quarters
Fine Quarters
Decent Quarters
Throne Room
Splendid Study
Royal Throne Room
Opulent Throne Room
Modest Study
Meager Study
Decent Study
Study
 created a masterpiece 
 Version 
You have
/*.dat
world.dat
TEXT_SET
/*.*
world.sav
save/current/*.dat
save/current/*.sav
DESCRIPTOR_COLOR
GRAPHICS
DESCRIPTOR_SHAPE
DESCRIPTOR_PATTERN
REACTION
INTERACTION
TILE_PAGE
PALETTE
Fishing/Related
Jewelry
Healthcare
Farming/Related
MATERIAL_TEMPLATE
BUILDING
Other Jobs
LANGUAGE
Lever Operation
Road Building
Trade Good Hauling
Water Hauling
Stoneworking
Hunting/Related
Wall/Floor Construction
Woodworking
Metalcrafting
Stonecrafting
Armoring
Blacksmithing
Mechanics
Pump Operating
Siege Operating
Crossbow-making
Recovering Wounded
Small Animal Dissection
Dressing Wounds
Feed Patients/Prisoners
Farming (Fields)
Furnace Operating
Clothesmaking
Plant Processing
Animal Hauling
Push/Haul Vehicles
Refuse Hauling
Item Hauling
Diagnosis
Setting Bones
Stone Engraving
Animal Care
PrcA
 ncA
XucA
scA
pcA
`z-A
@Iq@
shadow
SIGFPE
{timestamp}
SIGTERM
Received signal 
%Y-%m-%d-%H-%M-%S
SIGILL
SIGABRT
SIGSEGV
SIGINT
crash_{timestamp}.txt
bad variant access
FPS: 
text
graphics/tile_page_*
REC
graphics/palette_*
graphics/graphics_*
*** Error(s) found in the file "
xzcA
The sun is rising
 blowing from the 
mighty wind
heavy wind
western
The sun is low in the 
 in the east
 in the west
There are scattered puffy clouds above you.
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.
A dark, menacing cloud towers above you, crowned by an anvil.
The sky is striped with thin clouds.
strong breeze
gentle breeze
There is a 
There is no wind here.
The sky above you is gray.
The sky above you is a uniform and dark gray.
A towering gray cloud descends from the white sky above you.
The sky above you is completely gray, with dark cloud pillars pressing through it.
There are scattered clouds underneath a striped sky.
Mounds of clouds are clustered through a striped sky.
A dark, towering cloud rises into a striped sky.
The sky above you is hazy and white.
It is raining outside.
There is a thin mist outside.
There is thick fog outside.
There is a thin mist here.
The sky above you is nearly black, ripped through with towering clouds.
from the sky
 is falling 
It is snowing outside.
brimstone
freshly-baked goods
soil
vomit
Fog enshrouds the area.
There is a heavy blanket of fog enveloping everything.
You smell 
smoke
soot
filth
cooked flesh
bug innards
asked that you
offer your services to
requested that you
There is an unintelligible mess.
Finish action
Stop action
Continue action
Bring
At your location
To the southeast
To the southwest
To the northeast
The vegetation is broken.
The vegetation has been slightly perturbed.
The vegetation is bent.
The vegetation is heavily damaged.
To the west
Freshest track
FOOTWEAR_TRACKING_SYMBOL
HUMANOID_TRACKING_SYMBOL
To the northwest
To the south
To the north
To the east
The temperature is pleasant.
It is deathly cold.
It is burning.
The temperature cannot be judged.
It is freezing.
It is cool.
It is warm.
It is scorching.
 bright behind the clouds
 to the west
 to the east
 is setting
The temperature is as it has been and always will be.
Being dead is cold and clammy.
 hardly visible behind the clouds
 pale behind the clouds
waning half moon
waning gibbous moon
waxing crescent moon
waxing half moon
 is directly above you
 is rising
new moon
waning crescent moon
The sky is alive with vortices of purple light and dark, boiling clouds
You cannot see the sky clearly from here, but the available sunlight indicates the sunset
You cannot see the sky clearly from here, but the available sunlight indicates the day
You cannot see the sky clearly from here, but the available sunlight indicates the dawn
waxing gibbous moon
full moon
 behind the clouds
The area gives off a sickly light
The sun is high in the 
The sun is in the 
 sky
eastern
You cannot see the sky clearly from here, but the available sunlight indicates the night
The stars are out
The sun is setting to the 
The sun is directly above you
Return to arena
Finishing up...
Finish anyway
In conflict! 
Continue waiting
the settings menu.
You can continue waiting, or save/quit from
You haven't been able to act for a while.
Could not load sound file 
Could not load music file 
init_sound returned false!
future
FILE
sound/
MUSIC_FILE
sound/music_file_*
This function cannot be called on a default constructed task
Fail to schedule the chore!
no state
promise already satisfied
future already retrieved
broken promise
: file not found. 
: End of current chunk reached while trying to read data.
: end of file unexpectedly reached while trying to read essential data.
: media was ejected while reading.
: unsupported file or audio format.
sound/sound_file_*
TITLE
AUTHOR
LOOPS
: couldn't perform seek operation.
Could not load file 
: error loading file.
SOUND_FILE
 {cA
zcA
~cA
(|cA
{cA
~cA
qF@
nF@
 oF@
nF@
`oF@
|cA
}cA
|cA
~cA
P|cA
0/!@
(!@
arrived at person
eradicate beasts
entertain people
make a living as a warrior
reunited with loved one
violent disagreement
adopted
true name invocation
going wrong direction
arrived at location
entity no longer rules
left site
vent at boss
cry on boss
should have reached goal
insufficient progress toward goal
work request
make weapon
vent at priest
cry on priest
offer condolences
be brought to safety
help with rescue
insufficient work
bring torture to the world
provide opportunities for acts of valor
bring war to the world
find relative
bring misery to the world
bring murder to the world
bring nightmares into reality
bring thralldom to the world
liked appearance
because it was destined
great fortresses built and tested
whim
highlight boundaries between worlds
sow the seeds of chaos in the world
provide opportunities for courage
bring death to the world
<reason>
rescued
sphere alignment
maintain balance in universe
mastered skill
broke up with lover
divorced
fell in love
jump into existing conflict
caught sneaking last stand
produced masterwork
produced artifact
hf is dead
slayer in incident
separated from hf
reunited with hf
death and injury
witnessed death in incident
found body in incident
hf died unexpectedly
</reason>
</reason_id>
<reason_id>
<circumstance>
too vain to give in to death
had ambitions for which death is only a small obstacle
lack of funds
heavy losses in battle
panicked about what happens after death
afraid to die
not ready to face the afterlife
too proud to give in to death
smoother operation of entity
holds high value
shared interest in profession
envious of those that live on
seek sanctuary
part of trade negotiation
artifact is symbol of entity position
afraid of persecution
cement bonds of friendship
as a symbol of everlasting peace
on a pilgrimage
gather information
great deal of stress
unable to leave location
sanctify hf
artifact is heirloom of family hfid
cannot find artifact
failed mood
lack of sleep
trapped in cage
admire architecture
pray
relax
danger
curiosity
hire on as mercenary
hire on as performer
hire on as scholar
prefers working alone
glorify hf
have not performed
prevented from leaving
study
exiled after conviction
be with master
become citizen
mandate ignored
mandate only partially completed
destroyed building
committed vandalism
nobody to punish for failed mandate
personal punishment delayed
punishment of victimizer delayed
insufficient justice buildings
elected
reelected
request approved
request ignored
caught in dust
considering demand
punishment of victimizer reduced
personal punishment reduced
caught in snow
caught in miasma
caught in smoke
waterfall mist
rough sleep
resting
caught in freakish weather
caught in rain
hungry
starving
suffered major injury
suffered minor injury
drowsy
very drowsy
thirsty
dehydrated
complaint unregistered
long patrol
sun nauseated
sun irritated
tattered clothing
clothing rots away
haunted in dreams
good spar
freed from prison
had miscarriage
spouse had miscarriage
old clothing
viewed item in own display
viewed displayed item
pet lost
threw hauled item in tantrum
admire building
admire owned building
admire arranged building
admire owned arranged building
stranger sneaking around
witnessed blood drinking in incident
made complaint
listened to complaint
entity controls site
entity cancels tribute
kicked out of squad
stranger advancing with weapon
became parent
nearby conflict
agreement cancelled
being an agreement companion
drinking goo
drinking ichor
drinking pus
drinking nasty
tired of drink
drinking blood
drinking slime
drinking vomit
cleaned self with soap
killed somebody in training accident
attacked
attacked by zombie possible relative
acquired item
acquired favorite animal as pet
confined
cleaned self
new grudge
near hated vermin
near favorite animal
pestered by flying micro vermin
tax collector succeeded
disappointed nobility
tax collector failed
new buddy
have inadequate protection
taxable room inaccessible
misinformed about taxable room
pleased nobility
rescued somebody
completed job
tax escort stole property
lost property to taxes
eating without dining room
eating without chair
new bonded relationship
was rescued
lesser has better room
eating without table
eating at crowded table
eating in dining room
do not have enough chests
do not have enough cabinets
do not have enough weapon racks
do not have enough armor stands
tired of food
eaten rotten food
good food
good drink
punished by beating
punished somebody with tool
punished by tool
cannot get punishment tool
ate favorite animal while starving
ate vermin while starving
beat somebody up
punished somebody with beating
naked
no shirt
no shoes
ate own pet while starving
land holder rank increased
established as land holder
knocked out by cavein
mandate was obeyed
learned scholar flag
learned skill
learned written content
learned interaction
syndrome emotion
performed in incident
saw performance in incident
kicked out of troupe
research breakthrough
stuck on research topic
ponder research topic
discuss research topic
religion prayer in incorrect temple
religion prayer in godless temple
pray to hf in dedicated temple
drinking without goblet
body of relation rotted
unmet needs
pray to hf
religion prayer
animal convicted
victim convicted
perpetrator convicted
perpetrator against family convicted
turned child away from sanctuary
expelled
relative expelled
dead unit convicted
have tomb
have no tomb
interacted with community pillar
interacted with pet
met in room
official meeting in bedroom
official meeting in dining room
official meeting without room
relation received personal chat
relation gave stress complaint chat
relation received stress complaint chat
relation chat
received food
gave food
relation abstract chat
relation gave personal chat
gave birth
gained relative
received water
gave water
slept on dirt
slept on driftwood
artwork defaced
evicted
slept on grass
slept on rough stone
slept on rocks
slept on ice
slept without proper room
slept in room
slept on smooth floor
slept in mud
drinking rotten
drinking without well
view favorite animal caged
view hated vermin caged
guildhall petition accepted
guildhall petition rejected
guildhall petition ignored
guildhall agreement abandoned
entity temple recognition
temple petition rejected
temple petition ignored
temple agreement abandoned
cut of corrupt funds
from afar
during an infiltration mission
temple petition accepted
scholarly lecture in site
performance in site
accepting bribes for leniency
embezzling funds from position
acquired artifact
claimed artifact given away
preying on civilized for blood
unnaturally ageless
by preserving part of body
abducted hf
murdered hf
historical event collection
active musical form
active dance form
defeated hf
item was favorite possession
active sermon promote value
active sermon refuse value
active story event
active poetic form
active performance chanter
active performance dancer
active sermon worship hfid
active sermon sphere
active performance poem reciter
active performance simulated instrument
active performance instrument
active performance singer
put on quality worn item
change personality value
active performance preacher
active performance storyteller
nightmare
did individual melee drills
did ranged practice
improved skill
make believe
play with toy
dream about hf
dream
citizenship petition accepted
residency petition rejected
citizenship petition rejected
left troupe
taught skill
read written content
wrote written content
residency petition accepted
learned poetic form
learned musical form
learned dance form
taught scholar flag
after being prevented from leaving
out of curiosity
to fill a role as a mercenary
to fill a role as a performer
in order to continue working alone
due to jealousy
in order to glorify 
due to a lack of performances
after being exiled following a criminal conviction
in order to pursue scholarship
in order to be with the master
in order to become a citizen
in order to entertain people
in order to make a living as a warrior
in order to study
in order to flee
after adoption
after invocation of the true name
after finding 
in order to eradicate beasts
as the relevant government was no longer in control
after leaving the site
after being reunited with a loved one
after a violent disagreement
as the goal was not reached
as insufficient progress was made toward the goal
after going the wrong direction
after arriving at the location
to vent at a priest
to cry on a priest
to vent at somebody in charge
to cry on somebody in charge
to help with a rescue
due to insufficient work
to request work
that weapons be made
that war might rage forever
in order to find a relative
to offer condolences
in order to be brought to safety
in order to make nightmares reality
in order to make thralls of everyone
in order that acts of torture be perpetrated
to provide opportunities for acts of valor to be performed
that great fortresses might be raised and tested in siege
on a whim
that it might bathe in misery forever
that more might be murdered
to sow the seeds of chaos therein
to provide opportunities for courage to rise
that more might die
that all should gaze upon a truly gruesome visage
due to their cosmic similarity
after pondering the ineffable subtleties of 
in order to maintain balance in the universe
to create a monument to the boundaries between realities
for an insurrection
to adventure
as a guide
in order to be rescued
is entity subordinate
</circumstance>
</circumstance_id>
<circumstance_id>
after preying on the blood of civilized creatures
being unnaturally ageless
after a scholarly lecture in 
after a performance in 
during 
after acquiring 
after 
 was given away
as the item was a favorite possession
by preserving a part of the body
after abducting 
after murdering 
after dreaming of 
after a dream
after a nightmare
after defeating 
 in a dedicated temple
after incompletely performing the rites of 
 in an improperly dedicated temple
 in an undedicated temple
after taking heavy losses in battle
after the death of 
after praying to 
after performing the rites of 
geography
medicine
engineering
due to a lack of funds
mathematics
astronomy
natural history
chemistry
to gather information
in order to find sanctuary
due to a shared interest in 
philosophy
to smooth the operation of 
due to a belief in 
as part of a trade negotiation
in order to cement the bonds of friendship
being too proud to give in to death
being too vain to give in to death
having ambitions for which death was only a small obstacle
due to fear of persecution
due to envy of those that live on
due to panic about what happens after death
due to fear of death
unable to face any possible judgment and the afterlife
in order to sanctify 
as an heirloom of the 
 family
as a symbol of authority within 
due to lack of sleep
after being trapped in a cage
after a great deal of stress
after being unable to leave a location
in order to relax
to experience danger
after being unable to find an artifact
after failing to create an artifact
to fill a role as a scholar
in order to drink
in order to admire architecture
in order to pray
<rep_treasure_hunter>
</rep_thief>
<rep_thief>
</rep_information_source>
<rep_protector_of_weak>
</rep_knowledge_preserver>
<rep_knowledge_preserver>
</rep_treasure_hunter>
<rep_quarreler>
</rep_flatterer>
<rep_flatterer>
</rep_protector_of_weak>
<rep_friendly_fighter>
</rep_loyal_soldier>
<rep_loyal_soldier>
</rep_quarreler>
<rep_hated_group>
</rep_enemy_fighter>
<rep_enemy_fighter>
</rep_friendly_fighter>
<rep_comrade>
</rep_respected_group>
<rep_respected_group>
</rep_hated_group>
<rep_killer>
</rep_murderer>
<rep_murderer>
</rep_comrade>
<rep_friendly>
</rep_hunter>
<rep_hunter>
</rep_killer>
<rep_bard>
</rep_dancer>
<rep_dancer>
</rep_friendly>
<rep_storyteller>
</rep_poet>
<rep_poet>
</rep_bard>
<rep_trade_partner>
</rep_preacher>
<rep_preacher>
</rep_storyteller>
<rep_violent>
</rep_psychopath>
<rep_psychopath>
</rep_trade_partner>
<rep_brigand>
</rep_bully>
<rep_bully>
</rep_violent>
<rep_intruder>
</rep_monster>
<rep_monster>
</rep_brigand>
<rep_hero>
</rep_bonded>
<rep_bonded>
</rep_intruder>
after accepting bribes in exchange for leniency
after embezzling funds
after receiving a cut of corruptly-obtained funds
</rep_hero>
addition of a masterful handle
addition of masterful rollers
making of a masterful improvement
addition of masterful thread
addition of a masterful covering
addition of masterful rings
addition of masterful bands
addition of masterful spikes
the masterful 
 created by 
 masterfully dyed with 
addition of a masterful image
 during mining
 by falling debris
 by growing vegetation
 masterfully constructed by 
a masterpiece
 by melting
 by magma
 during fortification carving
 to a 
 prepared a masterful 
 created a masterful engraving
 destroyed 
masterfully wrote
created a masterful illustration
attached a masterful instrument piece
created a masterful image set
made a masterful improvement
added masterful thread
added masterful cloth
wove a masterful sewn image
added a masterful handle
added masterful rollers
added a masterful rope
added a masterful chain
added a masterful covering
added masterful rings
added masterful bands
added masterful spikes
 constructed a masterful 
 created a masterful 
 masterfully dyed a 
added a masterful image
 developed an athletic rivalry
 developed a business rivalry
 recognized 
 as a capable and connected lieutenant with more autonomy to act on plots in the web of intrigue
 became friends 
due to a shared scholarly interest
due to a shared artistic interest
 become friends over a shared love of athletics
 formed a grudge against 
 over the latter's romantic relationship
 became lovers
 broke up
 was bent toward supernatural vengeance upon 
 held a deep hatred of 
 due to persecution
 due to religious persecution
<rep_information_source>
 became childhood friends
 cemented a bond of friendship amidst the horror of combat
 became infatuated with 
 Spring
 Summer
 Autumn
 Winter
 every 
, but they had nothing left to give
the failure to secure 
the securing of 
 demanded and received treasure from 
 tried to secure tribute from 
 secured tribute from 
, to be delivered from 
The new government was called 
 and lordship of 
 over 
 demanded treasure from 
 freed 
the freeing of 
 and placed 
 in charge of 
raided
pillaged
raiding of 
pillaging of 
stole treasure from
looted treasure from
stole livestock from
seized livestock from
the defeat of 
 destruction of 
stole treasure and livestock from
looted treasure and seized livestock from
, undetected by 
the infiltration of 
the attack on 
 defeated 
 and found nothing
the search of 
 by the forces of 
 slipped into 
 throughout 
 fled 
the fleeing of 
 searched 
the attack by 
, the forces of 
 rampaged throughout 
the rampage of the forces of 
as scouts 
by the attackers.
  The defenders hired 
 as scouts 
 led the attack
, and the defenders were led by 
  The defenders were led by 
 were hired 
addition of a masterful instrument piece
creation of a masterful image set
 prepared by 
the masterful engraving
addition of masterful cloth
weaving of a masterful sewn image
writing of a masterpiece
creation of a masterful illustration
 thrust a spire of slade up from the underworld, naming it 
 rebuilt 
 constructed 
, and established a gateway between worlds
 finished the construction of 
 as a part of 
 connecting 
the completion of 
the proclamation of a series of oppressive edicts upon 
the lifting of numerous oppressive laws from 
the enactment of a series of oppressive laws
the repeal of numerous oppressive laws
 laid a series of oppressive edicts upon 
 lifted numerous oppressive laws from 
 enacted a series of oppressive laws
 repealed numerous oppressive laws
the subordination of 
the incorporation of 
 into 
the return to reason at the settlement of 
 regained their senses after another period of questionable judgment.
the formation of 
ascendency of the criminal organization
relocation of
 fully incorporated into 
 under the leadership of 
 at the settlement of 
 regained their senses after an initial period of questionable judgment.
several
a few
 the joining of 
 began operating at the direction of 
a multitude of
hundreds
some hundred
dozens of
 formed 
 formed
 became the primary criminal organization
 moved
 settlement of 
 withered.
the abandonment of 
the withering of 
 leaving 
the attack of 
 abandoned the settlement of 
their
 and destruction of 
 spotted the forces of 
 slipping out of 
the detection of the forces of 
the surrender of 
 routed 
 and destroyed 
the rout of 
 to be a holy city
the declaration that 
 is a holy city
 surrendered 
 tribute from 
 and took over 
 and takeover of 
 declared 
ripping
stabbing
 were
 the first to reach the summit of 
burning out
burning away
smashing
slashing
tearing out
tearing off
stabbing out
ripping off
stabbed
 as a means of torture
slashing out
slashing off
burned away
smashed
slashed
ripped
torn off
stabbed out
ripped off
burned out
broken away
slashed out
slashed off
torn out
the questionable judgment of 
the reclamation of 
 devoured 
the devouring of 
the end of the insurrection in 
the crushing of the insurrection against 
 were taken by a mood to act against their better judgment at 
 launched an expedition to reclaim 
 overthrown
 ended with the disappearance of the rebelling population
 crushed the insurrection in 
the overthrow of 
the insurrection
the insurrection in 
 concluded with 
the local government
viewing of
inquiry after
, an insurrection
 against
the razing of 
profaning
disturbing
prayer inside
the emergence of 
the rebuilding of 
 from the underworld through the power of 
the replacement of 
 created 
the creation of 
the construction of 
the foundation of 
 replaced 
 razed 
viewed
asked about
the horrible experiments of
the carousal of
the purchased of 
 equipment by
superior quality
exceptional
masterwork
 equipment
caroused
purchased 
well-crafted
finely-crafted
losing 
everyone
the clash between 
performed horrible experiments
a single 
slaying 
them
dying
poorly led
a lone 
animated 
 clashed with 
brilliantly led
inspiringly led
ably led
led
neither side had a positional advantage
the tactical contest between 
the tactics of 
a tactical situation
the attackers had a slight positional advantage
the defenders had a strong positional advantage
the defenders had a positional advantage
the defenders had a slight positional advantage
the forces were arrayed, and
the forces shifted, and
the attackers had a strong positional advantage
the attackers had a positional advantage
 blundered terribly
 hatched a stunning strategy
 used poor tactics
 used good tactics
 made an outright foolish plan
 unrolled a brilliant tactical plan
 made a poor plan
 put forth a sound plan
 entirely outwitted 
 outmanuevered 
and
but
the journey of 
 outmatched 
 with a cunning plan
 tactical planning was superior to 
 made a journey to 
unknown lands
the escape from 
the return of 
an unknown peak
, which rises above 
the climbing of 
 escaped from 
an energetic poltergeist
a troublesome poltergeist
a restless haunt
a forlorn haunt
an angry ghost
a moaning spirit
a howling spirit
a secretive poltergeist
 once more, this time
a murderous ghost
a sadistic ghost
a violent ghost
became obsessed with an inscrutable goal
 was disturbed from eternal rest
 was brought back from the dead
 came back from the dead
began dreaming of falling in love
began dreaming of seeing the great natural wonders of the world
began dreaming of attaining rank in society
came to desire to bathe the world in chaos
began dreaming of crafting a masterwork
began dreaming of bringing peace to the world
began dreaming of becoming a legendary warrior
began dreaming of mastering a skill
began dreaming of starting a family
came to desire to rule the world
began dreaming of making a great discovery
began dreaming of creating a great work of art
independently discovered
became obsessed with 
 own mortality and sought to extend 
 life by any means
cornering of
confrontation of
brawl with
was the very first to discover
attack on
surprising of
ambush of
happening upon
 in which the former emerged victorious
the escape of 
 after a punishing fight
 after a horrific combat
 confronted 
 got into a brawl with 
the subduing of 
a scuffle between 
 surprised 
 ambushed 
 happened upon 
 cornered 
 was forced to retreat from 
 despite the latter's wounds
 eventually prevailed and 
 was forced to make a hasty escape
 fought with 
.  While defeated, the latter escaped unscathed
 managed to escape from 
's onslaught
 tamed the 
wild beasts
the taming of the 
 fought with and subdued 
, struck down by a 
, struck down 
died after colliding with an obstacle
was impaled on spikes
was killed by a flying object
was banished by 
was banished by a 
, struck down by 
was drowned
was struck down
was killed by a trap
was killed by a vehicle
, slain by a 
, slain
succumbed to infection
was left out in the air
was crushed by a drawbridge
was crushed under a collapsing ceiling
was killed by falling rocks
, slain by 
was burned to death by 
 fire
was burned to death by a 
burned up in a magma mist
burned up in 
 dragon fire
's dragon fire
dragon fire
was encased in ice
fell into a deep chasm
died of old age
burned up in magma
 scared 
solidified
was encased in cooling lava
was encased in cooling magma
 murdered 
 threw 
 against an obstacle, causing immediate death
 into a pit of spikes
 struck down 
 slaughtered 
 drained 
 of blood
 out in the air
 drowned 
 fed 
 to beasts
 crucified 
 buried 
 alive
 left 
 hacked 
 to pieces
 executed 
 beheaded 
 shot and killed 
 mortally wounded 
, who bled to death
, who suffocated
 as a 
 burned 
 in dragon fire
 to death
the killing of 
the slaughter of 
the scuttling of 
the draining of 
the crucifixion of 
the burial of 
the leaving of 
the feeding of 
the fatal illness of 
the hacking of 
the execution of 
the beheading of 
 under a collapsing ceiling
 by falling rocks
the shooting of 
the mortal wounding of 
the scalding of 
 in a magma mist
the crushing of 
 under a drawbridge
 in cooling magma
 in ice
 in a 
's fire
the freezing of 
the heat-induced death of 
the encasement of 
 in cooling lava
 in magma
the boiling of 
the melting of 
the condensation of 
the starvation of 
the dehydration of 
the drowning of 
the burning of 
the fall of 
 into a deep chasm
the passing of 
the death in the dark of 
 from the dead
, once more,
the death of 
 in a cage
 own life
to attain rank in society
to bathe the world in chaos
with an inscrutable goal
to master a skill
to fall in love
to see the great natural wonders of the world
with extending 
to create a great work of art
to craft a masterwork
to bring peace to the world
to become a legendary warrior
the new obsession of
to rule the world
to start a family
to make a great discovery
initial discovery
independent discovery
the new desire of
the new dream of
 within 
raising
discarding
entombment
arose from
was discarded in
was buried in
was entombed in
the giving up on being a 
the loss of a hist fig entry
, based in
 throughout
the mercenary operation
the thievery
the career change from 
the start as a 
the wandering
the scouting
the hunting of great beasts
the baby-snatching
 out of
 in
 around
 the wilds
 to become a 
became a 
stopped being a 
lost a hist fig entry
decided to become a baby-snatcher, operating
decided to become a mercenary, operating
decided to become a thief, operating
gave up being a 
the abduction of 
began wandering
became a scout
began hunting great beasts
 through the efforts of 
the reunion of 
 abducted 
 was abducted
the leap of 
 from a great height
were
was
the impalement of 
 on spikes
the scaring of 
 to death 
the collision of 
 with an obstacle
, after the death strike by 
, after the death strike by a 
 after an attack
 attack with 
the vanishment of 
the putting to rest of 
 by a flying object
the collapse of 
 after an attack by 
 after an attack by a 
 blood
the murder of 
 by a trap
 by a vehicle
began worshipping
became the pet of
became the spouse of the deceased 
stopped being the mother of
became the former spouse of
became the deceased spouse of
was sired by
became the parent of
began traveling with
ceased being the master of
ceased being the apprentice of
became the owner of
was imprisoned by
imprisoned
became the master of
began an apprenticeship under
sired
was born to
received the worship of
became romantically involved with
 to
 into the area around
 into
gave birth to
studies
wandering
settling
visit
settled in
visited
fled into
the area around 
the catatonia
fled to
departed to
moved to study in
the fell mood of
the melancholy of
the insanity of
the rampage of
the fey mood of
the withdrawal from society of
the possession of
the dark brooding of
was striken by melancholy
became crazed
went berserk
stopped responding to the outside world
withdrew from society
was possessed
began to skulk and brood
was taken by a fell mood
 after 
appearing not to age
general suspicion
was taken by a fey mood
 jealousy
denial of apprenticeship
under 
aroused general suspicion
was denied an apprenticeship under
 as the latter prefers to work alone
 prefers to work alone
 due to 
  The support of 
 was crucial to the coup.
 expelled 
 recruited 
 formed a friendship
 toppled the government of 
 and assumed control
 in power
formed a false friendship where each used the other for information
formed a friendship
 formed a false friendship with 
 in order to extract information
forcible creation
collaborative creation
popularly-supported creation
 of the position of 
 with threats of violence
, pushed by a wave of popular support
 as a matter of course
audacious creation
compelled the creation of
collaborated to create
 the position of 
 through force of argument
 into believing 
 assumed the identity 
the impersonation of 
members of 
 from a 
 into a 
the transformation of 
 fooled 
 from the teaching of 
the moment when 
 changed 
 changed
escaped from
 taught 
 learned
the learning of 
stopped working at
stopped ruling from
stopped hanging out at
moved out of
took up residence in
took up residence
laired within
was imprisoned in
stopped being the pet of
started working at
ruled from
started hanging out at
stopped traveling with
stopped being the owner of
stopped being the parent of
lost faith in
was no longer imprisoned by
no longer imprisoned
stopped being the master of
stopped being the apprentice of
stopped being the father of
stopped being the child of
lost the worship of
ended the romantic relationship with
 with dozens of others
 with many others
 with some others
A thousand or more people were expelled
 was expelled
 with a thousand or more others
 with five hundred or more others
 with a hundred or more others
, urging love be shown to 
the sermon of 
urging love between 
 persecuted 
inheritance
rebuilding
preached to 
, inveighing against 
inherited
rebuilt
 formerly owned by 
purchase
improved fortifications
a gated courtyard
a feast hall
purchased
had the fortifications improved of
had a gated courtyard added to
had a feast hall added to
the addition of 
 received
the purchase of 
 equipment by 
had a dungeon constructed within
the dissolution of 
 purchased 
standard
, which 
being a member for a year
 years of membership
the bestowal of the title of 
 dissolved
participating in 
 battles
slaying an enemy
 enemies
the tooth
the shield
dodging
serving in combat
the pike
the whip
the bow
the blowgun
the mace
the hammer
the spear
the crossbow
a melee weapon or technique
a ranged weapon
the axe
the sword
 received the title of 
 given to all new members
attaining sufficient skill with 
a weapon or technique
the corrupt 
 with fabricated evidence
 through the machinations of 
 and sentenced to death
 confessed and
wrongfully 
convicted 
as a go-between in a conspiracy to commit 
the contact 
a coconspirator, 
the target 
 as the plot unfolded, 
 with fabricated evidence in 
after being recognized and arrested
due to ongoing surveillance as the plot unfolded, 
due to ongoing surveillance on 
the arrest and interrogation of 
 attempted to frame 
 at the behest of 
 with fabricated evidence, but nothing came of it.
  Despite the interrogation
 refused to reveal anything and was released.
  After enduring an interrogation
 was released.
 was arrested
  After being interrogated
 implicated 
 but did not reveal everything
the sale of 
 sabotaged the activities of 
the sabotage of the activities of 
 was recognized and arrested
 ransomed 
 was sent to 
the ransom of 
 sold 
, including 
 swore to support 
 in war if the latter did likewise.
the alliance between 
the persecution of 
 breached 
the breach of 
several groups
 sacred sites were desecrated
 along with smaller sacred sites
some
Some
Several major structures were destroyed
 were destroyed
 along with several smaller sacred sites
Several
A few people were expelled
Somebody was expelled
 property was confiscated
Most property was confiscated
 and some others
 were expelled
 and others were
 expelled
Five hundred or more people were expelled
A hundred or more people were expelled
Dozens of people were expelled
Several people were expelled
the end of the romantic relationship between
the end of the imprisonment by
the end of the imprisonment of
the end of the apprenticeship of
over
the termination of
the divorce of
the loss of faith of
as the owner of
under
the former apprenticeship of
the former master-apprentice relationship of
as the child of
as the parent of
the imprisonment of
the apprenticeship of
the master-apprentice relationship of
the companionship of
the marriage of
the belief of
the romantic relationship between
the imprisonment by
escaped from the prisons of
stopped working for
ceased to be a claimant for 
the status of
made peace with
was brought to the justice of
left
escaped from the slavery of
 in fulfillment of a promise
ceased to be a 
ceased to be 
left the service of
a former prisoner of
a worker of
a claimant for 
, appointed by 
a member of
a former member of
a former mercenary of
a former slave of
 was imprisoned by
a mercenary for
an enemy of
a criminal in the eyes of
 revealed nothing during interrogation.
wrongful 
conviction of 
 was enslaved by
one year
more than 
years
 during interrogation
 and would have been imprisoned but for lack of accommodations
 and imprisoned for a term of 
one month
months
 sentenced to 
 hammerstroke
 beaten
 and exiled
the first contact of 
 rejected contact with 
the rejection of contact by 
 concluded
with
from the slavery of
from the prisons of
 made contact with 
the end of work
the end of the claim of
from the position of 
from the mercenary service of
the end of the former membership of
the end of the former mercenary status of
the end of the former enslavement of
the end of the former imprisonment of
the departure of
the peace-making of
the loss of heroic status of
the end of the membership of
as a former prisoner of
the loss of status of
the fall of
the removal of
as a member of
as a former member of
as a former mercenary of
as a former slave of
to the position of 
into the mercenary service of
as an enemy of
in the eyes of
the imprisonment
the work
the claim
as a 
the rise
the crimes
the acceptance
the enslavement
the appointment
the election
the selection
the entry
the expulsion of 
the recruitment of 
the status
the ascension
the moving out of
the escape of
the false friendship of 
the friendship of 
the cease of occupation of
the removal of the seat of power of
the stoppage of hanging-out of
the seat of power of
the hanging-out of
the residence of
the lair of
the end of the master-apprentice of
the end of the companionship of
as the pet of
the working of
the body
added to a grisly mound
added to a grotesque pillar
added to a gruesome sculpture
the acceptance of an offer of peace from 
 rejected an offer of peace from 
the rejection of an offer of peace from 
the bodies
the acceptance of 
 became embroiled in a dispute over 
the dispute between 
 accepted an offer of peace from 
an agreement
 was accepted by 
the conclusion of 
corrupt dealings
because of a leadership change at the site
because the group went too far away
after a joyous reunion
after an adoption
a request to offer service
an agreement to retrieve 
because the group travelled too slowly
after arriving at the destination
an agreement to establish a guildhall
an infiltration plot
a framing plot
a war starting plot
a foiled bribery conspiracy
a foiled corruption conspiracy
a foiled embezzlement conspiracy
an agreement to establish a temple
a guide agreement
a journey to safety
bound service
a performance tour
a promise of position
a rescue mission
an insurrection mission
an adventure
corrupt dealing
a citizenship agreement
a parley
a residency agreement
a sabotage plot
an abduction plot
an assassination plot
a theft deal
 proposed by 
 was rejected by 
the rejection of 
 concluded 
the fair conclusion
the unsatisfactory conclusion
the failure
the miserable failure
 in failure
 with miserable outcome
the brilliant
the positive
, cementing bonds of mutual trust
 with a positive outcome
 fairly
 in an unsatisfactory fashion
 boxes
 beds
 crafts
a caravan from 
 bags
 tables
 cabinets
 chairs
 cloth
 quivers
 backpacks
 flasks
 weapons
 ranged weapons
 anvils
 thread
 handwear
 footwear
 headwear
 ammunition
 foot armor
 helmets
 bodywear
 legwear
goods
 armor
 leg armor
 hand armor
 trading 
favorable 
unfavorable 
trading of 
skillful 
disastrous 
unfortunate 
gambling of 
 gambling
 and went further into debt
 and went into debt
masterful 
did well
lost a fortune
did poorly
broke even
 with the possible involvement of 
 voided all agreements with 
the voiding of agreements with 
made a fortune
horrible mutilation of
 lost a diplomat at 
They suspected the involvement of 
the loss of a diplomat of 
display on 
 of the skins of
animation of
hanging from a 
impalement on 
construction of a grisly mound from
onstruction of a grotesque pillar from
construction of a gruesome sculpture from
flayed and the skin stretched over 
animated
hung from a 
horribly mutilated
the looting of 
the recovery of 
the theft of 
 was recovered by 
 was recovered
 was stolen
 and brought to 
the confiscation of 
 was found
the discovery of 
 was confiscated
 was looted
the original 
 from
 was lost
the disappearance of 
 made a copy of the original 
 acquired a copy of 
, keeping it within 
the acquisition of a copy of 
the authoring of 
 received its name
 was created
the naming of 
a musical form
a dance form
a work
 was authored by 
the sanctification of 
 into a family heirloom
a poetic form
 was created by 
 was claimed
 was sanctified
the making of 
the claiming of 
 was made
 a symbol of 
 an official symbol
 was made a family heirloom
 was inherited
 was offered
the inheritance of 
the offering of 
the concealment of 
the storing of 
 was acquired
the acquisition of 
tribute delivery
visit of merchants
 was hidden in 
 was stored
ill-fated 
tragic 
terrible 
costly 
 and suffered great hardships
.  They reported a seizure of goods
.  They reported irregularities with their goods
.  They were greatly offended by the locals
 delivered tribute to 
merchants from 
 visited 
 and were never heard from again
 devoted to the worship of 
 dedicated to the mastery of 
 known for 
wrestling
 merchant company from 
 group from 
 linked to 
 devoted to worship
company
band
 performance troupe from 
 collection of outcasts from 
 religion of 
 bandit gang from 
versatile mercenary
shadowy military
 could be found within 
 were a population within 
 was a
 civilization of 
there was a ceremony
a ceremony held by 
 was a 
 was a legendary 
 and ended at 
  It ended at 
a procession held by 
 held a ceremony
 held a procession
there was a procession
  It started at 
 and returned there after following its route.
Victory was spread among 
 winners
The victory was shared by 
 was the victor.
There were 
 competitors
 including 
Competing were 
a wrestling competition
 throwing competition
a gladiatory competition
there was a competition
a poetry competition
a foot race
a flying race
 race
the performance
a competition involving 
a dance competition
a music competition
a story recital
there was a performance
 as part of 
 held by 
a dance
a concert
a recital of 
a poetry recital
 was dropped by 
the discardment of 
 held 
a performance of 
a bridge
a wall
an unknown construction
an unknown secret
[LPAGE:SITE:
an unknown site
a road
a tunnel
a time before time
an unknown civilization
interrogator
an unidentified creature
site occ
seat of power
hangout
prison
 (associated civilization)[R]
 (militant worshippers)[R]
 (religious worshippers)[R]
[C:6:0:1]Related Sites[C:7:0:0][B]
worker
former worker
claim to 
)[R]
former mercenary
former member
former slave
former prisoner
d. 
[C:1:0:1]Related Entities[C:7:0:0][B]
 to present
 until 
owner
former spouse
deceased spouse
b. 
apprenticeship
traveling companion
former master
former apprentice
dubious 
worship
lover
imprisoner
object of 
ardent 
faithful 
casual 
 fought in 
, an assault on 
 in defense of 
[C:3:0:1]Related Historical Figures[C:7:0:0][B]
 was hired 
as a scout
as part of 
to fight in 
 centered around the worship of various beings
 centered around the worship of 
, a force
 which was said to permeate 
biting
striking
kicking
their use of 
Age of One Power
Age of Myth
Age of Legends
Twilight Age
Two 
Two Powers
Age of the 
 Age
RANDOM_DEF_SPHERE
some vague concept
Age of Three Powers
Age of 
A few issues still trouble scholars, but the picture is fairly clear.  
NULL heirloom artifact
NULL artifact from dead wg inventory, skipping
HF_LINK
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times.  
Its nature is still an intriguing puzzle to the learned.  
It is still shrouded in mystery.  
Many facts are still unclear to historians.  
a trade agreement
a tribute agreement
a demand of unconditional surrender
a vague agreement
a peace agreement
a lumber agreement
the establishment of landed nobility
the elevation of the landed nobility
an unknown region
[LPAGE:EPOP:
an empty population
an unknown population
the magma sea
the Underworld
an unknown underground region
[LPAGE:SR:
[LPAGE:BOOK:
an unknown artifact
[LPAGE:FL:
the depths of the world
a fortress entrance
a barrow
an unknown building
[LPAGE:AB:
a waste
a yard
a well
a trenches
a dormitory
a dining hall
a pasture
a meadow
a mythical palace
a mythical dungeon
a mythical lair
a warehouse
a shop
a shrine
a market square
a vault
a cottage plot
a castle wall
a castle tower
a castle courtyard
<year>
</seconds72>
<seconds72>
<type>field battle</type>
<historical_event>
</id>
<id>
</year>
, once of the Underworld.  
By 
I bind myself to this place.
Main Ceremony
Ceremony
NULL artifact from wg storage, skipping
NULL artifact from wg scholar storage, skipping
Gladiatory Games
Procession
Opening Ceremony
Closing Ceremony
Air Race
 Race
Wrestling Competition
 Throwing Competition
Dance Competition
Musical Competition
Poetry Competition
Race
The Occasion
Dance Performance
Musical Performance
Poetry Recital
the Wilds
Rampage
Journey
 Occasion of 
Attempted 
Abduction
 in the Wilds
Raid of 
Overthrow of 
Persecution of 
Purge in 
Insurrection in 
Pillaging
Conquest
Surrender
Destruction
Unknown creature[R]
 Other Kill
 in the wilds
Duel of 
 Notable Kill
[C:7:0:0][B]
 Kill
Unknown creature in 
Age of Civilization
Age of Emptiness
The world has passed into 
Unknown Age
Age of Fairy Tales
Age of Heroes
Golden Age
Age of Death
</new_site_civ_id>
<new_site_civ_id>
</new_leader_hfid>
<new_leader_hfid>
<holding_civ_id>
</rescued_hfid>
<rescued_hfid>
<type>new site leader</type>
<freeing_civ_id>
</freeing_hfid>
<freeing_hfid>
</holding_civ_id>
</season>
<already_bled_dry/>
<type>hf freed</type>
</freeing_civ_id>
<took_items/>
<took_livestock/>
<type>site tribute forced</type>
<season>
<no_defeat_mention/>
<type>plundered site</type>
<detected/>
<was_raid/>
</site_civ_id>
<site_civ_id>
<type>attacked site</type>
<type>destroyed site</type>
</searcher_civ_id>
<searcher_civ_id>
<result>found nothing</result>
<type>sneak into site</type>
<type>entity fled site</type>
</fled_civ_id>
<fled_civ_id>
<type>entity searched site</type>
</rampage_civ_id>
<rampage_civ_id>
</site_id>
<site_id>
</defender_merc_enid>
<defender_merc_enid>
</historical_event>
<type>entity rampaged in site</type>
</attacker_merc_enid>
<attacker_merc_enid>
</d_support_merc_enid>
<d_support_merc_enid>
</defender_general_hfid>
<defender_general_hfid>
</a_support_merc_enid>
<a_support_merc_enid>
</coords>
<coords>
</attacker_general_hfid>
<attacker_general_hfid>
</subregion_id>
<subregion_id>
</feature_layer_id>
<feature_layer_id>
</attacker_civ_id>
<attacker_civ_id>
</defender_civ_id>
<defender_civ_id>
</winner_hfid>
<winner_hfid>
</competitor_hfid>
<competitor_hfid>
<occasion_id>
</schedule_id>
<schedule_id>
<type>competition</type>
</site_id2>
<site_id2>
<type>performance</type>
</occasion_id>
</master_wcid>
<master_wcid>
</site_id1>
<site_id1>
<artifact_id>
<type>created world construction</type>
</wcid>
<wcid>
<type>hf prayed inside structure</type>
<type>hf viewed artifact</type>
<type>hf asked about artifact</type>
</artifact_id>
</hist_fig_id>
<hist_fig_id>
<type>hf profaned structure</type>
<type>hf disturbed structure</type>
</new_ab_id>
<new_ab_id>
<type>razed structure</type>
<type>hf razed structure</type>
<rebuilt/>
<type>replaced structure</type>
</old_ab_id>
<old_ab_id>
<resident_civ_id>
<type>created structure</type>
</structure_id>
<structure_id>
<type>created site</type>
</builder_hfid>
<builder_hfid>
</resident_civ_id>
<civ_id>
<abandoned/>
<type>site retired</type>
<first/>
<attacker_hfid>
<type>hf destroyed site</type>
<type>site died</type>
</civ_id>
</leaver_civ_id>
<leaver_civ_id>
<type>hf attacked site</type>
</attacker_hfid>
<type>site surrendered</type>
<type>spotted leaving site</type>
</spotter_hfid>
<spotter_hfid>
<type>site taken over</type>
<type>holy city declaration</type>
</religion_id>
<religion_id>
<a_hfid>
</d_hfid>
<d_hfid>
</a_squad_id>
</situation>
<start/>
<type>squad vs squad</type>
</a_hfid>
d strongly favored
d favored
d slightly favored
neither favored
<situation>
a strongly favored
a favored
a slightly favored
</a_tactics_roll>
<a_tactics_roll>
</d_tactics_roll>
<d_tactics_roll>
</a_tactician_hfid>
<a_tactician_hfid>
</d_tactician_hfid>
<d_tactician_hfid>
<type>hf reach summit</type>
</group_hfid>
<group_hfid>
<type>tactical situation</type>
</group_1_hfid>
<group_1_hfid>
</group_2_hfid>
<group_2_hfid>
2 lost after receiving wounds
2 lost after giving wounds
2 lost after mutual wounds
</subtype>
happen upon
corner
confront
got into a brawl
subdued
scuffle
surprised
ambushed
<wounder_hfid>
<was_torture/>
<type>hf simple battle event</type>
<subtype>
<type>hf wounded</type>
</woundee_hfid>
<woundee_hfid>
</wounder_hfid>
</outcome>
<type>reclaim site</type>
<unretire/>
<type>creature devoured</type>
<target_civ_id>
<outcome>
leadership overthrown
population gone
<type>procession</type>
<type>ceremony</type>
<type>insurrection started</type>
</target_civ_id>
become a legendary warrior
master a skill
fall in love
see the great natural sites
rule the world
create a great work of art
craft a masterwork
bring peace to the world
<secret_goal>
stay alive
maintain entity status
start a family
<knowledge>
<type>hf gains secret goal</type>
</secret_goal>
immortality
<type>knowledge discovered</type>
</hfid>
<hfid>
</knowledge>
<return/>
<escape/>
<type>hf new pet</type>
<type>hf reunion</type>
</quality>
<type>hf travel</type>
<type>hf carouse</type>
<type>hf equipment purchase</type>
<quality>
<d_number>
</d_slain>
<d_slain>
<type>hf performed horrible experiments</type>
<d_interaction>
</d_effect>
<d_effect>
</d_number>
<a_slain>
</d_race>
<d_race>
</d_interaction>
<a_effect>
</a_number>
<a_number>
</a_slain>
<a_race>
</a_interaction>
<a_interaction>
</a_effect>
<d_leader_hfid>
</d_leadership_roll>
<d_leadership_roll>
</a_race>
<a_leader_hfid>
</a_leadership_roll>
<a_leadership_roll>
</d_leader_hfid>
<a_squad_id>
</d_squad_id>
<d_squad_id>
</a_leader_hfid>
cold
spikes
cooling lava
cooling magma
put to rest
quitdead
abandon
heat
trap
vehicle
flying object
vanish
chasm
cage blasted
murdered
blood drained
lava mist
dragonfire
steam
crushed bridge
slaughtered
scuttled
obstacle
lava
shot
drown
air
struck
<cause>
old age
hunger
thirst
</slayer_item_id>
<slayer_item_id>
</slayer_shooter_item_id>
<slayer_shooter_item_id>
</slayer_race>
<slayer_race>
</slayer_caste>
<slayer_caste>
<actor_hfid>
<type>hf died</type>
</slayer_hfid>
<slayer_hfid>
forlorn haunt
<raised_before/>
<disturbance/>
</actor_hfid>
secretive poltergeist
energetic poltergeist
troublesome poltergeist
restless haunt
violent ghost
angry ghost
moaning spirit
howling spirit
</ghost>
murderous ghost
<ghost>
sadistic ghost
make a great discovery
attain rank in society
bathe world in chaos
<type>hf revived</type>
<identity_id1>
</hfid2>
<hfid2>
</identity_id2>
<type>hfs formed reputation relationship</type>
</hfid1>
<hfid1>
</identity_id1>
underworld contact
possibly unknown director
</corruptor_seen_as>
</target_seen_as>
personal enemy
usable snatcher
plot snatcher
plot saboteur
delivery target
handler
usable assassin
plot assassin
usable thief
potential employer
plot thief
compromised position holder
source of illegal funds
source of illegal funds for master
suspected criminal
general purpose asset
<corruptor_seen_as>
<target_seen_as>
necessary threat
rebuffed corruption
<corruptor_identity>
</target_identity>
<target_identity>
<type>hfs formed intrigue relationship</type>
<type>failed intrigue corruption</type>
</corruptor_hfid>
<corruptor_hfid>
</corruptor_identity>
</target_hfid>
<target_hfid>
</snatcher_hfid>
<snatcher_hfid>
suicide leaping
suicide drowned
</cause>
<type>hf abducted</type>
condense
solid
infection
scared to death
exec hacked to pieces
exec left out in air
boil
melt
exec buried alive
exec drowned
exec burned alive
exec fed to beasts
freezing water
exec generic
exec beheaded
exec crucified
</persecutor_hfid>
<persecutor_hfid>
</persecutor_enid>
<persecutor_enid>
</entity_2>
<entity_2>
<topic>entity 1 should love entity 2</topic>
<type>entity persecuted</type>
<site_hfid>
<topic>set entity 1 against entity 2</topic>
</entity_1>
<entity_1>
<type>hf preach</type>
</speaker_hfid>
<speaker_hfid>
</site_hfid>
</last_owner_hfid>
<last_owner_hfid>
</last_owner_enid>
<last_owner_enid>
<acquirer_enid>
<purchased_unowned/>
<inherited/>
<rebuilt_ruined/>
<building_profile_id>
</acquirer_hfid>
<acquirer_hfid>
</acquirer_enid>
<modification>gated courtyard</modification>
<modification>feast hall</modification>
<type>building profile acquired</type>
</building_profile_id>
</modifier_hfid>
<modifier_hfid>
<modification>dungeon</modification>
<modification>improved fortifications</modification>
<type>entity equipment purchase</type>
</new_equipment_level>
<new_equipment_level>
<type>modified building</type>
<type>add hf entity honor</type>
</honor_id>
<honor_id>
<type>entity dissolved</type>
<type>entity expels hf</type>
<type>hf recruited unit type for entity</type>
</unit_type>
<unit_type>
</instigator_hfid>
<instigator_hfid>
</conspirator_hfid>
<conspirator_hfid>
</overthrown_hfid>
<overthrown_hfid>
</pos_taker_hfid>
<pos_taker_hfid>
<hf_rep_2_of_1>
<type>entity overthrown</type>
</position_profile_id>
<position_profile_id>
<identity_id2>
</hf_rep_1_of_2>
<hf_rep_1_of_2>
</hf_rep_2_of_1>
</fooled_hfid>
<fooled_hfid>
</framer_hfid>
<framer_hfid>
</convicter_enid>
<convicter_enid>
</plotter_hfid>
<plotter_hfid>
<implicated_hfid>
<did_not_reveal_all_in_interrogation/>
<held_firm_in_interrogation/>
<type>failed frame attempt</type>
</arresting_enid>
<arresting_enid>
<wanted_and_recognized/>
</implicated_hfid>
<saboteur_hfid>
<type>hf interrogated</type>
</interrogator_hfid>
<interrogator_hfid>
</seller_hfid>
<seller_hfid>
<type>sabotage</type>
</saboteur_hfid>
<moved_to_site_id>
<type>hf enslaved</type>
</enslaved_hfid>
<enslaved_hfid>
<payer_entity_id>
</payer_hfid>
<payer_hfid>
</moved_to_site_id>
<ransomed_hfid>
</ransomer_hfid>
<ransomer_hfid>
</payer_entity_id>
</joining_enid>
<joining_enid>
<type>hf ransomed</type>
</ransomed_hfid>
<civ_entity_id>
<type>entity alliance formed</type>
</initiating_enid>
<initiating_enid>
<type>entity breach feature layer</type>
</site_entity_id>
<site_entity_id>
</civ_entity_id>
</destroyed_structure_id>
<destroyed_structure_id>
</shrine_amount_destroyed>
<shrine_amount_destroyed>
</expelled_number>
<expelled_number>
</property_confiscated_from_hfid>
<property_confiscated_from_hfid>
</expelled_creature>
<expelled_creature>
</expelled_pop_id>
<expelled_pop_id>
</target_enid>
<target_enid>
</expelled_hfid>
<expelled_hfid>
<reason>ageless</reason>
<reason>murder</reason>
<type>change hf state</type>
<mood>
<relationship>
apprentice
</relationship>
<type>hf confronted</type>
</body_state>
<type>hf relationship denied</type>
</seeker_hfid>
<seeker_hfid>
unburied at battlefield
unburied at subregion
unburied at feature layer
entombed at site
<body_state>
active
buried at site
unburied at site
</promise_to_hfid>
<promise_to_hfid>
<type>remove hf entity link</type>
<type>change hf body state</type>
</position_id>
<position_id>
</appointer_hfid>
<appointer_hfid>
former squad
former occupation
resident
</link>
<link>
former position
position claim
squad
<convict_is_contact/>
</confessed_after_apb_arrest_enid>
<confessed_after_apb_arrest_enid>
<type>add hf entity link</type>
<surveiled_convicted/>
<surveiled_coconspirator/>
<surveiled_contact/>
<surveiled_target/>
<hammerstrokes>
</prison_months>
<prison_months>
<wrongful_conviction/>
<exiled/>
<death_penalty/>
<no_prison_available/>
</hammerstrokes>
<contact_hfid>
</coconspirator_hfid>
<coconspirator_hfid>
<beating/>
<convicted_hfid>
</corrupt_convicter_hfid>
<corrupt_convicter_hfid>
</contact_hfid>
<crime>
</crime>
<type>hf convicted</type>
</convicted_hfid>
cheer propensity
depression propensity
anger propensity
anxiety propensity
<top_facet>
love propensity
hate propensity
envy propensity
</relevant_position_profile_id>
<relevant_position_profile_id>
</relevant_id_for_method>
<relevant_id_for_method>
<method>revenge on grudge</method>
<method>offer immortality</method>
</relevant_entity_id>
<relevant_entity_id>
<method>precedence</method>
<method>blackmail over embezzlement</method>
<method>bribe</method>
<method>religious sympathy</method>
</lure_hfid>
<lure_hfid>
<method>intimidate</method>
<method>flatter</method>
<action>bribe official</action>
<action>bring into network</action>
<action>corrupt in place</action>
<action>induce to embezzle</action>
<agreement_id>
<delegated/>
<successful/>
<failed_judgment_test/>
<type>agreement concluded</type>
<type>agreement rejected</type>
<type>agreement formed</type>
</agreement_id>
<contacted_enid>
<type>first contact failed</type>
</rejector_enid>
<rejector_enid>
<type>first contact</type>
</contactor_enid>
<contactor_enid>
</contacted_enid>
<hfid_target>
<type>remove hf hf link</type>
<type>add hf site link</type>
<type>remove hf site link</type>
</state>
<type>change hf job</type>
<type>add hf hf link</type>
</hfid_target>
<state>
settled
refugee
visiting
melancholy
insane
berserk
</mood>
fey
secretive
macabre
fell
</agreement_subject_id>
<agreement_subject_id>
<type>agreement made</type>
<type>site dispute</type>
</ally_defense_bonus>
<ally_defense_bonus>
</concluder_hfid>
<concluder_hfid>
</top_relationship_modifier>
<top_relationship_modifier>
</coconspirator_bonus>
<coconspirator_bonus>
<top_relationship_factor>fear</top_relationship_factor>
<top_relationship_factor>respect</top_relationship_factor>
</top_relationship_rating>
<top_relationship_rating>
<top_value_modifier>
<top_relationship_factor>trust</top_relationship_factor>
<top_relationship_factor>loyalty</top_relationship_factor>
<top_relationship_factor>love</top_relationship_factor>
</top_value>
</top_value_rating>
<top_value_rating>
</top_value_modifier>
<top_facet_rating>
</top_facet_modifier>
<top_facet_modifier>
<top_value>
flights of fancy
abstract
</top_facet>
</top_facet_rating>
gregarious
assertive
frenetic
excitement-seeking
altruism
thoughtless
orderly
trusting
set-in-ways
tolerance for differences
obsessive
swayable
singlemindedness
bashful
private
perfectionist
ambition
extravagance
zaniness
cruelty
disdain advice
fearlessness
confidence
vanity
likes fighting
stubborness
wastefulness
discord
lust propensity
stress vulnerability
greed
intemperance
</receiver_hist_figure_id>
<receiver_hist_figure_id>
</receiver_entity_id>
<receiver_entity_id>
</giver_hist_figure_id>
<giver_hist_figure_id>
</giver_entity_id>
<giver_entity_id>
<hist_figure_id>
<type>artifact stored</type>
<type>artifact possessed</type>
<type>artifact given</type>
<type>artifact hidden</type>
</unit_id>
<unit_id>
</hist_figure_id>
<seizure/>
<offended/>
<lost_value/>
<is_tribute/>
</depot_entity_id>
<depot_entity_id>
<all_dead/>
<hardship/>
<allotment_index>
</account_shift>
<account_shift>
<type>merchant</type>
<production_zone_id>
</allotment>
<allotment>
</allotment_index>
<source_site_id>
</dest_site_id>
<dest_site_id>
</production_zone_id>
<trader_hfid>
</trader_entity_id>
<trader_entity_id>
</source_site_id>
</new_account>
<new_account>
<type>trade</type>
</trader_hfid>
</gambler_hfid>
<gambler_hfid>
</old_account>
<old_account>
<type>diplomat lost</type>
<type>body abused</type>
<type>agreement void</type>
<type>gamble</type>
</site_id_2>
<site_id_2>
<type>peace accepted</type>
<type>peace rejected</type>
</entity_id_2>
<entity_id_2>
</site_id_1>
<site_id_1>
<dispute>
</dispute>
</entity_id_1>
<entity_id_1>
<pop_flid>
</join_entity_id>
<join_entity_id>
<type>entity incorporated</type>
<pop_number_moved>
</pop_srid>
<pop_srid>
</pop_flid>
<type>regionpop incorporated into entity</type>
</pop_race>
<pop_race>
</pop_number_moved>
</creator_hfid>
<creator_hfid>
<type>entity primary criminals</type>
<type>entity relocate</type>
<type>entity law</type>
<law_add>harsh</law_add>
<law_remove>harsh</law_remove>
<type>entity created</type>
<type>item stolen</type>
<type>artifact recovered</type>
<type>artifact dropped</type>
<injury/>
<destroyer_hfid>
</destroyer_enid>
<destroyer_enid>
<type>artifact found</type>
</site_property_id>
<site_property_id>
<type>artifact destroyed</type>
</destroyer_hfid>
<new_artifact_id>
</old_artifact_id>
<old_artifact_id>
<type>artifact lost</type>
<source_entity_id>
<from_original/>
<type>artifact transformed</type>
</new_artifact_id>
<dest_entity_id>
</source_structure_id>
<source_structure_id>
</source_entity_id>
<type>artifact copied</type>
</dest_structure_id>
<dest_structure_id>
</dest_entity_id>
</wc_id>
<wc_id>
<type>artifact created</type>
<name_only/>
<form_id>
<type>musical form created</type>
<type>dance form created</type>
<type>written content composed</type>
holy relic
</claim>
<type>poetic form created</type>
</form_id>
<type>artifact claim formed</type>
<claim>
symbol
heirloom
<aggressor_ent_id>
</defender_ent_id>
<defender_ent_id>
</historical_event_collection>
</event>
<event>
<type>war</type>
</aggressor_ent_id>
</end_seconds72>
<end_seconds72>
</eventcol>
<eventcol>
</start_seconds72>
<start_seconds72>
</end_year>
<end_year>
<type>create entity position</type>
<historical_event_collection>
</start_year>
<start_year>
</trickster_hfid>
<trickster_hfid>
</identity_id>
<identity_id>
<new_race>
</new_caste>
<new_caste>
<type>assume identity</type>
<old_race>
</old_caste>
<old_caste>
</new_race>
<changee_hfid>
</changer_hfid>
<changer_hfid>
</old_race>
</doer_hfid>
<doer_hfid>
<type>changed creature type</type>
</changee_hfid>
<teacher_hfid>
</interaction>
<interaction>
<type>hf does interaction</type>
<type>hf learns secret</type>
</student_hfid>
<student_hfid>
</teacher_hfid>
<type>masterpiece item improvement</type>
<type>masterpiece food</type>
<type>masterpiece engraving</type>
<type>masterpiece lost</type>
<skill_at_time>
<type>masterpiece arch constructed</type>
<type>masterpiece item</type>
<type>masterpiece dye</type>
</leader_hfid>
<leader_hfid>
<partial_incorporation/>
</skill_at_time>
</joiner_entity_id>
<joiner_entity_id>
</joined_entity_id>
<joined_entity_id>
<type>persecution</type>
<type>purge</type>
</adjective>
<adjective>
<defending_enid>
<type>insurrection</type>
</target_entity_id>
<target_entity_id>
<type>site conquered</type>
</attacking_enid>
<attacking_enid>
</defending_enid>
</parent_eventcol>
<parent_eventcol>
</ordinal>
<ordinal>
<defending_squad_animated/>
attacker won
defender won
<type>duel</type>
</defending_squad_deaths>
<defending_squad_deaths>
</defending_squad_site>
<defending_squad_site>
</defending_squad_entity_pop>
<defending_squad_entity_pop>
</defending_squad_number>
<defending_squad_number>
<attacking_squad_site>
<attacking_squad_animated/>
</defending_squad_race>
<defending_squad_race>
<attacking_squad_number>
</attacking_squad_deaths>
<attacking_squad_deaths>
</attacking_squad_site>
<attacking_squad_race>
</attacking_squad_entity_pop>
<attacking_squad_entity_pop>
</attacking_squad_number>
<d_support_merc_hfid>
</noncom_hfid>
<noncom_hfid>
</attacking_squad_race>
<defending_hfid>
</a_support_merc_hfid>
<a_support_merc_hfid>
</d_support_merc_hfid>
<attacking_hfid>
<company_merc/>
<individual_merc/>
</defending_hfid>
<attacking_merc_enid>
</defending_merc_enid>
<defending_merc_enid>
</attacking_hfid>
<attacking_ent_id>
</defending_ent_id>
<defending_ent_id>
</attacking_merc_enid>
<type>battle</type>
</war_eventcol>
<war_eventcol>
</attacking_ent_id>
<link_type>home site building</link_type>
<link_type>lair</link_type>
<link_type>home site underground</link_type>
<link_type>home saved zone</link_type>
<link_type>occupation</link_type>
<link_type>seat of power</link_type>
<link_type>hangout</link_type>
<link_type>home structure</link_type>
</entity_former_occupation_link>
<entity_former_position_link>
</entity_former_position_link>
<site_link>
</occupation_id>
<occupation_id>
</entity_occupation_link>
<entity_former_occupation_link>
</entity_former_squad_link>
<entity_position_link>
</entity_position_link>
<entity_occupation_link>
</squad_position>
<squad_position>
</entity_squad_link>
<entity_former_squad_link>
</entity_link>
<entity_squad_link>
</squad_id>
<squad_id>
<link_type>former slave</link_type>
<link_type>former prisoner</link_type>
<link_type>enemy</link_type>
<link_type>criminal</link_type>
<link_type>former member</link_type>
<link_type>mercenary</link_type>
<link_type>former mercenary</link_type>
<link_type>slave</link_type>
<link_strength>
</hf_link>
<entity_link>
<link_type>member</link_type>
<link_type>pet owner</link_type>
<link_type>former spouse</link_type>
<link_type>deceased spouse</link_type>
</link_strength>
<link_type>apprentice</link_type>
<link_type>companion</link_type>
<link_type>former master</link_type>
<link_type>former apprentice</link_type>
<link_type>lover</link_type>
<link_type>prisoner</link_type>
<link_type>imprisoner</link_type>
<link_type>master</link_type>
<link_type>father</link_type>
<link_type>spouse</link_type>
<link_type>child</link_type>
<link_type>deity</link_type>
<type>journey</type>
<type>occasion</type>
<hf_link>
<link_type>mother</link_type>
<type>abduction</type>
<type>raid</type>
<type>theft</type>
<type>beast attack</type>
assassin
snatcher
saboteur
<relationship_profile_hf_visual>
source of funds
source of funds for master
asset
corrupt position holder
</used_identity_id>
<used_identity_id>
possible threat
rebuffed
<entity_reputation>
</entity_reputation>
</current_identity_id>
<current_identity_id>
<cultural_identity_reputation>
</cultural_identity_id>
<cultural_identity_id>
</cultural_identity_reputation>
</first_ageless_year>
<first_ageless_year>
</first_ageless_season_count>
<first_ageless_season_count>
<property_id>
</site_property>
</unsolved_murders>
<unsolved_murders>
</holds_artifact>
<holds_artifact>
<site_property>
</property_id>
</active_interaction>
<active_interaction>
</animated_string>
<animated_string>
</goal>
<goal>
</interaction_knowledge>
<interaction_knowledge>
</honor_entity>
</journey_pet>
<journey_pet>
<goal>immortality</goal>
</battles>
<battles>
</kills>
<kills>
</hf_skill>
<honor_entity>
</entity>
<entity>
</skill>
<skill>
</total_ip>
<total_ip>
</site_link>
<sphere>
</sphere>
<hf_skill>
<link_type>prison structure</link_type>
<link_type>prison building profile</link_type>
</sub_id>
<sub_id>
corrupt actor's government
counterintelligence
become immortal
undead world conquest
frame actor
kidnap actor
sabotage actor
direct war to actor
grow corruption network
attain rank
assassinate actor
corruptly punish actor
<type>
grow funding network
grow asset network
acquire artifact
</handle_actor_id>
<handle_actor_id>
</intrigue_actor>
<intrigue_plot>
</strategy_eppid>
<strategy_eppid>
<promised_actor_immortality/>
<promised_me_immortality/>
torment
</strategy>
</strategy_enid>
<strategy_enid>
use
tax
neutralize
work if suited
<strategy>
corrupt and pacify
obey
avoid
</relationship_profile_hf_identity>
<intrigue_actor>
</role>
<role>
</relationship_profile_hf_visual>
<relationship_profile_hf_historical>
</relationship_profile_hf_historical>
<relationship_profile_hf_identity>
</loyalty>
<loyalty>
</fear>
<fear>
</respect>
<respect>
</trust>
<trust>
</known_identity_id>
<known_identity_id>
</love>
<love>
</last_meet_year>
<last_meet_year>
</last_meet_seconds72>
<last_meet_seconds72>
</hf_id>
<hf_id>
</meet_count>
<meet_count>
associated with 
possessed of an unusual destiny.  
guided by forces unknown.  
 most often takes the form of a 
 was most often depicted as a 
 one of the only ones of 
 kind
Although accounts vary, it is universally agreed that 
chosen by fate as the vanguard of destiny.  
 has been lost to time
 the first of 
 one of the first of 
 the only one of 
 born in 
 of unknown parentage
 was the 
The identity of 
a deity
 that occurs in the myths of 
a force
, animated by unknown forces
world view filter not set (adjust ci ps)
world view filter not set (moderate private opinion)
[NOUN]
This nameless being
<agreement_has_messenger/>
</plot_actor>
</intrigue_plot>
NULL artifact from dead post-wg inventory, skipping
<parent_plot_hfid>
<plot_actor>
</plot_role>
<plot_role>
<delegated_plot_hfid>
</parent_plot_id>
<parent_plot_id>
</parent_plot_hfid>
<on_hold/>
</delegated_plot_id>
<delegated_plot_id>
</delegated_plot_hfid>
infiltrate society
</type>
</actor_id>
<actor_id>
]s@
]s@
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`>!@
[!@
FPS
FPS_CAP
G_FPS_CAP
INTERFACE_SCALING_TO_DESIRED_GRID
FULLSCREENX
FULLSCREENY
MAXIMUM_INTERFACE_PERCENTAGE
FULLFONT
WINDOWEDX
WINDOWEDY
RESIZABLE
data/init/init_default.txt
BASIC_FONT
data/art/
FONT
data/art/curses_640x300.png
LRED_B
LMAGENTA_R
LMAGENTA_G
LMAGENTA_B
LCYAN_G
LCYAN_B
LRED_R
LRED_G
LGREEN_R
LGREEN_G
LGREEN_B
LCYAN_R
DGRAY_B
LBLUE_R
LBLUE_G
LBLUE_B
LGRAY_G
LGRAY_B
DGRAY_R
DGRAY_G
BROWN_R
BROWN_G
BROWN_B
LGRAY_R
RED_B
MAGENTA_R
MAGENTA_G
MAGENTA_B
CYAN_G
CYAN_B
RED_R
RED_G
GREEN_R
GREEN_G
GREEN_B
CYAN_R
BLACK_B
BLUE_R
BLUE_G
BLUE_B
USE_CLASSIC_ASCII
data/init/colors.txt
BLACK_R
BLACK_G
KEY_REPEAT_ACCEL_START
MACRO_MS
RECENTER_INTERFACE_SHUTDOWN_MS
COMPRESSED_SAVES
SFX_VOLUME_ADV
KEY_HOLD_MS
KEY_REPEAT_MS
KEY_REPEAT_ACCEL_LIMIT
SFX_VOLUME
AVERAGE_TIME_BETWEEN_SONGS
MUSIC_VOLUME_ADV
AMBIENCE_VOLUME_ADV
TEXTURE_PARAM
MASTER_VOLUME
MUSIC_VOLUME
AMBIENCE_VOLUME
INTERFACE_SCALING_DESIRED_GRID_WIDTH
INTERFACE_SCALING_DESIRED_GRID_HEIGHT
INTERFACE_SCALING_PERCENTAGE
WINDOWED
data/art/filter.png
data/art/tabs.png
data/art/sort.png
data/art/black_background.bmp
data/art/load_bar.png
data/art/intro_button.png
data/art/border.png
data/art/scrollbar.png
data/art/bay12.png
data/art/bay12_small.png
data/art/bay12_tiny.png
data/art/fmod.png
data/art/pixel_kf_tiny.png
data/art/df_logo.png
data/art/title_background.png
data/art/title_adv.png
Run in Fullscreen Mode?  You can set your preferences in data/init/init.txt.
Unless you've changed your bindings, you can press F11 to toggle this setting any time.
data/art/mouse.png
data/art/pixel_kf.png
data/art/pixel_kf_small.png
WHITE_G
WHITE_B
Text mode is not supported for now
Start FullScreen?
YELLOW_R
YELLOW_G
YELLOW_B
WHITE_R
a secret identity
INGESTION
DISTURBANCE
EXPERIMENT
CREATURE_ACTION
REGION
I_SOURCE
SECRET
UNDERGROUND_SPECIAL
ADVENTURE_INTERACTION_ICON_CREATE_GHOUL
ADVENTURE_INTERACTION_ICON_SUMMON_NIGHTMARE
Unrecognized default interaction icon: 
ADVENTURE_INTERACTION_ICON_LUCK_CURSE
ADVENTURE_INTERACTION_ICON_ANIMATE_CORPSE
ADVENTURE_INTERACTION_ICON_TRANSFORM
ADVENTURE_INTERACTION_ICON_SUMMON_BOGEYMAN
ADVENTURE_INTERACTION_ICON_RAISE_INTELLIGENT_UNDEAD
ADVENTURE_INTERACTION_ICON_EMIT_DUST
ADVENTURE_INTERACTION_ICON_SPIT_LIQUID_GLOB
ADVENTURE_INTERACTION_ICON_EMIT_GAS
ADVENTURE_INTERACTION_ICON_EMIT_VAPOR
ADVENTURE_INTERACTION_ICON_SPRAY_VAPOR
ADVENTURE_INTERACTION_ICON_SPRAY_DUST
ADVENTURE_INTERACTION_ICON_SPIT_SOLID_GLOB
ADVENTURE_INTERACTION_ICON_SPRAY_GAS
ADVENTURE_INTERACTION_ICON_HURL_FIREBALL
ADVENTURE_INTERACTION_ICON_CAUSE_DIZZINESS
ADVENTURE_INTERACTION_ICON_SPRAY_WEB
ADVENTURE_INTERACTION_ICON_SPRAY_FIRE_JET
ADVENTURE_INTERACTION_ICON_ROT
ADVENTURE_INTERACTION_ICON_SICKEN_NAUSEA
ADVENTURE_INTERACTION_ICON_SUFFOCATE
ADVENTURE_INTERACTION_ICON_BLIND
ADVENTURE_INTERACTION_ICON_CAUSE_BLEEDING
ADVENTURE_INTERACTION_ICON_PARALYZE
ADVENTURE_INTERACTION_ICON_SICKEN_VOMIT_BLOOD
ADVENTURE_INTERACTION_ICON_SICKEN_COUGH_BLOOD
ADVENTURE_INTERACTION_ICON_RAISE_FOG
ADVENTURE_INTERACTION_ICON_PROPEL_AWAY
ADVENTURE_INTERACTION_ICON_BLISTER
ADVENTURE_INTERACTION_ICON_CAUSE_PAIN
I_DEFAULT_ICON
EXPERIMENT_ONLY
ADVENTURE_INTERACTION_ICON_VANISH
ADVENTURE_INTERACTION_ICON_LAUNCH_ICE_BOLT
interaction_layer
*** Error(s) finalizing the interaction 
[INTERACTION:
[OBJECT:INTERACTION]
--- Logging Interaction 
SYN_NO_HOSPITAL
SELECT_INTERACTION
CUT_INTERACTION
SYN_CONTACT
SYN_INJECTED
SYN_INGESTED
SYN_INHALED
IE_TARGET
CONTEXT_MATERIAL
IE_IMMEDIATE
IE_INTERMITTENT
IT_MANUAL_INPUT
IT_LOCATION token not valid 
FLOW
IT_MATERIAL
CONTEXT_LOCATION
CONTEXT_BP
RANDOM_NEARBY_LOCATION
CONTEXT_CREATURE_OR_LOCATION
CONTEXT_REGION
IT_LOCATION
CONTEXT_ITEM
CONTEXT_CREATURE
Interaction Source IS_SECRET token not found 
MUNDANE_RECORDING_POSSIBLE
IS_CDI
IS_DESCRIPTION
SUPERNATURAL_LEARNING_POSSIBLE
IS_SECRET
MUNDANE_TEACHING_POSSIBLE
MUNDANE_RESEARCH_POSSIBLE
SAVAGE_ONLY
GOOD_ONLY
IS_SECRET_GOAL
IS_SPHERE
GOOD_ALLOWED
EVIL_ALLOWED
EVIL_ONLY
SAVAGE_ALLOWED
IS_REGION
IS_POWER_LEVEL
NORMAL_ALLOWED
ANY_TERRAIN
IS_FREQUENCY
IS_TRIGGER_STRING
IS_USAGE_HINT
IS_NAME
IS_HIST_STRING_2
IS_HIST_STRING_1
IS_TRIGGER_STRING_THIRD
IS_TRIGGER_STRING_SECOND
MATERIAL_EMISSION
CONTACT
Unrecognized Interaction Token: 
Unrecognized Interaction Effect Type: 
ADD_SYNDROME
CHANGE_ITEM_QUALITY
CHANGE_WEATHER
HIDE
PROPEL_UNIT
RESURRECT
CREATE_ITEM
SUMMON_UNIT
I_EFFECT
Unrecognized Interaction Target Type: 
RAISE_GHOST
ANIMATE
Unrecognized Interaction Source Type: 
ITEM_POWER
LOCATION
I_TARGET
HAS_ANY_VERMIN_HATEABLE
HAS_ANY_INTELLIGENT_LEARNS
HAS_ANY_LARGE_PREDATOR
OCCURS_AS_ENTITY_RACE
HAS_MALE
MATES_TO_BREED
SMALL_RACE
HAS_FEMALE
BIOME_RIVER_TROPICAL_BRACKISHWATER
BIOME_RIVER_TROPICAL_FRESHWATER
TWO_GENDERS
BIOME_RIVER_TROPICAL_SALTWATER
BIOME_RIVER_TEMPERATE_FRESHWATER
BIOME_LAKE_TROPICAL_SALTWATER
BIOME_RIVER_TEMPERATE_SALTWATER
BIOME_RIVER_TEMPERATE_BRACKISHWATER
BIOME_LAKE_TEMPERATE_SALTWATER
BIOME_LAKE_TEMPERATE_BRACKISHWATER
BIOME_LAKE_TROPICAL_BRACKISHWATER
BIOME_LAKE_TROPICAL_FRESHWATER
BIOME_POOL_TROPICAL_BRACKISHWATER
BIOME_POOL_TROPICAL_FRESHWATER
BIOME_LAKE_TEMPERATE_FRESHWATER
BIOME_POOL_TROPICAL_SALTWATER
BIOME_POOL_TEMPERATE_FRESHWATER
BIOME_SUBTERRANEAN_LAVA
BIOME_POOL_TEMPERATE_SALTWATER
BIOME_POOL_TEMPERATE_BRACKISHWATER
BIOME_OCEAN_ARCTIC
BIOME_OCEAN_TEMPERATE
BIOME_SUBTERRANEAN_CHASM
BIOME_SUBTERRANEAN_WATER
BIOME_DESERT_ROCK
BIOME_DESERT_BADLAND
BIOME_OCEAN_TROPICAL
BIOME_DESERT_SAND
BIOME_GRASSLAND_TROPICAL
BIOME_SHRUBLAND_TEMPERATE
BIOME_SHRUBLAND_TROPICAL
BIOME_SAVANNA_TROPICAL
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
BIOME_FOREST_TROPICAL_DRY_BROADLEAF
BIOME_SAVANNA_TEMPERATE
BIOME_GRASSLAND_TEMPERATE
BIOME_FOREST_TEMPERATE_CONIFER
BIOME_FOREST_TAIGA
BIOME_FOREST_TROPICAL_CONIFER
BIOME_FOREST_TEMPERATE_BROADLEAF
BIOME_SWAMP_MANGROVE
BIOME_SWAMP_TROPICAL_SALTWATER
BIOME_MARSH_TROPICAL_SALTWATER
BIOME_MARSH_TROPICAL_FRESHWATER
BIOME_MARSH_TEMPERATE_FRESHWATER
BIOME_SWAMP_TEMPERATE_SALTWATER
BIOME_SWAMP_TROPICAL_FRESHWATER
BIOME_MARSH_TEMPERATE_SALTWATER
BIOME_GLACIER
BIOME_MOUNTAIN
BIOME_SWAMP_TEMPERATE_FRESHWATER
BIOME_TUNDRA
IE_ARENA_NAME
IE_LOCATION
EQUIPMENT
IE_PROPEL_FORCE
HAS_GLOW_TILE
HAS_COLOR
HAS_SOUND_ALERT
HAS_GLOW_COLOR
HAS_SOLDIER_TILE
HAS_CHILDSTATE
HAS_TILE
CAN_SWIM_INNATE
HAS_BLOOD
AQUATIC_UNDERSWIM
HAS_BABYSTATE
HAS_PUS
HAS_ROTTABLE
HAS_SECRETION
INTELLIGENT_LEARNS
INTELLIGENT_SPEAKS
CURIOUS_BEAST_GUZZLER
CURIOUS_BEAST_ITEM
CURIOUS_BEAST_EATER
CAN_SWIM
CAN_BREATHE_WATER
HAS_ANY_SLOW_LEARNER
CURIOUS_BEAST
CANNOT_BREATHE_AIR
HAS_ANY_GRASP
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
HAS_ANY_FLY_RACE_GAIT
HAS_ANY_RACE_GAIT
HAS_ANY_IMMOBILE
HAS_ANY_GRAZER
HAS_ANY_OUTSIDER_CONTROLLABLE
HAS_ANY_LOCAL_POPS_CONTROLLABLE
ALL_CASTES_ALIVE
HAS_ANY_CARNIVORE
HAS_ANY_HAS_BLOOD
HAS_ANY_SUPERNATURAL
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
HAS_ANY_NIGHT_CREATURE_HUNTER
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
HAS_ANY_FLIER
HAS_ANY_MISCHIEVOUS
HAS_ANY_NIGHT_CREATURE
HAS_ANY_DEMON
HAS_ANY_UNIQUE_DEMON
HAS_ANY_TITAN
HAS_ANY_MISCHIEVIOUS
HAS_ANY_NOT_LIVING
HAS_ANY_UTTERANCES
HAS_ANY_COMMON_DOMESTIC
HAS_ANY_FEATURE_BEAST
HAS_ANY_INTELLIGENT_SPEAKS
HAS_ANY_CANNOT_BREATHE_AIR
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_CAN_SWIM
HAS_ANY_NOT_FLIER
HAS_ANY_POWER
HAS_ANY_SEMIMEGABEAST
HAS_ANY_NOT_FIREIMMUNE
HAS_ANY_VERMIN_MICRO
HAS_ANY_BENIGN
HAS_ANY_CURIOUS_BEAST
HAS_ANY_MEGABEAST
HAS_ANY_NATURAL_ANIMAL
Unrecognized corpse target immune caste token: 
Unrecognized corpse target affected creature token: 
Unrecognized Creature/Caste Token in Summon Unit Effect: 
Unrecognized corpse target immune creature token: 
IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
Unrecognized IT_FORBIDDEN token: 
Unrecognized corpse target affected caste token: 
IT_CANNOT_HAVE_SYNDROME_CLASS
FIT_FOR_RESURRECTION
FIT_FOR_ANIMATION
IT_FORBIDDEN
Unrecognized IT_REQUIRES token: 
MORTAL
IT_REQUIRES
STERILE
NO_AGING
IT_AFFECTED_CLASS
IT_AFFECTED_CREATURE
IT_IMMUNE_CLASS
IT_IMMUNE_CREATURE
IE_ADD_WEATHER
FOG_THICK
Target Token not found 
IE_REMOVE_WEATHER
STRATUS_NIMBUS
STRATUS_PROPER
FOG_NORMAL
FOG_MIST
CUMULUS_NIMBUS
CUMULUS_MULTI
STRATUS_ALTO
CIRRUS
FRONT_COLD
FRONT_WARM
CUMULUS_MED
FRONT_OCCLUDED
IE_SET_QUALITY
IE_CHANGE_QUALITY
IE_SYNDROME_TAG
IE_GRIME_LEVEL
IE_ITEM
IE_MAKE_PET_IF_POSSIBLE
ARTIFACT
IE_ITEM_QUALITY
IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED
IE_FORBIDDEN_CREATURE_CASTE_FLAG
IE_TIME_RANGE
IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED
IE_CREATURE_FLAG
HAS_RACE_GAIT
IE_CREATURE_CASTE_FLAG
IE_FORBIDDEN_CREATURE_FLAG
VERMIN_GOBBLER
HAS_SOUND_PEACEFUL_INTERMITTENT
HAS_FLY_RACE_GAIT
HAS_GRASP
,!@
;!@
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;!@
On the faces of the object are 
a series of 
menaces with spikes of 
It is made from 
This object 
is adorned with hanging rings of 
The rope is 
The chain is 
The handle is made from 
The rollers are made from 
 are made from 
 is made from 
 by an unknown artist
encircled with bands of 
exceptionally worked 
masterfully worked 
well-crafted 
finely-crafted 
exceptionally prepared 
masterfully prepared 
finely-prepared 
superior quality 
glazed with
well-prepared 
studded with
decorated with
It is 
encrusted with
minced 
cooked 
exceptionally 
masterfully 
finely 
superiorly 
The ingredients are 
well-
ship is of the highest quality.  
It is sized for 
 created by an unknown artisan
All 
 exceptional
 masterful
 masterfully prepared
 superior quality
 superiorly prepared
 exceptional prepared
 well-prepared
 finely-prepared
 bundles of
This is a bundle of
This is
This is a stack of
 (copy)
 woven by 
NULL inventory item on load: id #
 Bag
exceptional 
shared
Finished Goods
 Bin
Coin
Bar/Block
 <#
Pressed Material
 Barrel
Mill
Rendered Fat
Cheese
Spice
your 
Seed
partial remains
mutilated 
partial 
icicle
mangled 
Prepared Food
null item load -- type: 
 is torn from your 
You've lost possession of the 
 remains stuck in your 
You maintain possession of the 
 maintains possession of the 
You gain possession of the 
 gains possession of the 
 remains stuck in 
spattered
This object is mangled.  
coated
This object is in tatters.  
This object is heavily worn.  
This object is showing some wear.  
This object is threadbare.  
There is writing on the slab, but you cannot read.
colored
The slab reads "
gray
superbly 
There is writing in the book, but you cannot read.
The thread is 
There is writing on this item, but you cannot read.
You have not read this book.
The upward face is 
There is writing on this item which you have not read.
, ranging from 
numbers
 symbols
dots
 words
 which you cannot read
 images and symbols
 images
Died 
 d.
Scared to death
Leapt from a great height
Died after colliding with an obstacle
Impaled on spikes
Collapsed
Put to rest
Killed by a flying object
Vanished
Killed by a trap
Killed by a vehicle
Drained of blood
Murdered
Slaughtered
Scuttled
Fed to beasts
Struck down
Left out in the air
Burned alive
Crucified
Buried alive
Executed
Beheaded
Suffocated
Hacked to pieces
Bled to death
Succumbed to infection
Killed by falling rocks
Shot and killed
Crushed by a drawbridge
Crushed under a collapsing ceiling
Scalded to death
Burned up in a magma mist
Burned to death by a 
Burned to death
Burned up in 
Burned to death by 
Drowned
Burned up in magma
Starved to death
Died of thirst
Died peacefully
Died in the dark
Died in a cage
Fell into a deep chasm
Encased in ice
Froze to death
Encased in cooling lava
Encased in cooling magma
Solidified
Died in the heat
Melted
Condensed
Went missing
Boiled
 / Born 
 / 
 kill
In memory of
NULL inventory pointer on load
Slayer
is very childish
is a bit immature
manages an artful inclusion here and there of childish material
is absolutely puerile
is artfully suffused with what would otherwise be childish and immature material
contains a deft use throughout of what might be considered immature material
has poorly-executed humor
tries and fails to be funny at times
has a touch of humor
is littered with terrible jokes inartfully told
is a comedy treasure trove
is quite humorous
is full of force
is forceful
is somewhat showy
drives forward relentlessly
is excessively ornate
is quite florid
is throughout ornate and refined
has rare but particularly exquisite turns of phrase
occasionally changes topic abruptly
uses only artful words and phrases selected with care
is utterly disjointed
skips around a lot
breaks sharply between topics with regularity
has some particularly crisp changes in topic
is reasonably serious
artfully flashes through seemingly disjoint topics
is completely serious
has a very serious tone
is very rigid
is a bit stiff
is organized
is thoroughly mechanical
is thoroughly organized
is clearly organized
is depressing
has a touch of melancholy
is fairly cheerful
overflows with sadness
bubbles over with cheerfulness
is quite cheerful
meanders somewhat
gets off track from time to time
takes frequent interesting tangents
hopelessly meanders
rapidly shifts between topics
moves quickly from subject to subject
 made 
 happy
Friend of 
The color 
Lover of 
Admirer of 
United with 
At one with 
mother and wife
parent and spouse
Devoted 
father and husband
Hunter of 
Loving 
Slayer of
Slayer of 
Overall, the choreography is great
Overall, the choreography is passable
Overall, the choreography is masterful
Overall, the choreography is inspired
Overall, the composition is not awful, but not very good either
Overall, the composition is atrocious
Overall, the composition is great
Overall, the composition is passable
Overall, the composition is masterful
Overall, the composition is inspired
Overall, the poetry is not awful, but not very good either
Overall, the poetry is very, very bad
Overall, the poetry is great
Overall, the poetry is passable
Overall, the poetry is masterful
Overall, the poetry is inspired
Overall, the information is not compiled very well
Overall, this is a terrible compilation of information
Overall, this is a great source of information
Overall, this is a good source of information
Overall, the information is compiled masterfully
Overall, the splendid source of information
 yet it 
 and it 
For musical accompaniment, the choreographer has selected 
The writing 
The overall text emphasizes 
For lyrics, the composer has selected 
The work has no particular subject.  
The writing conveys a moral lesson regarding 
It concerns the lineage of 
It concerns 
It asks the question, "What if 
 had unfolded differently?"  
is a rant more or less
descends to a rant in places
tumbles out almost as a rant at times
is a completely unhinged rant
is an awe-inspiring wild rant
careens forward as a rant
is refreshingly witty
has its moments of cleverness
contains the occasional biting remark
is a reservoir of amusingly clever quips
is a pit of bitter scorn
is quite mocking in tone
is very concise
is fairly crisp
has a hint of viciousness to it
is a monument to concision
is as vicious as can be
is quite cruel
is very compassionate
gives a feeling of compassion here and there
shows a hint of tenderness
is clear evidence of a compassionate being
could only have been produced by a merciful spirit
is quite touching
is quite self-indulgent
is somewhat self-indulgent
contains some asides related to the author's preferences
is stunningly self-indulgent
indulges the author's every whim
artfully indulges the author's fancies
 page 
untitled 
 entitled 
The written portion consists of 
Written on the item is 
an untitled
 covers 
There used to be writing on the item.  
 chapters.  
 chapter
The work has a single chapter.  
The work has 
Overall, the prose is not awful, but not very good either
Overall, the prose is amateurish at best
Overall, the prose is great
Overall, the prose is passable
Overall, the prose is masterful
Overall, the prose is splendid
Overall, the choreography is not awful, but not very good either
Overall, the choreography is just terrible
9s@
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;!@
0xJ@
@/!@
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p*!@
*!@
*!@
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+!@
+!@
MINIMUM_SIZE
CAN_STONE
RANGED
TWO_HANDED
SHOOT_FORCE
SHOOT_MAXVEL
SIZE
WEIGHT
ITEM_FOOD
ADJECTIVE
ITEM_HELM
ITEM_PANTS
ITEM_SHOES
ITEM_SHIELD
ITEM_SIEGEAMMO
ITEM_GLOVES
ITEM_ARMOR
ITEM_AMMO
ITEM_INSTRUMENT
ITEM_TRAPCOMP
ITEM_TOY
ITEM_TOOL
SELECT_ITEM
ITEM_WEAPON
--- Logging Item 
CUT_ITEM
BOLT
SHAPED
CHAIN_METAL_TEXT
BARRED
SCALED
SOFT
HARD
IS_SCREW
IS_SPIKE
TUNING
HITS
PITCH_CHOICE STOPPING_AGAINST_BODY missing second part token
PITCH_CHOICE PITCH_CHOICE_METHOD_FOOT_PEDALS missing second part token
PITCH_CHOICE missing first part token
PITCH_CHOICE STOPPING_FRET missing second part token
SOUND_PRODUCTION missing second part token
PITCH_CHOICE
SOUND_PRODUCTION missing part token
SOUND_PRODUCTION missing first part token
VOLUME_mB
SOUND_PRODUCTION
: unrecognized INSTRUMENT PIECE tag 
PITCH_RANGE
ALWAYS_PLURAL
ALWAYS_SINGULAR
PLACED_AS_BUILDING
DOMINANT_MATERIAL_PIECE
REGISTER
INDEFINITE_PITCH
MUSIC_SKILL
TIMBRE
CONTAINER_CAPACITY
DEFAULT_IMPROVEMENT
TOOL_USE
: Did not find token following TOOL_USE
: Did not find token following VALUE
: Did not find token following TILE
SHELL_MAT
BONE_MAT
CERAMIC_MAT
STONE_MAT
THREAD_PLANT_MAT
GLASS_MAT
LEATHER_MAT
SILK_MAT
INVERTED_TILE
FURNITURE
INCOMPLETE_ITEM
UNIMPROVABLE
USES_FACE_IMAGE_SET
NO_DEFAULT_JOB
SHAPE_CATEGORY
: Did not find token following SHAPE_CATEGORY
METAL_WEAPON_MAT
NO_DEFAULT_IMPROVEMENTS
WOOD_MAT
METAL_MAT
SOFT_MAT
HARD_MAT
: Did not find plural token following NAME
SHEET_MAT
EDGE
: Did not find token following NAME
TRAINING
MATERIAL_SIZE
GIZZARD_STONE
[OBJECT:ITEM]
[ITEM_
 for instrument piece 
item_layer
, setting index to zero
did not find tool with index 
did not find instrument piece 
BLOCKCHANCE
LEVEL
CLASS
UPSTEP
LBSTEP
METAL_ARMOR_LEVELS
UBSTEP
MAX
MATERIAL_PLACEHOLDER
ARMORLEVEL
COVERAGE
PREPLURAL
UNDER
COVER
LAYER_PERMIT
OVER
STRUCTURAL_ELASTICITY_CHAIN_ALL
LAYER_SIZE
STRUCTURAL_ELASTICITY_WOVEN_THREAD
STRUCTURAL_ELASTICITY_CHAIN_METAL
Drain aquarium
Fill aquarium
Pen/pasture 
Pen/pasture small animal
Pit/pond 
Pit/pond small animal
Put item on display
Cage small animal
Set bone
Place in traction
Clean patient
Suture
Bring crutch
Dress wound
Immobilize break
Apply cast
Recover wounded
Diagnose patient
Recover pet
Cage 
Release small creature
Handle small creature
Release 
Release pet
Unchain pet
Interrogate 
Handle 
a large animal
Extract from raw fish
Extract from land animal
Prepare lavish meal
Extract from plants
Prepare easy meal
Prepare fine meal
Make potash from lye
Make potash from ash
Process plants (barrel)
Make lye
Make cheese
Process plants (vial)
Shear 
Spin thread
Process plants
Milk 
Prepare a raw fish
Mill plants
Catch live fish
Catch live land animal
Destroy building
Butcher an animal
Remove Rotten Tissue
Construct building
Stop Bleeding
Repair Compound Fracture
DOUBLE TAGGED ITEM: 
 coffin
 chair
 casket
 sarcophagus
 chest
 bag
 box
 coffer
 armor stand
 bin
 cabinet
 weapon rack
 splint
 crutch
 table
Make traction bench
 hatch cover
 grate
 Portal
 floodgate
 blocks
Make raw 
Install colony in hive
Collect hive products
Collect sand
Collect clay
cut glass
polished stones
furniture
ammo
Encrust 
finished goods
Decorate with 
Stud with 
 (engrave memorial)
Engrave memorial slab
Polish 
Polish stones
Cut gems
Cut raw glass into gems
 coins
Cut 
Make large 
Mint 
 earring
 bracelet
 crown
 ring
 amulet
 scepter
Tame a small animal
 figurine
Unchain
Tame 
Slaughter 
Geld 
Chain 
Put in chains
Update stockpile records
Trade at depot
Give food
Manage work orders
Fill pond
Give water
Carve fortification
Smooth wall
Pull the lever
Link a building to trigger
Plant seeds
Fertilize field
 (dyed only)
Harvest plants
Weave yarn into cloth
Weave thread into cloth
Weave metal cloth
Weave thread into silk
 image
Collect webs
Dye cloth
Sew 
Extract metal strands
Dye thread
 ore
Melt a metal object
Reaction
Smelt 
Make charcoal
Make ash
 for war
war animal
 to hunt
hunting animal
 millstone
Train 
 slab
 quern
 bed
 statue
 ballista parts
 anvil
 catapult parts
 mechanisms
Assemble 
Make
Bait trap with 
 ballista arrow head
 backpack
 quiver
 bucket
 window
 tube
 pipe section
 animal trap
 barrel
 goblet
 toy
 cup
 mug
 vial
 flask
 rope
 waterskin
 cage
 chain
Make totem
 terrarium
 throne
Forge 
Load weapon trap
Load cage trap
Load stone trap
Fire ballista
Operate pump
Load ballista
Fire catapult
Clean trap
Load catapult
Pickup equipment
Dump item
Store armor
Store item in location
Store item in vehicle
Store weapon
Store item in barrel
Store item in bin
Store item in stockpile
Store item in bag
Store owned item
Place item in tomb
Seek artifact
Seek infant
Return kill
Go shopping
Collect taxes
Guard tax collector
Execute criminal
Hunt for small creature
Place track vehicle
Push track vehicle
Starting fist fight
Beat criminal
Report crime
Hunt
No job
No activity
Sleep
Kidnap
Clean self
Fill waterskin
Bring item to depot
Get provisions
Gather plants
Bring item to shop
Dig channel
Fell tree
Carve up/down staircase
Carve ramp
Carve upward staircase
Carve downward staircase
Remove stairs/ramps
Remove construction
Detail floor
Carve track
Smooth floor
Detail wall
KEYBOARD_CURSOR_DOWNLEFT_FAST
KEYBOARD_CURSOR_UPRIGHT_FAST
KEYBOARD_CURSOR_UPLEFT_FAST
KEYBOARD_CURSOR_RIGHT_FAST
KEYBOARD_CURSOR_LEFT_FAST
KEYBOARD_CURSOR_DOWN_FAST
KEYBOARD_CURSOR_UP_FAST
KEYBOARD_CURSOR_DOWNRIGHT
KEYBOARD_CURSOR_DOWNLEFT
KEYBOARD_CURSOR_UPRIGHT
KEYBOARD_CURSOR_UPLEFT
KEYBOARD_CURSOR_RIGHT
KEYBOARD_CURSOR_LEFT
KEYBOARD_CURSOR_DOWN
KEYBOARD_CURSOR_UP
CURSOR_DOWN_Z_FAST
CURSOR_UP_Z_FAST
CURSOR_DOWN_Z_AUX
CURSOR_UP_Z_AUX
CURSOR_DOWN_Z
CURSOR_UP_Z
CURSOR_DOWNRIGHT_FAST
CURSOR_DOWNLEFT_FAST
CURSOR_UPRIGHT_FAST
CURSOR_UPLEFT_FAST
CURSOR_RIGHT_FAST
CURSOR_LEFT_FAST
CURSOR_DOWN_FAST
CURSOR_UP_FAST
CURSOR_DOWNRIGHT
CURSOR_DOWNLEFT
CURSOR_UPRIGHT
CURSOR_UPLEFT
CURSOR_RIGHT
CURSOR_LEFT
CURSOR_DOWN
CURSOR_UP
SECONDSCROLL_PAGEDOWN
SECONDSCROLL_PAGEUP
SECONDSCROLL_DOWN
SECONDSCROLL_UP
CONTEXT_SCROLL_PAGEDOWN
CONTEXT_SCROLL_PAGEUP
CONTEXT_SCROLL_DOWN
CONTEXT_SCROLL_UP
STANDARDSCROLL_PAGEDOWN
STANDARDSCROLL_PAGEUP
STANDARDSCROLL_DOWN
STANDARDSCROLL_UP
STANDARDSCROLL_RIGHT
STANDARDSCROLL_LEFT
SEC_CHANGETAB
CHANGETAB
OPTIONS
TOGGLE_FULLSCREEN
CLOSE_MEGA_ANNOUNCEMENT
LEAVESCREEN
SELECT_ALL
DESELECT
SEC_SELECT
SELECT
A_WAIT
A_SLEEP_DAWN
A_SLEEP_WAIT
A_SLEEP_SLEEP
A_SLEEP
A_CLEAR_ANNOUNCEMENTS
A_STATUS_DESC
A_STATUS_ATT_SKILL
A_STATUS_HEALTH
A_STATUS_KILLS
A_STATUS_CUSTOMIZE
A_STATUS_WRESTLE
A_STATUS
A_COMBAT_CHARGEDEF
A_COMBAT_DODGE
A_COMBAT_ATTACK
ADV_VIEW_DOWN_Z_FAST
ADV_VIEW_UP_Z_FAST
ADV_VIEW_DOWN_Z
ADV_VIEW_UP_Z
A_MOVE_DOWN_AUX
A_MOVE_UP_AUX
A_MOVE_DOWN
A_MOVE_SE_DOWN
A_MOVE_SW_DOWN
A_MOVE_NE_DOWN
A_MOVE_NW_DOWN
A_MOVE_W_DOWN
A_MOVE_E_DOWN
A_MOVE_S_DOWN
A_MOVE_N_DOWN
A_MOVE_UP
A_MOVE_SE_UP
A_MOVE_SW_UP
A_MOVE_NE_UP
A_MOVE_NW_UP
A_MOVE_W_UP
A_MOVE_E_UP
A_MOVE_S_UP
A_MOVE_N_UP
A_CARE_MOVE_UPDOWN
A_CARE_MOVE_SE
A_CARE_MOVE_SW
A_CARE_MOVE_NE
A_CARE_MOVE_NW
A_CARE_MOVE_W
A_CARE_MOVE_E
A_CARE_MOVE_S
A_CARE_MOVE_N
A_MOVE_SAME_SQUARE
A_MOVE_SE
A_MOVE_SW
A_MOVE_NE
A_MOVE_NW
A_MOVE_W
A_MOVE_E
A_MOVE_S
A_MOVE_N
A_RETURN_TO_ARENA
KEYBOARD_CURSOR_DOWN_Z_AUX
KEYBOARD_CURSOR_UP_Z_AUX
KEYBOARD_CURSOR_DOWN_Z
KEYBOARD_CURSOR_UP_Z
KEYBOARD_CURSOR_DOWNRIGHT_FAST
A_GROUND
A_INV_DROP
A_INV_PUTIN
A_INV_EATDRINK
A_INV_WEAR
A_INV_REMOVE
A_INV_LOOK
A_COMPOSE_FILTER
ADV_CONSTRUCTION_START
ADV_CONSTRUCTION_YOU_WORK
ADV_CONSTRUCTION_NAME_SITE
ADV_CONSTRUCTION_WORK_MENU
ADV_CONSTRUCTION_ZONE
ADV_CONSTRUCTION_BUILDING
ADV_CONSTRUCTION_CONSTRUCTION
ADV_CONSTRUCTION_MATERIAL
ADV_CONSTRUCTION_REMOVE_EXISTING
ADV_CONSTRUCTION_REMOVE_PLANS
ADV_CONSTRUCTION_STAIR_UPDOWN
ADV_CONSTRUCTION_ZONE_REMOVE_RECT
ADV_CONSTRUCTION_ZONE_FLOW
ADV_CONSTRUCTION_ZONE_RECT
ADV_CONSTRUCTION_ZONE_DELETE
ADV_CONSTRUCTION_ZONE_ASSIGN
ADV_CONSTRUCTION_ZONE_EDIT
ADV_CONSTRUCTION_ZONE_NEW
A_CONSTRUCTION
A_ABILITY
A_ACTION_WRITE
A_ACTION_COMPOSE
A_ACTION_POWER
A_ACTION_ABILITY
A_ACTION_BUTCHER
A_ACTION_CREATE
A_ACTION
A_INTERACT
A_ASSUME_IDENTITY_WORSHIP
A_ASSUME_IDENTITY_PROFESSION
A_ASSUME_IDENTITY_ORIGIN
A_ASSUME_IDENTITY_NAME
A_ASSUME_IDENTITY_NONE
A_ASSUME_IDENTITY_NEW
A_PERFORM
A_TALK
A_HOLD
A_JUMP
A_INV_DRAW_WEAPON
A_FRESHEST_TRACK
A_DISPLAY_TRACKS
A_YIELD
A_DISPLAY_ODOR
A_ODOR
A_SEARCH
A_LOOK
MULTI_ATTACK
CHARGE_ATTACK
PRECISE_ATTACK
WILD_ATTACK
HEAVY_ATTACK
QUICK_ATTACK
A_ATTACK_CONFIRM
A_WRESTLE
A_ATTACK
A_SHORT_WAIT
HOTKEY_BUILDING_SLAB
HOTKEY_BUILDING_TRACTION_BENCH
HOTKEY_BUILDING_BED
HOTKEY_BUILDING_ARMORSTAND
SEC_OPTION20
SEC_OPTION19
SEC_OPTION18
SEC_OPTION17
SEC_OPTION16
SEC_OPTION15
SEC_OPTION14
SEC_OPTION13
SEC_OPTION12
SEC_OPTION11
SEC_OPTION10
SEC_OPTION9
SEC_OPTION8
SEC_OPTION7
SEC_OPTION6
SEC_OPTION5
SEC_OPTION4
SEC_OPTION3
SEC_OPTION2
SEC_OPTION1
OPTION20
OPTION19
OPTION18
OPTION17
OPTION16
OPTION15
OPTION14
OPTION13
OPTION12
OPTION11
OPTION10
OPTION9
OPTION8
OPTION7
OPTION6
OPTION5
OPTION4
OPTION3
OPTION2
OPTION1
A_STANCE
A_TEMPERATURE
A_WEATHER
A_DATE
A_TRAVEL_HIDE_INSTRUCTIONS
A_TRAVEL_MAP
A_TRAVEL_SLEEP
A_TRAVEL
A_BUILDING
A_COMPANIONS
A_CENTER
A_SPEED_SNEAK
A_SNEAK
A_MOVEMENT_SWIM
A_MOVEMENT
A_TACTICAL_SETTINGS
A_COMBAT
A_ANNOUNCEMENTS
A_SHOOT
A_THROW
HOTKEY_BUILDING_CONSTRUCTION_RAMP
HOTKEY_BUILDING_CONSTRUCTION_FLOOR
HOTKEY_BUILDING_CONSTRUCTION_WALL
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION
HOTKEY_BUILDING_CONSTRUCTION
HOTKEY_BUILDING_TRAP_SPIKE
HOTKEY_BUILDING_TRAP_CAGE
HOTKEY_BUILDING_TRAP_TRIGGER
HOTKEY_BUILDING_TRAP_LEVER
HOTKEY_BUILDING_TRAP_WEAPON
HOTKEY_BUILDING_TRAP_STONE
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA
HOTKEY_BUILDING_MACHINE_ROLLERS
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY
HOTKEY_BUILDING_MACHINE_WINDMILL
HOTKEY_BUILDING_MACHINE_WATER_WHEEL
HOTKEY_BUILDING_MACHINE_SCREW_PUMP
HOTKEY_BUILDING_FARMING
HOTKEY_BUILDING_WORKSHOPS_CLOTHING_LEATHER
HOTKEY_BUILDING_MILITARY
HOTKEY_BUILDING_CAGES_CHAINS
HOTKEY_BUILDING_PORTALS
HOTKEY_BUILDING_FURNITURE
HOTKEY_BUILDING_ARCHERYTARGET
HOTKEY_BUILDING_SUPPORT
HOTKEY_BUILDING_INSTRUMENT
HOTKEY_BUILDING_MACHINE
HOTKEY_BUILDING_TRAP
HOTKEY_BUILDING_TRADEDEPOT
HOTKEY_BUILDING_CAGE
HOTKEY_BUILDING_CHAIN
HOTKEY_BUILDING_ANIMALTRAP
HOTKEY_BUILDING_WINDOW_GEM
HOTKEY_BUILDING_WINDOW_GLASS
HOTKEY_BUILDING_FURNACE
HOTKEY_BUILDING_WORKSHOP
HOTKEY_BUILDING_WELL
HOTKEY_BUILDING_BRIDGE
HOTKEY_BUILDING_ROAD_PAVED
HOTKEY_BUILDING_ROAD_DIRT
HOTKEY_BUILDING_TABLE
HOTKEY_BUILDING_STATUE
HOTKEY_BUILDING_WEAPONRACK
HOTKEY_BUILDING_FARMPLOT
HOTKEY_BUILDING_KENNEL
HOTKEY_BUILDING_BOX
HOTKEY_BUILDING_CABINET
HOTKEY_BUILDING_BARS_FLOOR
HOTKEY_BUILDING_BARS_VERTICAL
HOTKEY_BUILDING_GRATE_FLOOR
HOTKEY_BUILDING_GRATE_WALL
HOTKEY_BUILDING_HATCH
HOTKEY_BUILDING_FLOODGATE
HOTKEY_BUILDING_DOOR
HOTKEY_BUILDING_COFFIN
HOTKEY_BUILDING_CHAIR
HOTKEY_BUILDING_OFFERING_PLACE
HOTKEY_BUILDING_DISPLAY_FURNITURE
HOTKEY_BUILDING_HIVE
HOTKEY_BUILDING_BOOKCASE
HOTKEY_BUILDING_NEST_BOX
D_BURROWS
D_CIVZONE
D_STOCKPILES
D_BUILDING
D_DESIGNATE_ERASE
D_DESIGNATE_TRAFFIC
D_DESIGNATE_ITEMS
D_DESIGNATE_SMOOTH
D_DESIGNATE_GATHER
D_DESIGNATE_CHOP
D_DESIGNATE_DIG
D_TOGGLE_FLUID_NUMBERS
D_TOGGLE_RAMP_INDICATORS
D_HOTKEY16
D_HOTKEY15
D_HOTKEY14
D_HOTKEY13
D_HOTKEY12
D_HOTKEY11
D_HOTKEY10
D_HOTKEY9
D_HOTKEY8
D_HOTKEY7
D_HOTKEY6
D_HOTKEY5
D_HOTKEY4
D_HOTKEY3
D_HOTKEY2
D_HOTKEY1
D_HOT_KEYS
D_PAUSE
D_ONESTEP
HOTKEY_BUILDING_FURNACE_KILN_LAVA
HOTKEY_BUILDING_FURNACE_GLASS_LAVA
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA
HOTKEY_BUILDING_FURNACE_KILN
HOTKEY_BUILDING_FURNACE_GLASS
HOTKEY_BUILDING_FURNACE_SMELTER
HOTKEY_BUILDING_FURNACE_WOOD
HOTKEY_BUILDING_WORKSHOP_ASHERY
HOTKEY_BUILDING_WORKSHOP_FISHERY
HOTKEY_BUILDING_WORKSHOP_KITCHEN
HOTKEY_BUILDING_WORKSHOP_FARMER
HOTKEY_BUILDING_WORKSHOP_STILL
HOTKEY_BUILDING_WORKSHOP_MECHANIC
HOTKEY_BUILDING_WORKSHOP_SIEGE
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN
HOTKEY_BUILDING_WORKSHOP_DYER
HOTKEY_BUILDING_WORKSHOP_TANNER
HOTKEY_BUILDING_WORKSHOP_BUTCHER
HOTKEY_BUILDING_WORKSHOP_MASON
HOTKEY_BUILDING_WORKSHOP_JEWELER
HOTKEY_BUILDING_WORKSHOP_LAVAMILL
HOTKEY_BUILDING_WORKSHOP_METALSMITH
HOTKEY_BUILDING_WORKSHOP_CARPENTER
HOTKEY_BUILDING_WORKSHOP_BOWYER
HOTKEY_BUILDING_WORKSHOP_CLOTHES
HOTKEY_BUILDING_WORKSHOP_LOOM
HOTKEY_BUILDING_WORKSHOP_MILLSTONE
HOTKEY_BUILDING_WORKSHOP_QUERN
HOTKEY_BUILDING_WORKSHOP_LEATHER
HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP
HOTKEY_BUILDING_CONSTRUCTION_TRACK
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN
A_END_TRAVEL
A_CHANGE_GENDER
A_CHANGE_DREAM
A_CUSTOM_PERSONALITY
A_RANDOM_PERSONALITY
A_RANDOM_APPEARANCE_FULL
A_RANDOM_APPEARANCE
A_RANDOM_NAME
A_CUST_NAME
A_ENTER_NAME
CSHEET_ADD_PET
CSHEET_REMOVE_PET
CSHEET_NAME_PET
CSHEET_QUALITY_DOWN
CSHEET_QUALITY_UP
CSHEET_NEW_ITEM
CSHEET_WORSHIP_DOWN
CSHEET_WORSHIP_UP
CSHEET_SELECT_BACKGROUND_OPTION
CSHEET_RANDOMIZE_BACKGROUND
CSHEET_PETS
CSHEET_EQUIPMENT
CSHEET_PERSONALITY
CSHEET_APPEARANCE
CSHEET_SKILLS
CSHEET_NEW_CHARACTER
CSHEET_BACKGROUND
UNITLIST_SPECIALIZE
UNITLIST_SORT_SKILLS
UNITLIST_SORT_HAPPINESS
UNITLIST_SORT_JOB
UNITLIST_SORT_PROF
UNITLIST_SORT_CAT
UNITLIST_SORT_NAME
UNITLIST_JOB_DETAILS
UNITLIST_RECENTER_JOB
FILTER
OPEN_SHEET
ARENA_MORALE
ARENA_CONFLICT_STATE_2
ARENA_CONFLICT_STATE_1
ARENA_WEATHER
ARENA_CREATE_TREE
ARENA_FLUIDS_REMOVE
ARENA_FLUIDS_MUD
ARENA_FLUIDS_SNOW
ARENA_FLUIDS_MAGMA
ARENA_FLUIDS_WATER
ARENA_FLUIDS
ARENA_CREATURE_RESET
ARENA_CREATE_CREATURE
D_ANNOUNCE
D_STOCKS
D_JUSTICE
D_WORLD
D_SQUADS
D_ARTLIST
D_NOBLES
D_ORDERS
D_LABOR
D_LOCATIONS
D_JOBLIST
D_UNITLIST
D_HAULING
DESIGNATE_TOGGLE_MARKER
DESIGNATE_PRIORITY_DOWN
DESIGNATE_PRIORITY_UP
DESIGNATE_MINE_MODE_GEM
DESIGNATE_MINE_MODE_ORE_GEM
DESIGNATE_MINE_MODE_AUTO
DESIGNATE_MINE_MODE_ALL
DESIGNATE_TOGGLE_ADVANCED_OPTIONS
DESIGNATE_FREE_DRAW
DESIGNATE_RECTANGLE
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS
DESIGNATE_CHANNEL
DESIGNATE_RAMP
DESIGNATE_STAIR_UPDOWN
DESIGNATE_DIG
JUSTICE_CONVICT
JUSTICE_INTERROGATE
KITCHEN_BREW
KITCHEN_COOK
ANIMAL_ASSIGN_WORKER
ANIMAL_HUNTING_TRAINING
ANIMAL_WAR_TRAINING
ANIMAL_SELECT_TRAINER
PET_AVAILABLE
PET_GELD
PET_BUTCHER
ADVENTURE_LIST_SCROLL_DOWN
ADVENTURE_LIST_SCROLL_UP
ADVENTURE_LIST_SCROLL_PAGEDOWN
ADVENTURE_LIST_SCROLL_PAGEUP
A_BARTER_SHOW
A_BARTER_TRADE
A_BARTER_CURRENCY_2
A_BARTER_CURRENCY_1
A_BARTER_VIEW
LOAD_MACRO
SAVE_MACRO
PLAY_MACRO
RECORD_MACRO
MACRO_BREAK
ZOOM_OUT
ZOOM_IN
KEYBINDING_COMPLETE
MENU_CONFIRM
A_LOG_MAP
A_LOG_LINE
A_LOG_ZOOM_SELECTED
A_LOG_ZOOM_CURRENT_LOCATION
A_LOG_FILTER
A_LOG_INTRIGUE
A_LOG_ARTIFACTS
A_LOG_BESTIARY
A_LOG_EVENTS
A_LOG_AGREEMENTS
A_LOG_PEOPLE
A_LOG_FEATURE_LAYERS
A_LOG_SUBREGIONS
A_LOG_SITES
A_LOG_ENTITIES
A_LOG_PIN
A_LOG_SORT
A_TRAVEL_LOG
A_LOG
A_TRAVEL_CLOUDS
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STRING_A038
STRING_A037
STRING_A036
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STRING_A033
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STRING_A030
STRING_A029
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STRING_A019
STRING_A018
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STRING_A016
STRING_A015
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STRING_A009
STRING_A008
STRING_A007
STRING_A006
STRING_A005
STRING_A004
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STRING_A001
STRING_A000
DESIGNATE_TRAFFIC_RESTRICTED
DESIGNATE_TRAFFIC_LOW
DESIGNATE_TRAFFIC_NORMAL
DESIGNATE_TRAFFIC_HIGH
DESIGNATE_NO_HIDE
DESIGNATE_HIDE
DESIGNATE_NO_DUMP
DESIGNATE_DUMP
DESIGNATE_NO_MELT
DESIGNATE_MELT
DESIGNATE_UNCLAIM
DESIGNATE_CLAIM
DESIGNATE_FORTIFY
DESIGNATE_TRACK
DESIGNATE_ENGRAVE
DESIGNATE_SMOOTH
DESIGNATE_PLANTS
DESIGNATE_CHOP
DESIGNATE_STANDARD_TO_MARKER
DESIGNATE_MARKER_TO_STANDARD
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CUSTOM_SHIFT_S
CUSTOM_SHIFT_R
CUSTOM_SHIFT_Q
CUSTOM_SHIFT_P
CUSTOM_SHIFT_O
CUSTOM_SHIFT_N
CUSTOM_SHIFT_M
CUSTOM_SHIFT_L
CUSTOM_SHIFT_K
CUSTOM_SHIFT_J
CUSTOM_SHIFT_I
CUSTOM_SHIFT_H
CUSTOM_SHIFT_G
CUSTOM_SHIFT_F
CUSTOM_SHIFT_E
CUSTOM_SHIFT_D
CUSTOM_SHIFT_C
CUSTOM_SHIFT_B
CUSTOM_SHIFT_A
CUSTOM_Z
CUSTOM_Y
CUSTOM_X
CUSTOM_W
CUSTOM_V
CUSTOM_U
CUSTOM_T
CUSTOM_S
CUSTOM_R
CUSTOM_Q
CUSTOM_P
CUSTOM_O
CUSTOM_N
CUSTOM_M
CUSTOM_L
CUSTOM_K
CUSTOM_J
CUSTOM_I
CUSTOM_H
CUSTOM_G
CUSTOM_F
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CUSTOM_D
CUSTOM_C
CUSTOM_B
CUSTOM_A
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CUSTOM_DOWN
CUSTOM_UP
PREFIX
FPS_DOWN
FPS_UP
CUSTOM_ALT_Z
CUSTOM_ALT_Y
CUSTOM_ALT_X
CUSTOM_ALT_W
CUSTOM_ALT_V
CUSTOM_ALT_U
CUSTOM_ALT_T
CUSTOM_ALT_S
CUSTOM_ALT_R
CUSTOM_ALT_Q
CUSTOM_ALT_P
CUSTOM_ALT_O
CUSTOM_ALT_N
CUSTOM_ALT_M
CUSTOM_ALT_L
CUSTOM_ALT_K
CUSTOM_ALT_J
CUSTOM_ALT_I
CUSTOM_ALT_H
CUSTOM_ALT_G
CUSTOM_ALT_F
CUSTOM_ALT_E
CUSTOM_ALT_D
CUSTOM_ALT_C
CUSTOM_ALT_B
CUSTOM_ALT_A
CUSTOM_CTRL_Z
CUSTOM_CTRL_Y
CUSTOM_CTRL_X
CUSTOM_CTRL_W
CUSTOM_CTRL_V
CUSTOM_CTRL_U
CUSTOM_CTRL_T
CUSTOM_CTRL_S
CUSTOM_CTRL_R
CUSTOM_CTRL_Q
CUSTOM_CTRL_P
CUSTOM_CTRL_O
CUSTOM_CTRL_N
CUSTOM_CTRL_M
CUSTOM_CTRL_L
CUSTOM_CTRL_K
CUSTOM_CTRL_J
CUSTOM_CTRL_I
CUSTOM_CTRL_H
CUSTOM_CTRL_G
CUSTOM_CTRL_F
CUSTOM_CTRL_E
CUSTOM_CTRL_D
CUSTOM_CTRL_C
CUSTOM_CTRL_B
CUSTOM_CTRL_A
CUSTOM_SHIFT_Z
CUSTOM_SHIFT_Y
CUSTOM_SHIFT_X
CUSTOM_SHIFT_W
CUSTOM_SHIFT_V
CUSTOM_SHIFT_U
CUSTOM_SHIFT_T
Select all
Deselect
Secondary Select
Select
CUSTOM_ALT_9
CUSTOM_ALT_8
CUSTOM_ALT_7
CUSTOM_ALT_6
CUSTOM_ALT_5
CUSTOM_ALT_4
CUSTOM_ALT_3
CUSTOM_ALT_2
CUSTOM_ALT_1
CUSTOM_ALT_0
CUSTOM_CTRL_SHIFT_RIGHT
CUSTOM_CTRL_SHIFT_LEFT
CUSTOM_CTRL_SHIFT_DOWN
CUSTOM_CTRL_SHIFT_UP
CUSTOM_CTRL_9
CUSTOM_CTRL_8
CUSTOM_CTRL_7
CUSTOM_CTRL_6
CUSTOM_CTRL_5
CUSTOM_CTRL_4
CUSTOM_CTRL_3
CUSTOM_CTRL_2
CUSTOM_CTRL_1
CUSTOM_CTRL_0
CUSTOM_CTRL_SLASH
CUSTOM_CTRL_DELETE
CUSTOM_CTRL_INSERT
CUSTOM_CTRL_PGDN
CUSTOM_CTRL_PGUP
CUSTOM_CTRL_END
CUSTOM_CTRL_HOME
CUSTOM_CTRL_TAB
CUSTOM_CTRL_RIGHT
CUSTOM_CTRL_LEFT
CUSTOM_CTRL_DOWN
CUSTOM_CTRL_UP
CUSTOM_CTRL_BACKSPACE
CUSTOM_CTRL_ENTER
CUSTOM_SHIFT_DELETE
CUSTOM_SHIFT_INSERT
CUSTOM_SHIFT_PGDN
CUSTOM_SHIFT_PGUP
CUSTOM_SHIFT_END
CUSTOM_SHIFT_HOME
CUSTOM_SHIFT_TAB
CUSTOM_SHIFT_RIGHT
CUSTOM_SHIFT_LEFT
CUSTOM_SHIFT_DOWN
CUSTOM_SHIFT_UP
CUSTOM_SHIFT_BACKSPACE
CUSTOM_SHIFT_ENTER
CUSTOM_DELETE
CUSTOM_INSERT
CUSTOM_PGDN
CUSTOM_PGUP
CUSTOM_END
CUSTOM_HOME
CUSTOM_TAB
CUSTOM_RIGHT
CUSTOM_LEFT
Adventure: move north
Adventure: return to arena
Move keyboard cursor down (z), aux
Move keyboard cursor up (z), aux
Move keyboard cursor down (z)
Move keyboard cursor up (z)
Move keyboard cursor down and right, fast
Move keyboard cursor down and left, fast
Move keyboard cursor up and right, fast
Move keyboard cursor up and left, fast
Move keyboard cursor right, fast
Move keyboard cursor left, fast
Move keyboard cursor down, fast
Move keyboard cursor up, fast
Move keyboard cursor down and right
Move keyboard cursor down and left
Move keyboard cursor up and right
Move keyboard cursor up and left
Move keyboard cursor right
Move keyboard cursor left
Move keyboard cursor down
Move keyboard cursor up
Move view/cursor down (z), fast
Move view/cursor up (z), fast
Move view/cursor down (z), aux
Move view/cursor up (z), aux
Move view/cursor down (z)
Move view/cursor up (z)
Move view/cursor down and right, fast
Move view/cursor down and left, fast
Move view/cursor up and right, fast
Move view/cursor up and left, fast
Move view/cursor right, fast
Move view/cursor left, fast
Move view/cursor down, fast
Move view/cursor up, fast
Move view/cursor down and right
Move view/cursor down and left
Move view/cursor up and right
Move view/cursor up and left
Move view/cursor right
Move view/cursor left
Move view/cursor down
Move view/cursor up
Page secondary selector down
Page secondary selector up
Move secondary selector down
Move secondary selector up
Mouse-context scrollbar page down
Mouse-context scrollbar page up
Mouse-context scrollbar down
Mouse-context scrollbar up
Page selector down
Page selector up
Move selector right
Move selector left
Move selector down
Move selector up
Change tab or highlight selection, secondary
Change tab or highlight selection
Main menu
Toggle Fullscreen
Close mega announcement
Leave screen
Adventure: Attack, Wild
Adventure: Attack, Heavy
Adventure: Attack, Quick
Adventure: Attack, Confirm
Adventure: Wrestle
Adventure: Attack
Adventure: Wait One Instant
Adventure: Wait Ten Instants
Adventure: Sleep, Dawn
Adventure: Sleep, Wait
Adventure: Sleep, Sleep
Adventure: Sleep
Adventure: Clear announcements
Adventure: Status, Desc
Adventure: Status, Att/Skills
Adventure: Status, Health
Adventure: Status, Kills
Adventure: Status, Customize
Adventure: Status, Close Combat
Adventure: Status
Adventure: Combat, Charge Defend Mode
Adventure: Combat, Dodge Mode
Adventure: Combat, Attack Mode
Adventure: move view/cursor down (z), fast
Adventure: move view/cursor up (z), fast
Adventure: move view/cursor down (z)
Adventure: move view/cursor up (z)
Adventure: move down, aux
Adventure: move up, aux
Adventure: move down
Adventure: move southeast/down
Adventure: move southwest/down
Adventure: move northeast/down
Adventure: move northwest/down
Adventure: move west/down
Adventure: move east/down
Adventure: move south/down
Adventure: move north/down
Adventure: move up
Adventure: move southeast/up
Adventure: move southwest/up
Adventure: move northeast/up
Adventure: move northwest/up
Adventure: move west/up
Adventure: move east/up
Adventure: move south/up
Adventure: move north/up
Adventure: careful move up/down
Adventure: careful move southeast up/down
Adventure: careful move southwest up/down
Adventure: careful move northeast up/down
Adventure: careful move northwest up/down
Adventure: careful move west up/down
Adventure: careful move east up/down
Adventure: careful move south up/down
Adventure: careful move north up/down
Adventure: move same square
Adventure: move southeast
Adventure: move southwest
Adventure: move northeast
Adventure: move northwest
Adventure: move west
Adventure: move east
Adventure: move south
Adventure: Movement Options, Swim
Adventure: Movement Options
Adventure: Party Tactical Settings
Adventure: Combat Options
Adventure: Announcements
Adventure: Fire
Adventure: Throw
Adventure: Get/Ground
Adventure: Inv. Drop
Adventure: Inv. Put In
Adventure: Inv. Eat/Drink
Adventure: Inv. Wear
Adventure: Inv. Remove
Adventure: Inv. Look
Adventure: Compose, Filter
Adventure: Construction, Start
Adventure: Construction, You Work
Adventure: Construction, Name Site
Adventure: Construction, Work Menu
Adventure: Construction, Zones
Adventure: Construction, Buildings
Adventure: Construction, Constructions
Adventure: Construction, Material
Adventure: Construction, Remove Existing
Adventure: Construction, Remove Plans
Adventure: Construction, Stair Up/down
Adventure: Construction, Remove Zone Rect
Adventure: Construction, Zone Flow
Adventure: Construction, Zone Rect
Adventure: Construction, Delete Zone
Adventure: Construction, Assign Zone
Adventure: Construction, Edit Zone
Adventure: Construction, New Zone
Adventure: Construction
Adventure: Use Ability
Adventure: Misc. Action, Write
Adventure: Misc. Action, Compose
Adventure: Misc. Action, Power
Adventure: Misc. Action, Ability
Adventure: Misc. Action, Butcher
Adventure: Misc. Action, Create
Adventure: Misc. Action
Adventure: Inv. Interact
Adventure: Assume Identity, Worship
Adventure: Assume Identity, Profession
Adventure: Assume Identity, Origin
Adventure: Assume Identity, Name
Adventure: Assume Identity, None
Adventure: Assume Identity, New
Adventure: Perform
Adventure: Talk
Adventure: Hold/Hang (Climb)
Adventure: Jump
Adventure: Inv. Draw Weapon
Adventure: Freshest Track
Adventure: Display Tracks
Adventure: Yield
Adventure: Display Strongest Odor
Adventure: Describe Odor
Adventure: Search
Adventure: Look
Adventure: Attack, Multi
Adventure: Attack, Charge
Adventure: Attack, Precise
Hotkey: Building, Coffin
Hotkey: Building, Chair
Hotkey: Building, Altar
Hotkey: Building, Display Furniture
Hotkey: Building, Hive
Hotkey: Building, Bookcase
Hotkey: Building, Nest Box
Hotkey: Building, Slab
Hotkey: Building, Traction Bench
Hotkey: Building, Bed
Hotkey: Building, Armorstand
Secondary Option 20
Secondary Option 19
Secondary Option 18
Secondary Option 17
Secondary Option 16
Secondary Option 15
Secondary Option 14
Secondary Option 13
Secondary Option 12
Secondary Option 11
Secondary Option 10
Secondary Option 9
Secondary Option 8
Secondary Option 7
Secondary Option 6
Secondary Option 5
Secondary Option 4
Secondary Option 3
Secondary Option 2
Secondary Option 1
Option 20
Option 19
Option 18
Option 17
Option 16
Option 15
Option 14
Option 13
Option 12
Option 11
Option 10
Option 9
Option 8
Option 7
Option 6
Option 5
Option 4
Option 3
Option 2
Option 1
Adventure: Change Stance
Adventure: Get Temperature
Adventure: Get Weather
Adventure: Get Date
Adventure: Travel, Hide Instructions
Adventure: Travel, Map
Adventure: Travel, Sleep
Adventure: Travel
Adventure: Building Interact
Adventure: Companions
Adventure: Center
Adventure: Speed and Sneaking Options
Adventure: Sneak
Hotkey: Building, Wksp, Loom
Hotkey: Building, Wksp, Millstone
Hotkey: Building, Wksp, Quern
Hotkey: Building, Wksp, Leather
Hotkey: Building, Construction, Track Stop
Hotkey: Building, Construction, Track
Hotkey: Building, Construction, Up/Down Stair
Hotkey: Building, Construction, Ramp
Hotkey: Building, Construction, Floor
Hotkey: Building, Construction, Wall
Hotkey: Building, Construction, Fortification
Hotkey: Building, Wall/Floor/Stairs
Hotkey: Building, Trap, Upright Spear/Spike
Hotkey: Building, Trap, Cage
Hotkey: Building, Trap, Trigger
Hotkey: Building, Trap, Lever
Hotkey: Building, Trap, Weapon
Hotkey: Building, Trap, Stone
Hotkey: Building, Siege, Catapult
Hotkey: Building, Siege, Ballista
Hotkey: Building, Machine Component, Rollers
Hotkey: Building, Machine Component, Vertical Axle
Hotkey: Building, Machine Component, Horizontal Axle
Hotkey: Building, Machine Component, Gear Assembly
Hotkey: Building, Machine Component, Windmill
Hotkey: Building, Machine Component, Water Wheel
Hotkey: Building, Machine Component, Screw Pump
Hotkey: Building, Workshops, Farming
Hotkey: Building, Workshops, Cloth/Leather
Hotkey: Building, Military
Hotkey: Building, Cages and Chains
Hotkey: Building, Doors and Hatches
Hotkey: Building, Furniture
Hotkey: Building, Archery Target
Hotkey: Building, Support
Hotkey: Building, Instrument
Hotkey: Building, Machine Component
Hotkey: Building, Trap
Hotkey: Building, Trade Depot
Hotkey: Building, Cage
Hotkey: Building, Chain
Hotkey: Building, Animal Trap
Hotkey: Building, Gem Window
Hotkey: Building, Glass Window
Hotkey: Building, Furnace
Hotkey: Building, Workshop
Hotkey: Building, Well
Hotkey: Building, Bridge
Hotkey: Building, Paved Road
Hotkey: Building, Dirt Road
Hotkey: Building, Table
Hotkey: Building, Statue
Hotkey: Building, Weaponrack
Hotkey: Building, Farm Plot
Hotkey: Building, Kennel
Hotkey: Building, Chest
Hotkey: Building, Cabinet
Hotkey: Building, Floor Bars
Hotkey: Building, Vertical Bars
Hotkey: Building, Floor Grate
Hotkey: Building, Wall Grate
Hotkey: Building, Hatch
Hotkey: Building, Floodgate
Hotkey: Building, Door
Main: World
Main: Squads
Main: Artifacts
Main: Nobles
Main: Work orders
Main: Labor
Main: Locations
Main: Tasks
Main: Units
Main: Hauling
Main: Burrows
Main: Zones
Main: Stockpiles
Main: Buildings
Main: Erase designations
Main: Traffic designations
Main: Item properties
Main: Smooth and engrave
Main: Gather plants
Main: Chop tress
Main: Dig
Main: Toggle fluid numbers
Main: Toggle ramp indicators
Main: Hot Key 16
Main: Hot Key 15
Main: Hot Key 14
Main: Hot Key 13
Main: Hot Key 12
Main: Hot Key 11
Main: Hot Key 10
Main: Hot Key 9
Main: Hot Key 8
Main: Hot Key 7
Main: Hot Key 6
Main: Hot Key 5
Main: Hot Key 4
Main: Hot Key 3
Main: Hot Key 2
Main: Hot Key 1
Main: Hot Keys
Main: Pause/Resume
Main: One-Step
Hotkey: Building, Furn, Kiln
Hotkey: Building, Furn, Glass
Hotkey: Building, Furn, Smelter
Hotkey: Building, Furn, Wood
Hotkey: Building, Wksp, Ashery
Hotkey: Building, Wksp, Fishery
Hotkey: Building, Wksp, Kitchen
Hotkey: Building, Wksp, Farmer
Hotkey: Building, Wksp, Still
Hotkey: Building, Wksp, Mechanic
Hotkey: Building, Wksp, Siege
Hotkey: Building, Wksp, Craftsman
Hotkey: Building, Wksp, Dyer
Hotkey: Building, Wksp, Tanner
Hotkey: Building, Wksp, Butcher
Hotkey: Building, Wksp, Mason
Hotkey: Building, Wksp, Jeweler
Hotkey: Building, Wksp, Lavamill
Hotkey: Building, Wksp, Metalsmith
Hotkey: Building, Wksp, Carpenter
Hotkey: Building, Wksp, Bowyer
Hotkey: Building, Wksp, Clothes
Adventure: Log, Feature Layers
Adventure: Log, Regions
Adventure: Log, Sites
Adventure: Log, Entities
Adventure: Log, Pin
Adventure: Log, Sort
Adventure: Travel, Log
Adventure: Log
Adventure: Travel, Clouds
Adventure: Travel, Visit Site
Adventure: Creation, Change Gender
Adventure: Creation, Change Dream/Goal
Adventure: Creation, Custom Personality
Adventure: Creation, Random Personality
Adventure: Creation, Full Random Appearance
Adventure: Creation, Random Appearance
Adventure: Creation, Random Name
Adventure: Creation, Customize Name
Adventure: Creation, Name Entry
Adventure: Creation, Add Pet
Adventure: Creation, Remove Pet
Adventure: Creation, Name Pet
Adventure: Creation, Quality Down
Adventure: Creation, Quality Up
Adventure: Creation, New Item
Adventure: Creation, Belief Down
Adventure: Creation, Belief Up
Adventure: Creation, Select Background
Adventure: Creation, Randomize Background
Adventure: Creation, Pets
Adventure: Creation, Equipment
Adventure: Creation, Personality
Adventure: Creation, Appearance
Adventure: Creation, Skills
Adventure: Creation, New Character
Adventure: Creation, Background
Unit list: Toggle specialization
Unit list: Sort by skills
Unit lists: Sort by happiness
Unit lists: Sort by job
Unit lists: Sort by profession
Unit lists: Sort by category
Unit lists: Sort by name
Unit lists: Open job details
Unit lists: Recenter on job
Main: Select filter box
Main: Open Item/Unit sheet
Main: Recenter
Arena: Morale
Arena: Conflict state up
Arena: Conflict state down
Arena: Weather
Arena: Create tree
Arena: Fluids, remove
Arena: Fluids, mud
Arena: Fluids, snow
Arena: Fluids, magma
Arena: Fluids, water
Arena: Fluids
Arena: Creature, reset
Arena: Create creature
Main: Announcements
Main: Stocks
Main: Justice
Designate, Reclaim
Designate, Fortify
Designate, Carve Track
Designate, Engrave
Designate, Smooth
Designate, Gather Plants
Designate, Chop Trees
Designate, Standard to Blueprint
Designate, Blueprint to Standard
Designate, Toggle Blueprint
Designate, Priority Down
Designate, Priority Up
Designate, Min Gems
Designate, Mine Ore+Gems
Designate, Mine Auto
Designate, Mine All
Designate, Toggle Advanced Options
Designate, Free Draw
Designate, Rectangle
Designate, Dig Remove Stairs Ramps
Designate, Channel
Designate, Ramp
Designate, UD Stair
Designate, Dig
Justice, Convict
Justice, Interrogate
Kitchen, Brew
Kitchen, Cook
Animals, Assign Work Animal
Animals, Hunting Training
Animals, War Training
Animals, Trainer
Animals, Toggle Available
Animals, Geld
Animals, Slaughter
Adventure: List down
Adventure: List up
Adventure: Page list down
Adventure: Page list up
Adventure: Barter, Show
Adventure: Barter, Trade
Adventure: Barter, Currency 2
Adventure: Barter, Currency 1
Adventure: Barter, View
Macro, Load
Macro, Save
Macro, Play
Macro, Record
Macro, Break
Zoom Out
Zoom In
Complete Binding
Menu Confirm
Adventure: Log, Toggle Map/Info
Adventure: Log, Toggle Line
Adventure: Log, Zoom to Selected
Adventure: Log, Zoom to Current Location
Adventure: Log, Filter
Adventure: Log, Intrigue
Adventure: Log, Artifacts
Adventure: Log, Bestiary
Adventure: Log, Events
Adventure: Log, Agreements
Adventure: Log, People
String: Character 052
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String: Character 005
String: Character 004
String: Character 003
String: Character 002
String: Character 001
String: Backspace
Designate, Restricted Traffic
Designate, Low Traffic
Designate, Normal Traffic
Designate, High Traffic
Designate, No Hide
Designate, Hide
Designate, No Dump
Designate, Dump
Designate, No Melt
Designate, Melt
Designate, Forbid
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Custom: Ctrl + B
Custom: Ctrl + A
Custom: Shift + Z
Custom: Shift + Y
Custom: Shift + X
Custom: Shift + W
Custom: Shift + V
Custom: Shift + U
Custom: Shift + T
Custom: Shift + S
Custom: Shift + R
Custom: Shift + Q
Custom: Shift + P
Custom: Shift + O
Custom: Shift + N
Custom: Shift + M
Custom: Shift + L
Custom: Shift + K
Custom: Shift + J
Custom: Shift + I
Custom: Shift + H
Custom: Shift + G
Custom: Shift + F
Custom: Shift + E
Custom: Shift + D
Custom: Shift + C
Custom: Shift + B
Custom: Shift + A
Custom: Z
Custom: Y
Custom: X
Custom: W
Custom: V
Custom: U
Custom: T
Custom: S
Custom: R
Custom: Q
Custom: P
Custom: O
Custom: N
Custom: M
Custom: L
Custom: K
Custom: J
Custom: I
Custom: H
Custom: G
Custom: F
Custom: E
Custom: D
Custom: C
Custom: B
Custom: A
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Custom: Delete
Custom: Insert
Custom: PgDn
Custom: PgUp
Custom: End
Custom: Home
Custom: Tab
Custom: Right
Custom: Left
Custom: Down
Custom: Up
Command repeat prefix-key
Decrease FPS limit
Increase FPS limit
Custom: Alt + Z
Custom: Alt + Y
Custom: Alt + X
Custom: Alt + W
Custom: Alt + V
Custom: Alt + U
Custom: Alt + T
Custom: Alt + S
Custom: Alt + R
Custom: Alt + Q
Custom: Alt + P
Custom: Alt + O
Custom: Alt + N
Custom: Alt + M
Custom: Alt + L
Custom: Alt + K
Custom: Alt + J
Custom: Alt + I
Custom: Alt + H
Custom: Alt + G
Custom: Alt + F
Custom: Alt + E
Custom: Alt + D
Custom: Alt + C
Custom: Alt + B
Custom: Alt + A
Custom: Ctrl + Z
Custom: Ctrl + Y
Custom: Ctrl + X
Custom: Ctrl + W
Custom: Ctrl + V
Custom: Ctrl + U
Custom: Ctrl + T
Custom: Ctrl + S
Custom: Ctrl + R
Custom: Ctrl + Q
Custom: Ctrl + P
Custom: Ctrl + O
Custom: Ctrl + N
Custom: Ctrl + M
Custom: Ctrl + L
Custom: Ctrl + K
Custom: Ctrl + J
Custom: Ctrl + I
Custom: Ctrl + H
Custom: Ctrl + G
Custom: Ctrl + F
Custom: Ctrl + E
Custom: Ctrl + D
Custom: Ctrl + C
Plus
Asterisk
Rightparen
Leftparen
Quote
Ampersand
Dollar
Hash
Quotedbl
Exclaim
ESC
Enter
Backspace
Custom: Alt + 9
Custom: Alt + 8
Custom: Alt + 7
Custom: Alt + 6
Custom: Alt + 5
Custom: Alt + 4
Custom: Alt + 3
Custom: Alt + 2
Custom: Alt + 1
Custom: Alt + 0
Custom: Ctrl + Shift + Right
Custom: Ctrl + Shift + Left
Custom: Ctrl + Shift + Down
Custom: Ctrl + Shift + Up
Custom: Ctrl + 9
Custom: Ctrl + 8
Custom: Ctrl + 7
Custom: Ctrl + 6
Custom: Ctrl + 5
Custom: Ctrl + 4
Custom: Ctrl + 3
Custom: Ctrl + 2
Custom: Ctrl + 1
Custom: Ctrl + 0
Custom: Ctrl + /
Custom: Ctrl + Delete
Custom: Ctrl + Insert
Custom: Ctrl + PgDn
Custom: Ctrl + PgUp
Custom: Ctrl + End
Custom: Ctrl + Home
Custom: Ctrl + Tab
Custom: Ctrl + Right
Custom: Ctrl + Left
Custom: Ctrl + Down
Custom: Ctrl + Up
Custom: Ctrl + Backspace
Custom: Ctrl + Enter
Custom: Shift + Delete
Custom: Shift + Insert
Custom: Shift + PgDn
Custom: Shift + PgUp
Custom: Shift + End
Custom: Shift + Home
Custom: Shift + Tab
Custom: Shift + Right
Custom: Shift + Left
Custom: Shift + Down
Custom: Shift + Up
Custom: Shift + Backspace
Custom: Shift + Enter
F13
F12
F11
F10
Page Down
Page Up
End
Insert
Left
Right
Down
Numpad Equals
Numpad Enter
Numpad Minus
Numpad Plus
Numpad Multiply
Numpad Divide
Numpad Period
Numpad 9
Numpad 8
Numpad 7
Numpad 6
Numpad 5
Numpad 4
Numpad 3
Numpad 2
Numpad 1
Numpad 0
Backquote
Underscore
Caret
Rightbracket
Backslash
Leftbracket
Question
Greater
Equals
Less
Semicolon
Colon
Slash
Period
Minus
Comma
Menu
Sysreq
Print
Help
Mode
Lgui
Rgui
Lalt
Ralt
Lctrl
Rctrl
Lshift
Rshift
Scrollock
Capslock
Numlock
F15
F14
No macros!
`z-A
@Iq@
`z-A
@Iq@
NAME_ENTITY_MERCHANT_COMPANY
NAME_SIEGE
NAME_BATTLE
NAME_WAR
NAME_CONTINENT
NAME_ISLAND
NAME_ISLAND_SMALL
NAME_PEAK
NAME_REGION
NAME_HILLS
NAME_GRASSLAND
NAME_TUNDRA
NAME_GLACIER
NAME_DESERT
HOLY
NAME_SWAMP
Unrecognized Translation Token: 
T_WORD
Unrecognized Symbol Token: 
S_WORD
Unrecognized Word Token: 
STANDARD_VERB
THE_COMPOUND_PREFIX
FRONT_COMPOUND_PREFIX
REAR_COMPOUND_ADJ
FRONT_COMPOUND_ADJ
REAR_COMPOUND_NOUN_PLUR
REAR_COMPOUND_NOUN_SING
FRONT_COMPOUND_NOUN_PLUR
FRONT_COMPOUND_NOUN_SING
OF_NOUN_PLUR
OF_NOUN_SING
THE_COMPOUND_ADJ
THE_COMPOUND_NOUN_PLUR
THE_COMPOUND_NOUN_SING
THE_NOUN_PLUR
THE_NOUN_SING
ADJ_DIST
VERB
NOUN
SYMBOL
SELECT_TRANSLATION
CUT_TRANSLATION
CUT_SYMBOL
SELECT_WORD
CUT_WORD
--- Logging Translation 
--- Logging Symbol 
--- Logging Word 
[TRANSLATION:
[SYMBOL:
[WORD:
[OBJECT:LANGUAGE]
language_layer
Impoverished Word Selector
*** Error(s) finalizing the translation 
Unrecognized word token: 
*** Error(s) finalizing the symbol 
NAME_FESTIVAL
NAME_BUILDING_TOMB
NAME_BUILDING_KEEP
NAME_WALL
NAME_TUNNEL
NAME_BRIDGE
NAME_ROAD
NAME_BUILDING_HOSPITAL
NAME_BUILDING_LIBRARY
NAME_BUILDING_TEMPLE
NAME_COMMON_RELIGION
Historical events 
Initialization complete...
Sorting
the sacrifice of 
the giving of 
candles
costumes
incense burning
acrobats
the scattering of 
flowers
the carrying of 
images
banners
an order of precedence
criers in front
a moving performance stage
storytelling
a telling of the story of 
mounted 
The event featured 
 centered around 
A holy period dedicated to 
A fair occurred in 
 occurred in 
A festival commemorating 
Defender was victorious.
Attacker was victorious.
Attacker was uncontested.
D: 
, no losses
, one loss
 losses
, all lost
, lost
 creature
 unknown
The causes of the conflict are debated by scholars and very little is truly known.
 natural aversion to the adversary's inherent association with 
 natural aversion to the adversary's worship of 
 religious opposition to the adversary's inherent association with 
 religious opposition to the adversary's worship of 
 disgust with the adversary's godlessness
 a family matter
The most significant cause of the conflict was 
One of the most significant causes of the conflict was 
 was waged by 
began.
occurred.
ended.
[LPAGE:HEC:
Part of 
Legends
Unnamed Underworld area
Unnamed magma sea area
Unnamed underground area
 event
Catacombs
Sewers
Market
Underworld spire
Dark tower
Keep
Mead hall
Counting house
, force
Unnamed
Underground regions
Historical maps
Chronicles by age
Structures
Art
Civilizations and other entities
Codices, scrolls, etc.
Historical figures
Select a category below to begin.
Export XML
Exporting!
Explore the history of 
 event sort 
Structures completed
Artifacts completed
Historical figures 
Check for culled historical figures 
 completed
dark tower
library
temple
keep
mead hall
guildhall
hospital
counting house
Unknown group
Unknown underground area
Unknown region
Unknown book
Unknown artifact
Unknown site
Unknown artwork
 the world.
no civilized peoples existed in
only simple creatures inhabited
fantastic creatures were but mere stories told by travelers.
 crumbled completely.
 again
 yet
 was a time after civilization had
various civilized races peopled the world.
powers fought their final battles.
ancient 
the last of the 
 ruled the world.
fantastic creatures were few and far between, and some even doubted their existence.
fantastic creatures no longer lived in great numbers.
there were still great powers in the world
great powers had returned to the world
the powers of the world were fading
held sway.
still 
living gods and mighty beasts 
 was the only great power in the world.
again 
yet 
 was a time when 
 were the only great powers in the world.
 was a time when the 
 attack
A fearsome
A ceremony occurred in 
A procession occurred in 
A competition
A gladiatory competition
A wrestling competition
A flying race
A foot race
A poetry competition
A music competition
A dance competition
A competition involving 
A performance
A story recital
The story of 
A poetry recital
A recital of 
A concert
A dance
A performance of 
 divine aspect of 
Unknown structure
tower
catacombs
sewers
dungeon
market
underworld spire
`z-A
@Iq@
Unreachable machine node on split
Failed to find machine node frontier on split
Machine node out of bounds on split
LPAGE
EPOP
ERA
HEC
/LPAGE
VAR
KEY
`;!@
`>!@
V!@
P<!@
0xJ@
=!@
p8!@
[!@
9!@
MOON_PHASE
Unrecognized Material Template Token: 
*** Error(s) finalizing the material template 
Unrecognized Color Token in Material Template: 
IMPLIES_ANIMAL_KILL
ALCOHOL_PLANT
ALCOHOL_CREATURE
CHEESE_PLANT
CHEESE_CREATURE
POWDER_MISC_PLANT
POWDER_MISC_CREATURE
STOCKPILE_GLOB
STOCKPILE_GLOB_SOLID
STOCKPILE_GLOB_PASTE
STOCKPILE_GLOB_PRESSED
LIQUID_MISC_PLANT
LIQUID_MISC_CREATURE
LIQUID_MISC_OTHER
STRUCTURAL_PLANT_MAT
SEED_MAT
STOCKPILE_PLANT_GROWTH
BONE
CARTILAGE
TILE_COLOR
BASIC_COLOR
STATE_COLOR
STATE_NAME
STATE_NAME_ADJ
STATE_ADJ
ABSORPTION
IMPACT_YIELD
IMPACT_FRACTURE
IMPACT_ELASTICITY
IMPACT_STRAIN_AT_YIELD
COMPRESSIVE_YIELD
COMPRESSIVE_FRACTURE
COMPRESSIVE_ELASTICITY
COMPRESSIVE_STRAIN_AT_YIELD
TENSILE_YIELD
TENSILE_FRACTURE
TENSILE_ELASTICITY
TENSILE_STRAIN_AT_YIELD
TORSION_YIELD
TORSION_FRACTURE
TORSION_ELASTICITY
TORSION_STRAIN_AT_YIELD
SHEAR_YIELD
SHEAR_FRACTURE
SHEAR_ELASTICITY
SHEAR_STRAIN_AT_YIELD
BENDING_YIELD
BENDING_FRACTURE
BENDING_ELASTICITY
BENDING_STRAIN_AT_YIELD
MAX_EDGE
MATERIAL_VALUE
SPEC_HEAT
HEATDAM_POINT
COLDDAM_POINT
IGNITE_POINT
MELTING_POINT
BOILING_POINT
MAT_FIXED_TEMP
IF_EXISTS_SET_HEATDAM_POINT
IF_EXISTS_SET_COLDDAM_POINT
IF_EXISTS_SET_IGNITE_POINT
IF_EXISTS_SET_MELTING_POINT
IF_EXISTS_SET_BOILING_POINT
IF_EXISTS_SET_MAT_FIXED_TEMP
SOLID_DENSITY
LIQUID_DENSITY
MOLAR_MASS
EXTRACT_STORAGE
BUTCHER_SPECIAL
MEAT_CATEGORY
MEAT_NAME
BLOCK_NAME
MATERIAL_REACTION_PRODUCT
ITEM_REACTION_PRODUCT
HARDENS_WITH_WATER
SOAP_LEVEL
MULTIPLY_VALUE
magma
boiling magma
RED
amber
ground amber
FEATHER
NERVOUS_TISSUE
HOOF
CHITIN
ANTLER
THREAD_PLANT
TOOTH
HORN
SHELL
SILK
GENERATES_MIASMA
ROTS
BLOOD_MAP_DESCRIPTOR
ICHOR_MAP_DESCRIPTOR
GOO_MAP_DESCRIPTOR
SLIME_MAP_DESCRIPTOR
PUS_MAP_DESCRIPTOR
SWEAT_MAP_DESCRIPTOR
TEARS_MAP_DESCRIPTOR
SPIT_MAP_DESCRIPTOR
EVAPORATES
ENTERS_BLOOD
ALCOHOL
EDIBLE_VERMIN
EDIBLE_RAW
EDIBLE_COOKED
DO_NOT_CLEAN_GLOB
NO_STONE_STOCKPILE
ITEMS_METAL
ITEMS_BARRED
ITEMS_SCALED
ITEMS_LEATHER
ITEMS_SOFT
ITEMS_HARD
IS_STONE
IS_CERAMIC
UNDIGGABLE
DISPLAY_UNGLAZED
YARN
STOCKPILE_THREAD_METAL
IS_METAL
IS_GLASS
CRYSTAL_GLASSABLE
ITEMS_WEAPON
ITEMS_WEAPON_RANGED
ITEMS_ANVIL
ITEMS_AMMO
ITEMS_DIGGER
ITEMS_ARMOR
ITEMS_DELICATE
ITEMS_SIEGE_ENGINE
ITEMS_QUERN
STONE_NAME
IS_GEM
OVERWRITE_SOLID
TEMP_DIET_INFO
SLIME
ICHOR
GOO
FILTH
POWDER_DYE
ITEM_SYMBOL
DISPLAY_COLOR
BUILD_COLOR
pressed grime
CREATURE_1
unknown frozen creature substance
unknown frozen creature powder
unknown creature paste
unknown pressed frozen creature substance
unknown creature substance
unknown boiling creature substance
PLANT_1
unknown frozen plant substance
unknown frozen plant powder
unknown frozen plant paste
unknown pressed frozen plant substance
unknown plant substance
unknown boiling plant substance
SYNDROME
SYN_NAME
SYN_AFFECTED_CLASS
SYN_IMMUNE_CLASS
SYN_AFFECTED_CREATURE
SYN_CLASS
SYN_IDENTIFIER
SYN_IMMUNE_CREATURE
SYN_CONCENTRATION_ADDED
CE_REDUCE_PAIN
SEV
:BP missing body part group token
:BP missing body part token
:BP missing tissue token
Unrecognized CE_REDUCE_PAIN token: 
CE_PAIN
Unrecognized CE_PAIN token: 
CE_REDUCE_SWELLING
Unrecognized CE_REDUCE_SWELLING token: 
CE_CURE_INFECTION
Unrecognized CE_CURE_INFECTION token: 
CE_SWELLING
Unrecognized CE_SWELLING token: 
CE_HEAL_NERVES
Unrecognized CE_HEAL_NERVES token: 
CE_STOP_BLEEDING
Unrecognized CE_STOP_BLEEDING token: 
CE_OOZING
Unrecognized CE_OOZING token: 
CE_BRUISING
Unrecognized CE_BRUISING token: 
CE_CLOSE_OPEN_WOUNDS
Unrecognized CE_CLOSE_OPEN_WOUNDS token: 
CE_HEAL_TISSUES
Unrecognized CE_HEAL_TISSUES token: 
CE_REGROW_PARTS
Unrecognized CE_REGROW_PARTS token: 
CE_BLISTERS
Unrecognized CE_BLISTERS token: 
CE_NUMBNESS
Unrecognized CE_NUMBNESS token: 
CE_REDUCE_PARALYSIS
Unrecognized CE_REDUCE_PARALYSIS token: 
CE_PARALYSIS
Unrecognized CE_PARALYSIS token: 
CE_REDUCE_FEVER
Unrecognized CE_REDUCE_FEVER token: 
CE_FEVER
Unrecognized CE_FEVER token: 
amber paste
pressed amber
coral
ground coral
coral paste
pressed coral
WHITE
green glass
ground green glass
green glass paste
pressed green glass
molten green glass
boiling green glass
DARK_GREEN
clear glass
ground clear glass
clear glass paste
pressed clear glass
molten clear glass
boiling clear glass
crystal glass
ground crystal glass
crystal glass paste
pressed crystal glass
molten crystal glass
boiling crystal glass
slush
coal
coal powder
coal slush
pressed coal
BLACK
potash
potash slush
pressed potash
ash
ash paste
pressed ash
ASH_GLAZE
pearlash
pearlash paste
pressed pearlash
frozen lye
frozen lye powder
lye slush
lye
boiling lye
pressed dirt
BROWN
pressed vomit
molten salt
boiling salt
pressed filth
frozen filth
frozen filth powder
filth slush
boiling filth
unknown frozen substance
unknown frozen powder
unknown slush
unknown substance
unknown boiling substance
grime
grime paste
EMOTION
Unrecognized CE_FEEL_EMOTION token: 
CE_CHANGE_PERSONALITY
FACET
Unrecognized CE_CHANGE_PERSONALITY token: 
CE_ERRATIC_BEHAVIOR
Unrecognized CE_ERRATIC_BEHAVIOR token: 
CE_SKILL_ROLL_ADJUST
PERC
PERC_ON
Unrecognized CE_SKILL_ROLL_ADJUST token: 
CDI token precedes any CAN_DO_INTERACTION tag
SYNDROME_TAG
CREATURE_FLAG
FORBIDDEN_CREATURE_FLAG
CREATURE_CASTE_FLAG
FORBIDDEN_CREATURE_CASTE_FLAG
HAVE_FAST_EFFORTLESS_GAIT_SPEED
ALL_SLOW_EFFORTLESS_GAIT_SPEED
PERIODIC
COUNTER_TRIGGER
Unrecognized CE Token: 
ALCOHOLIC
MILK_COUNTER
EGG_SPENT
GROUNDED_ANIMAL_ANGER
TIME_SINCE_SUCKED_BLOOD
DRINKING_BLOOD
Unrecognized Counter: 
PROB
LOCALIZED
RESISTABLE
ABRUPT
ABRUPT_START
ABRUPT_END
SIZE_DELAYS
SIZE_DILUTES
VASCULAR_ONLY
MUSCULAR_ONLY
START
PEAK
END
DWF_STRETCH
 feel less pain.
 looks less pained.
 less swelling.
 no longer infected.
 recover
 recovers
 from nerve damage.
 less bleeding.
 fewer wounds.
 fewer damaged tissues.
 body parts regrow!
 and more regrow!
 regrows!
tissues regrow!
 and geldables regrow!
geldables regrow!
 less sluggish.
 less feverish.
 cough
 coughs
CE_BLEEDING
Unrecognized CE_BLEEDING token: 
CE_COUGH_BLOOD
Unrecognized CE_COUGH_BLOOD token: 
CE_VOMIT_BLOOD
Unrecognized CE_VOMIT_BLOOD token: 
CE_REDUCE_NAUSEA
Unrecognized CE_REDUCE_NAUSEA token: 
CE_NAUSEA
Unrecognized CE_NAUSEA token: 
CE_UNCONSCIOUSNESS
Unrecognized CE_UNCONSCIOUSNESS token: 
CE_NECROSIS
Unrecognized CE_NECROSIS token: 
CE_IMPAIR_FUNCTION
Unrecognized CE_IMPAIR_FUNCTION token: 
CE_DROWSINESS
Unrecognized CE_DROWSINESS token: 
CE_REDUCE_DIZZINESS
Unrecognized CE_REDUCE_DIZZINESS token: 
CE_DIZZINESS
Unrecognized CE_DIZZINESS token: 
CE_SPECIAL_ATTACK_INTERACTION
:INTERACTION missing token
Unrecognized CE_SPECIAL_ATTACK_INTERACTION token: 
CE_ADD_TAG
Unsupported CE add tag: 
CE_REMOVE_TAG
Unsupported CE remove tag: 
CE_DISPLAY_TILE
CAN_BE_HIDDEN
Unrecognized CE_DISPLAY_TILE token: 
CE_DISPLAY_NAME
Unrecognized CE_DISPLAY_NAME token: 
CE_FLASH_TILE
Unrecognized CE_FLASH_TILE token: 
CE_PHYS_ATT_CHANGE
Unrecognized CE_PHYS_ATT_CHANGE token: 
CE_MENT_ATT_CHANGE
Unrecognized CE_MENT_ATT_CHANGE token: 
CE_BODY_APPEARANCE_MODIFIER
APPEARANCE_MODIFIER
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: 
CE_BP_APPEARANCE_MODIFIER
RESERVED_WHOLE_PART
Unrecognized CE_BP_APPEARANCE_MODIFIER token: 
CE_MATERIAL_FORCE_MULTIPLIER
MAT_MULT
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: 
CE_SPEED_CHANGE
SPEED_PERC
SPEED_ADD
Unrecognized CE_SPEED_CHANGE token: 
CE_BODY_MAT_INTERACTION
MAT_TOKEN
Unrecognized CE_BODY_MAT_INTERACTION token: 
CE_SENSE_CREATURE_CLASS
Unrecognized CE_SENSE_CREATURE_CLASS token: 
CE_CAN_DO_INTERACTION
Unrecognized CE_CAN_DO_INTERACTION token: 
CE_BODY_TRANSFORMATION
Unrecognized CE_BODY_TRANSFORMATION token: 
CE_FEEL_EMOTION
 up blood.
 vomit
 blood.
 less nauseated.
 less dizzy.
: Unrecognized Color Token in Material Template: 
CE_MATERIAL_FORCE_MULTIPLIER: 
Unrecognized Creature/Caste Token in Body Transformation Effect: 
Interaction Token not recognized : 
DEFAULT_ICON
TARGET
Unrecognized CDI Target Token: 
TARGET_RANGE
LOCATION_HINT
USAGE_HINT
ADV_NAME
MAX_TARGET_NUMBER
WAIT_PERIOD
VERBAL_SPEECH
CAN_BE_MUTUAL
VERBAL
FREE_ACTION
VERB_REVERSE
TARGET_VERB
BP_REQUIRED
--- Logging Inorganic 
ALL_NAMES
TRUNK_PERIOD
HEAVY_BRANCH_DENSITY
DIRECTED_BRANCH_DENSITY
BRANCH_DENSITY
LIGHT_BRANCH_DENSITY
MAX_TRUNK_HEIGHT
HEAVY_BRANCH_RADIUS
DIRECTED_BRANCH_RADIUS
LIGHT_BRANCH_RADIUS
BRANCH_RADIUS
TRUNK_BRANCHING
MAX_TRUNK_DIAMETER
TRUNK_WIDTH_PERIOD
CAP_PERIOD
CAP_RADIUS
ROOT_DENSITY
ROOT_RADIUS
STANDARD_TILE_NAMES
 trunk
 roots
 branches
 twigs
 cap
TRUNK_NAME
ROOT_NAME
ROOTS_NAME
BRANCHES_NAME
LIGHT_BRANCHES_NAME
DIRECTED_BRANCHES_NAME
HEAVY_BRANCHES_NAME
CAP_NAME
TWIGS_NAME
GRASS
TREE_TILE
DEAD_TREE_TILE
SAPLING_TILE
DEAD_SAPLING_TILE
TREE_COLOR
DEAD_TREE_COLOR
SAPLING_COLOR
DEAD_SAPLING_COLOR
SAPLING_DROWN_LEVEL
TREE_DROWN_LEVEL
GROWDUR
PICKED_TILE
DEAD_PICKED_TILE
GRASS_TILES
ALT_PERIOD
ALT_GRASS_TILES
GRASS_COLORS
TREE_HAS_MUSHROOM_CAP
SHRUB_TILE
DEAD_SHRUB_TILE
CLUSTERSIZE
PICKED_COLOR
DEAD_PICKED_COLOR
SHRUB_COLOR
DEAD_SHRUB_COLOR
BASIC_MAT
MILL
SHRUB_DROWN_LEVEL
TWIGS_SIDE_BRANCHES
TWIGS_ABOVE_BRANCHES
CUT_INORGANIC
SELECT_INORGANIC
: Could not locate material template 
WAFERS
SPECIAL
DEEP_SPECIAL
DIVINE
MYTHICAL_REMNANT
MYTHICAL_SUBSTANCE
THREAD_METAL
DEEP_SURFACE
AQUIFER
METAMORPHIC
SEDIMENTARY
SOIL
SOIL_OCEAN
SOIL_SAND
SEDIMENTARY_OCEAN_SHALLOW
SEDIMENTARY_OCEAN_DEEP
IGNEOUS_INTRUSIVE
IGNEOUS_EXTRUSIVE
ENVIRONMENT
Missing Stone Environment Token: 
Missing Stone Environment Inclusion Type Token: 
Missing Frequency for Stone Environment: 
ALL_STONE
IGNEOUS_ALL
ALLUVIAL
Unrecognized Stone Environment Token: 
ENVIRONMENT_SPEC
Missing Stone Environment Spec Token: 
Missing Stone Environment Spec Inclusion Type Token: 
Missing Frequency for Stone Environment Spec: 
LAVA
Unrecognized Inorganic Material Definition Token: 
GROWTH
SELECT_GROWTH
GROWTH_ITEM
GROWTH_TRUNK_HEIGHT_PERC
GROWTH_TIMING
GROWTH_DROPS_OFF
GROWTH_DROPS_OFF_NO_CLOUD
GROWTH_HOST_TILE
BRANCHES
LIGHT_BRANCHES
HEAVY_BRANCHES
DIRECTED_BRANCHES
CAP
ROOTS
TRUNK
TWIGS
ALL_BRANCHES
BRANCHES_AND_TWIGS
LIGHT_BRANCHES_AND_TWIGS
ALL_BRANCHES_AND_TWIGS
SAPLING
ALL_BRANCHES_AND_TRUNK
HEAVY_BRANCHES_AND_TRUNK
DIRECTED_BRANCHES_AND_TRUNK
GROWTH_DENSITY
GROWTH_HAS_SEED
GROWTH_PRINT
GROWTH_NAME
NAME_PLURAL
TWIGS_BELOW_BRANCHES
TWIGS_SIDE_HEAVY_BRANCHES
TWIGS_ABOVE_HEAVY_BRANCHES
TWIGS_BELOW_HEAVY_BRANCHES
TWIGS_SIDE_TRUNK
TWIGS_ABOVE_TRUNK
TWIGS_BELOW_TRUNK
SEED
EXTRACT_STILL_VIAL
EXTRACT_VIAL
EXTRACT_BARREL
WET
DRY
Unrecognized Plant Token: 
--- Logging Plant 
CUT_PLANT
SELECT_PLANT
: Smelt Ore Not Found, Token - 
: Thread Metal Ore Not Found, Token - 
: Environment Spec Stone Not Found, Token - 
Sharp blades
Extract 
 strands
Ore of 
inorganic_generated
[OBJECT:INORGANIC]
[INORGANIC:
plant_generated
[OBJECT:PLANT]
[PLANT:
 skipped: identifier cannot start with 'classic'.
 skipped: identifier cannot start with 'vanilla'.
 has characters that can't be used in filename.  Loading without these characters.
Mod identifier 
DISPLAYED_VERSION
NUMERIC_VERSION
EARLIEST_COMPATIBLE_NUMERIC_VERSION must be less than or equal to NUMERIC_VERSION!
EARLIEST_COMPATIBLE_NUMERIC_VERSION
REQUIRES_ID
EARLIEST_COMPATIBLE_DISPLAYED_VERSION
 has characters that can't be used in filename.
Identifier 
REQUIRES_ID_AFTER_ME
REQUIRES_ID_BEFORE_ME
STEAM_FILE_ID
CONFLICTS_WITH_ID
STEAM_DESCRIPTION
STEAM_TITLE
STEAM_KEY_VALUE_TAG
STEAM_TAG
STEAM_CHANGELOG
STEAM_METADATA
Two installed mods have the same id and numeric version: 
Unrecognized mod info token: 
).  Using the first encountered: 
Two uninstalled mods have the same id and numeric version: 
data/vanilla/vanilla_text/
data/vanilla/vanilla_text/info.txt
data/vanilla/vanilla_languages/info.txt
Failed to find vanilla text header.
Failed to find vanilla languages header.
data/vanilla/vanilla_languages/
data/vanilla/vanilla_descriptors/
data/vanilla/vanilla_descriptors/info.txt
data/vanilla/vanilla_materials/info.txt
Failed to find vanilla descriptors header.
Failed to find vanilla materials header.
data/vanilla/vanilla_materials/
data/vanilla/vanilla_environment/
data/vanilla/vanilla_environment/info.txt
data/vanilla/vanilla_plants/info.txt
Failed to find vanilla environment header.
Failed to find vanilla plants header.
data/vanilla/vanilla_plants/
data/vanilla/vanilla_items/
data/vanilla/vanilla_items/info.txt
data/vanilla/vanilla_buildings/info.txt
Failed to find vanilla items header.
Failed to find vanilla buildings header.
data/vanilla/vanilla_buildings/
data/vanilla/vanilla_bodies/
data/vanilla/vanilla_bodies/info.txt
data/vanilla/vanilla_creatures/info.txt
Failed to find vanilla bodies header.
Failed to find vanilla creatures header.
data/vanilla/vanilla_creatures/
data/vanilla/vanilla_entities/
data/vanilla/vanilla_entities/info.txt
data/vanilla/vanilla_reactions/info.txt
Failed to find vanilla entities header.
Failed to find vanilla reactions header.
data/vanilla/vanilla_reactions/
data/vanilla/vanilla_interactions/
data/vanilla/vanilla_interactions/info.txt
data/vanilla/vanilla_descriptors_graphics/info.txt
Failed to find vanilla interactions header.
data/vanilla/vanilla_plants_graphics/info.txt
Failed to find vanilla descriptors graphics header.
data/vanilla/vanilla_items_graphics/info.txt
Failed to find vanilla plants graphics header.
data/vanilla/vanilla_buildings_graphics/info.txt
Failed to find vanilla items graphics header.
data/vanilla/vanilla_creatures_graphics/info.txt
Failed to find vanilla buildings graphics header.
data/vanilla/vanilla_interactions_graphics/info.txt
Failed to find vanilla creatures graphics header.
data/vanilla/vanilla_world_map/info.txt
Failed to find vanilla interactions graphics header.
Failed to find vanilla world map header.
data/vanilla/vanilla_world_map/
data/vanilla/vanilla_interface/
data/vanilla/vanilla_interface/info.txt
data/vanilla/vanilla_music/info.txt
Failed to find vanilla interface header.
Failed to find vanilla music header.
data/vanilla/vanilla_music/
/info.txt
data/installed_mods/*
mods/
mods/*
info.txt
mods/*.zip
couldn't create directory %s
Error allocating memory
 has become entangled in a hidden web!
path moved off track
path not closed, attempting fix
 has claimed a 
path not closed, attempting to follow
Your mason has defaced a 
 has begun a mysterious construction!
 destroyed
Your engraver has carved a track through a 
loop path fail: 
 toppled
<invalid start> 
<same square> 
 -> 
<invalid goal> 
:Path Goal 
: Id #
 push
:Station 
 past you, interrupting your action.
 pushes
 has cooked a masterpiece!
 has dyed a masterpiece!
You chop down the 
--- Logging Music 
SELECT_MUSIC
CUT_MUSIC
*** Error(s) finalizing the music 
MOUNTAINHOME_CARD_1
CRAFTSDWARFSHIP_CARD_5
MOUNTAINHOME_CARD_3
MOUNTAINHOME_CARD_2
MOUNTAINHOME_CARD_5
MOUNTAINHOME_CARD_4
SECOND_YEAR_PLUS
CAVERNS_OPENED
MEGABEAST_ATTACK
FIRST_CAVERN_OPENED
TAVERN_MUSIC_PRESENT
FORGOTTEN_BEAST_ATTACK
JUST_EMBARKED
TAVERN_DANCE_PRESENT
FORT_LEVEL
LOST_FORT
Song file unrecognized: 
FIRST_GHOST
Card unrecognized: 
CARD
Unrecognized Music Context Token: 
Unrecognized Music Frequency Token: 
Unrecognized Music Event Token: 
EVENT
Unrecognized Music Token: 
EXPANSIVE_CAVERN
KOGANUSAN
HILL_DWARF
DEATH_SPIRAL
DRINK_AND_INDUSTRY
FORGOTTEN_BEAST
FIRST_YEAR
VILE_FORCE_OF_DARKNESS
STRIKE_THE_EARTH
ANOTHER_YEAR
CRAFTSDWARFSHIP
WINTER_ENTOMBS_YOU
THE_CAPITAL
STRIKE_IT_AGAIN
LIFE_OF_ADVENTURE
BRUISING_THE_FAT
HAMLET_MEMOIRS
BEYOND_THE_GATES
SISTERS_OF_WAR
INTO_THE_PITS
PONY_RIDER
CANNIBAL
LOSING_IS_FUN
TWO_COINS
EXPANSIVE_CAVERN_CARD_2
EXPANSIVE_CAVERN_CARD_1
EXPANSIVE_CAVERN_CARD_4
EXPANSIVE_CAVERN_CARD_3
HILL_DWARF_CARD_2
HILL_DWARF_CARD_1
HILL_DWARF_CARD_4
HILL_DWARF_CARD_3
FORGOTTEN_BEAST_CARD_1
HILL_DWARF_CARD_5
FORGOTTEN_BEAST_CARD_3
FORGOTTEN_BEAST_CARD_2
FORGOTTEN_BEAST_CARD_5
FORGOTTEN_BEAST_CARD_4
VILE_FORCE_OF_DARKNESS_CARD_2
VILE_FORCE_OF_DARKNESS_CARD_1
VILE_FORCE_OF_DARKNESS_CARD_4
VILE_FORCE_OF_DARKNESS_CARD_3
FIRST_YEAR_CARD_1
VILE_FORCE_OF_DARKNESS_CARD_5
FIRST_YEAR_CARD_3
FIRST_YEAR_CARD_2
ANOTHER_YEAR_CARD_1
FIRST_YEAR_CARD_4
ANOTHER_YEAR_CARD_3
ANOTHER_YEAR_CARD_2
ANOTHER_YEAR_CARD_5
ANOTHER_YEAR_CARD_4
STRIKE_THE_EARTH_CARD_2
STRIKE_THE_EARTH_CARD_1
STRIKE_THE_EARTH_CARD_4
STRIKE_THE_EARTH_CARD_3
WINTER_ENTOMBS_YOU_CARD_2
WINTER_ENTOMBS_YOU_CARD_1
WINTER_ENTOMBS_YOU_CARD_4
WINTER_ENTOMBS_YOU_CARD_3
CRAFTSDWARFSHIP_CARD_2
CRAFTSDWARFSHIP_CARD_1
CRAFTSDWARFSHIP_CARD_4
CRAFTSDWARFSHIP_CARD_3
form of music used for entertainment
form of music used to commemorate important events
form of music used during marches and military engagements
 directed toward the worship of 
devotional form of music
The form guides musicians during improvised performances.  
The rules of the form are applied by composers to produce individual pieces of music which can be performed.  
speaker
singer
recite
chanter
 the words of 
recites
 nonsensical words and sounds
 any composition of
 music is played on 
while the
al voices join in melody and counterpoint, harmony and rhythm
The music
al voices cover melody, harmony and rhythm
al voices bring melody, counterpoint and rhythm
The musical voices 
 is melody and rhythm without harmony
bring melody and counterpoint
join in melody, counterpoint and harmony
are joined in melody
bring melody with harmony
be loud
be moderately loud
become louder and louder
be very loud
fade into silence
become softer and softer
The melody and counterpoint both have 
start loud then be immediately soft
mid-length phrases
short phrases
phrases of varied length
long phrases
, while the counterpoint has 
The melody has 
The counterpoint melody has 
 throughout the form.  
Never more than an interval sounds at once.  
Only one pitch is ever played at a time.  
Pitches are densely packed in clusters as music moves from chord to chord.  
Chords, seldom-used, are sparse -- intervals and single pitches are favored.  
The music repeats for as long as necessary.  
The music is broadly layered with chords spanning the range.  
without preference for a scale
It is performed 
 scale
using the 
free rhythm
 and in 
Throughout, when possible, performers are to 
Throughout, when possible, composers and performers are to 
use grace notes
glide from note to note
make trills
use mordents
locally improvise
play rapid runs
add fills
syncopate
modulate frequently
alternate tension and repose
play staccato
play arpeggios
freely adjust the beats
play legato
match notes and syllables
spread syllables over many notes
 or composing
From beginning to end, when improvising
always
, artists should 
sometimes
often
rising
 include a 
falling-rising
rising-falling
sharpened
 melody pattern
 on the rise
 degree
 as well as 
 on the fall
grace notes
glides
The entire performance 
The musical voices are purely rhythmic
stress the rhythm
should 
be bright
be stately
be made with skill
be lively
be spirited
be vigorous
be fiery
be delicate
be made with feeling
bring a sense of motion
be passionate
feel agitated
be broad
sparkle
be strong
be made sweetly
be forceful
be energetic
be made expressively
feel heroic
be joyful
feel furious
be merry
be grand
build as it proceeds
be graceful
be melancholic
evoke tears
be made with a light touch
feel mournful
feel mysterious
feel heavy
feel playful
be jumpy
feel calm
feel tender
is at a free tempo
be triumphant
is slow
is very slow
is moderately paced
is at a walking pace
is fast
is moderately fast
is extremely fast
is very fast
slows and broadens
accelerates as it proceeds
is at a hurried pace
is consistently slowing
slows down and dies away as it draws to a close
gradually slows as it comes to an end
becomes frenzied as it proceeds
becomes calmer as the end is approached
, and it is to
is to
be very soft
be in whispered undertones
be moderately soft
be soft
 series of variations
 theme
all repeated
possibly 
 up to 
repeated
Each of the 
 times
series of variations
simple passage
The passage
Each passage
the melody of the
 is voiced by 
the harmony of the
the counterpoint of the
 reciting the words of 
the rhythm of the
 reciting nonsensical words and sounds
 reciting
is half the tempo of the last passage
is twice the tempo of the last passage
is slower than the last passage
moves more quickly than the last passage
resumes the original tempo
resumes the previous tempo
each of the 
stays in the 
 voice
covers its entire range
 register
is confined to the 
ranges from the 
 in the melody and counterpoint
covers its entire range from the 
 in the melody.  
 in the melody, while the counterpoint has 
Only one pitch is ever played at a time in this passage.  
 in the counterpoint melody.  
This passage typically has some sparse chords.  
This passage features only melodic tones and intervals.  
This passage is richly layered with full chords making use of the available range.  
Chords are packed close together in dense clusters in this passage.  
 should be composed and performed using 
 is performed 
locally improvisation
 should be performed using 
fills
syncopation
frequent modulation
alternation between tension and repose
melismatic phrasing
free adjustment of the beats
 should 
syllabic phrasing
 notes spaced evenly throughout the octave.  
Scales are constructed from 
In quartertones, their spacing is roughly 
 notes dividing the octave.  
Scales are conceived of as two chords built using a division of the perfect fourth interval into 
, where 1 is the tonic, O marks the octave and x marks other notes.  
The tonic note is fixed only at the time of performance.  
 notes.  
trills
mordents
arpeggios
rapid runs
legato
staccato
 always 
Each 
does the counterpoint melody
does the main melody
provides the rhythm
does harmony
perform with feeling
perform with skill
perform expressively
perform sweetly
perform with a light touch
build as the performance proceeds
glides from note to note
is to 
uses mordents
uses grace notes
plays rapid runs
makes trills
syncopates
locally improvises
modulates frequently
adds fills
plays staccato
plays arpeggios
spreads syllables over many notes
plays legato
The voice stays in the 
matches notes and syllables
 register.  
middle
The voice ranges from the 
The voice uses its entire range.  
The voice is confined to the 
 register to the 
 voice uses its entire range.  
top
The voice uses its entire range from the 
 voice ranges from the 
 has the following structure: 
 has a simple structure: 
an additional
 has a well-defined multi-passage structure: 
 lengthy
another 
 unrelated
 brief
 introduction
 passage
 recapitulation
 exposition
 verse
 synthesis
 finale
 chorus
 bridge-passage
 coda
 second
 first
Every note is named.  
The tonic note is a fixed tone passed from teacher to student.  
Preferred notes in the fundamental scale are named.  
A single note in the fundamental scale is named.  
After a scale is constructed, the root note of chords are named.  
After a scale is constructed, notes are named according to degree.  
The names are 
It is called 
As always, the 
spoken 
hexatonic
pentatonic
 scale is 
heptatonic
thought of as joined chords spanning a perfect fifth and a perfect fourth
constructed by selection of degrees from the fundamental scale.  The degrees selected are 
thought of as two disjoint chords spanning a tritone and a perfect fourth
thought of as two disjoint chords spanning a perfect fifth and a major third
thought of as two disjoint chords spanning two perfect fourths
thought of as two disjoint chords drawn from the fundamental division of the perfect fourth
[B]The 
These chords are named 
tetrachord
trichord
 (completing the octave)
pentachord
degrees of the quartertone octave scale
degrees of the semitone octave scale
degrees of the fundamental perfect fourth division
degrees of the octave scale
[B]The rhythm system is fundamentally polymetric.  There are always multiple rhythm lines, and the beats are always played together, even if one rhythm line completes (and then repeats) before the other is finished.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named.  
[B]The rhythm system is fundamentally polyrhythmic.  There are always multiple rhythm lines, and each of their bars is played over the same period of time, regardless of the number of beats.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named.  
 patterns: 
 rhythm is made from 
As stated above, they are to be played in polyrhythm.  
 (considered the primary)
The patterns are to be played in the same beat, allowing one to repeat before the other is concluded.  
As stated above, they are to be played in polymeter.  
 rhythm is a single line with 
The patterns are to be played over the same period of time, concluding together regardless of beat number.  
 divided into 
 beats
 pattern
 bars in a 
The beat is stressed as follows:
The beats are named 
! marks the primary accent, 
[B]where 
` marks a beat as early, 
X marks an accented beat, 
x is a beat
' marks a beat as late, 
 and | indicates a bar.  
, - is silent
Duplicate inventory removed: 
Number of Demon Types
Number of Night Troll Types
Titan Attack Exported Wealth Rating
Titan Attack Created Wealth Rating
Number of Vampire Curse Types
Number of Werebeast Curse Types
Number of Bogeyman Types
Number of Nightmare Types
Werebeast Attack Created Wealth Rating
Number of Secret Types
Werebeast Attack Population Rating
Werebeast Attack Exported Wealth Rating
Number of Evil Cloud Types
Number of Evil Rain Types
Number of Regional Interaction Types
Number of Disturbance Interaction Types
Allow Mythical Healing
Allow Divination
Generate Divine Materials
Generate Mythical Materials
Allow Necromancer Lieutenants
Allow Necromancer Ghouls
Allow Demonic Experiments
Allow Necromancer Experiments
Desired Good Square Count in Medium Subregions
Desired Good Square Count in Large Subregions
Allow Necromancer Summons
Desired Good Square Count in Small Subregions
Desired Evil Square Count in Large Subregions
Minimum Initial 
Desired Evil Square Count in Small Subregions
Desired Evil Square Count in Medium Subregions
Minimum Final 
Erosion Cycle Count
 Square Count
 Region Count
Periodically Erode Extreme Cliffs
Do Orographic Precipitation and Rain Shadows
Minimum River Start Locations (Pre-Erosion)
Desired River Start Locations (Post-Erosion)
Cavern Layer Openness Min
Cavern Layer Openness Max
Maximum Number of Subregions
Cavern Layer Number
Cavern Layer Water Min
Cavern Layer Water Max
Cavern Layer Passage Density Min
Cavern Layer Passage Density Max
Z Levels Above Ground
Z Levels Above Layer 1
Magma Layer
Bottom Layer (Forces Magma)
Z Levels Above Layer 4
Z Levels Above Layer 5
Z Levels Above Layer 2
Z Levels Above Layer 3
Maximum Natural Cave Size
Number of Mountain Caves
Z Levels At Bottom
Minimum Natural Cave Size
Make Caves Visible
Allow Init Embark Options to Show Tunnels
Number of Non-Mountain Caves
Number of Mythical Sites
Use Seed
Use Name Seed
Use Creature Seed
 Seed
Use History Seed
End Year
Population Cap After Civ Creation
Custom world name
Embark Points
Percentage Beasts Dead For Stoppage
Ignore
No Cap
Site Cap After Civ Creation
Reveal All Historical Events
Elevation
Year to Begin Checking Megabeast Percentage
Cull Unimportant Historical Figures
Drainage
Volcanism
Rainfall
Temperature
Maximum 
 X-Variance
Savagery
Minimum 
2 x 2
4 x 4
 Y-Variance
Elevation Mesh Size
32 x 32
 Elevation Weighted Range (
8 x 8
16 x 16
Drainage Mesh Size
 Drainage Weighted Range (
Rain Mesh Size
 Rain Weighted Range (
Temperature Mesh Size
 Temperature Weighted Range (
Savagery Mesh Size
 Savagery Weighted Range (
Pole
North or South
Volcanism Mesh Size
 Volcanism Weighted Range (
Minimum Mountain Peak Number
Minimum Partial Edge Oceans
North and/or South
North and South
Mineral Scarcity (Low = More minerals)
Max Megabeast Caves
Minimum Complete Edge Oceans
Minimum Volcano Number
Titan Number
Titan Attack Population Rating
No Beasts
Max Semimegabeast Caves
MEGABEAST_CAP
SEMIMEGABEAST_CAP
VOLCANISM_FREQUENCY
MINERAL_SCARCITY
WEREBEAST_ATTACK_TRIGGER
DEMON_NUMBER
TITAN_NUMBER
TITAN_ATTACK_TRIGGER
NIGHTMARE_NUMBER
VAMPIRE_NUMBER
NIGHT_TROLL_NUMBER
BOGEYMAN_NUMBER
REGIONAL_INTERACTION_NUMBER
DISTURBANCE_INTERACTION_NUMBER
WEREBEAST_NUMBER
SECRET_NUMBER
GENERATE_MYTHICAL_MATERIALS
ALLOW_MYTHICAL_HEALING
EVIL_CLOUD_NUMBER
GENERATE_DIVINE_MATERIALS
ALLOW_NECROMANCER_EXPERIMENTS
ALLOW_NECROMANCER_LIEUTENANTS
ALLOW_DIVINATION
ALLOW_DEMONIC_EXPERIMENTS
EVIL_RAIN_NUMBER
GOOD_SQ_COUNTS
ALLOW_NECROMANCER_GHOULS
ALLOW_NECROMANCER_SUMMONS
RIVER_MINS
SUBREGION_MAX
EVIL_SQ_COUNTS
REGION_COUNTS
CAVERN_LAYER_OPENNESS_MAX
CAVERN_LAYER_PASSAGE_DENSITY_MIN
CAVERN_LAYER_COUNT
CAVERN_LAYER_OPENNESS_MIN
CAVERN_LAYER_WATER_MAX
HAVE_BOTTOM_LAYER_1
CAVERN_LAYER_PASSAGE_DENSITY_MAX
CAVERN_LAYER_WATER_MIN
LEVELS_ABOVE_LAYER_1
LEVELS_ABOVE_LAYER_2
HAVE_BOTTOM_LAYER_2
LEVELS_ABOVE_GROUND
LEVELS_ABOVE_LAYER_5
LEVELS_AT_BOTTOM
LEVELS_ABOVE_LAYER_3
LEVELS_ABOVE_LAYER_4
MOUNTAIN_CAVE_MIN
NON_MOUNTAIN_CAVE_MIN
CAVE_MIN_SIZE
CAVE_MAX_SIZE
TOTAL_CIV_POPULATION
SITE_CAP
MYTHICAL_SITE_NUM
TOTAL_CIV_NUMBER
DRAINAGE_RANGES
SAVAGERY_RANGES
ELEVATION_RANGES
RAIN_RANGES
LARGE ISLAND
LARGE REGION
VOLCANISM_RANGES
Unrecognized World Gen Token: 
Playable Civilization Required
Minimum Number of Mid-Elevation Squares
Only in Finder
Number of Civilizations
Minimum Number of Mid-Rain Squares
Minimum Number of Low-Rain Squares
Minimum Number of Low-Elevation Squares
Minimum Number of High-Elevation Squares
Minimum Number of Low-Drainage Squares
Minimum Number of High-Drainage Squares
Minimum Number of High-Rain Squares
Minimum Number of Mid-Drainage Squares
Minimum Number of High-Savagery Squares
Minimum Number of Mid-Volcanism Squares
Minimum Number of Mid-Savagery Squares
Minimum Number of Low-Savagery Squares
prefs/world_gen.txt
WORLD_GEN
Minimum Number of Low-Volcanism Squares
Minimum Number of High-Volcanism Squares
CREATURE_SEED
CUSTOM_NAME
HISTORY_SEED
NAME_SEED
PARTIAL_OCEAN_EDGE_MIN
OCEAN_EDGE_MIN
EMBARK_POINTS
PEAK_NUMBER_MIN
CULL_HISTORICAL_FIGURES
EROSION_CYCLE_COUNT
COMPLETE_OCEAN_EDGE_MIN
REVEAL_ALL_HISTORY
POLE
NORTH_OR_SOUTH
PERIODICALLY_ERODE_EXTREMES
OROGRAPHIC_PRECIPITATION
SOUTH
NORTH_AND_SOUTH
NORTH_AND_OR_SOUTH
NORTH
VOLCANO_MIN
END_YEAR
ALL_CAVES_VISIBLE
PLAYABLE_CIVILIZATION_REQUIRED
RAINFALL
DRAINAGE
BEAST_END_YEAR
ELEVATION
PS_EL
PS_RF
VOLCANISM
SAVAGERY
PS_VL
PS_SV
PS_TP
PS_DR
 preset failed to load X value at Y = 
ELEVATION_FREQUENCY
Attempted to set world gen presets prior to dimensions
 preset attempted beyond Y range
TEMPERATURE_FREQUENCY
SAVAGERY_FREQUENCY
RAIN_FREQUENCY
DRAINAGE_FREQUENCY
The world generator is having trouble placing grasslands.  
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
The world generator is having trouble placing rivers.  
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  
The world generator is having trouble placing hills.  
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  
Make sure your parameters and presets aren't so variable that biomes change frequently.  
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
Alternatively, you can reduce the number of rivers required by the parameters.
The world generator is placing too many subregions.  
Alternatively, you can reduce the number of mountain caves required by the parameters.
The world generator is having trouble placing low-lying caves.  
The world generator is having trouble placing mountain caves.  
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  
The world generator is having trouble placing enough civilizations.  
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
Alternatively, you can reduce the number of civilizations required by the parameters.
The world generator couldn't find any civilization definitions.  
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.  
Make sure your parameters and presets have adequate squares of this kind.  
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  
The world generator is having trouble placing a controllable civilization.  
Civilizations use available plants in their surroundings as their initial crops.  
Make sure your parameters and raw objects have adequate vegetation.  
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
The world generator is having trouble placing farming civilizations.  
Command Line: World generation parameter set 
 not found -- using default.
** Starting New Arena **
Command Line: World generation parameter set located successfully.
Loading data needed to create new world
Initializing music load...
CREATE WORLD NOW = 
Command Line: World image, detailed image and info exported.
Arena profile
Back to main menu
Finalizing...
Create arena
Basic options
Detailed mode
Welcome to the arena!  Here you can test mods or just play around.
Create world
In such a young world certain game elements will not be available.
A shorter history means certain game elements might not be available.
World map size
History length
Number of civilizations
Maximum number of sites
This may take several minutes!
This may take a long while!
Mineral occurrence
Pocket
Number of beasts
Natural savagery
5 years
50 years
Smaller
Medium
SMALL ISLAND
SMALL REGION
MEDIUM ISLAND
MEDIUM REGION
POCKET ISLAND
POCKET REGION
SMALLER ISLAND
SMALLER REGION
You might want to check your maximum elevation value and other elevation parameters.  
Can the elevation 400 be placed enough times to provide space for your peaks?  
Command Line: World generation manually aborted.
The world generator is having trouble placing enough mountain peaks.  
Alternatively, you can reduce the number of peaks required by the parameters.
The world generator is having trouble placing enough mid-level elevations.  
You might want to check your preset elevations for the elevation 400.  
You must have at least as many of these highest elevation points as you are requiring peaks.  
Alternatively, you can reduce the number of mid-level elevation squares required.
The world generator is having trouble placing enough low elevations.  
Can your parameters achieve elevations between 100 and 299?  
You might want to adjust the parameters governing elevation frequencies.  
Can your parameters achieve elevations between 300 and 400?  
The world generator is having trouble placing enough ocean squares along the edges.  
Can your parameters achieve elevations between 0 and 99?  
The world generator is having trouble placing enough high elevations.  
Alternatively, you can reduce the number of edge oceans required.
The world generator is having trouble placing rainfall in the manner specified by the parameters.  
Can your parameters achieve elevations between 0 and 99 frequently?  
You might want to adjust the parameters governing elevation.  
The world generator is having trouble setting drainage in the manner specified by the parameters.  
You might want to adjust the parameters governing drainage.  
You might want to adjust the parameters governing rainfall.  
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
You might want to adjust the parameters governing savagery.  
Alternatively, you can reduce the number of high, medium or low savagery squares required.
Alternatively, you can reduce the number of high, medium or low drainage squares required.
The world generator is having trouble placing savagery in the manner specified by the parameters.  
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
The world generator is having trouble placing enough volcanos.  
The world generator is having trouble setting volcanism in the manner specified by the parameters.  
You might want to adjust the parameters governing volcanism.  
You might want to check your preset volcanism for the value 100.  
You must have at least as many of these highest volcanism points as you are requiring volcanos.  
You might want to check your maximum volcanism value.  
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
Alternatively, you can reduce the number of volcanos required by the parameters.
The world generator is having trouble placing swamps and marshes.  
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
The world generator is having trouble placing forests.  
The world generator is having trouble placing deserts and badlands.  
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  
The world generator is having trouble placing mountains.  
Make sure your parameters and presets can support high elevation areas.  
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
Make sure your parameters and presets can support low elevation areas.  
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
The world generator is having trouble placing oceans.  
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
The world generator is having trouble placing tundra regions.  
The world generator is having trouble placing glaciers.  
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  
FOREST REJECTION
MOUNTAIN REJECTION
SWAMP REJECTION
DESERT REJECTION
TUNDRA REJECTION
GRASSLAND REJECTION
OCEAN REJECTION
GLACIER REJECTION
TOO MANY REGIONS
LACK OF MOUNTAIN CAVES
HILLS REJECTION
LACK OF RIVERS
NO CIVILIZATIONS AVAILABLE
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
LACK OF LOW-LYING CAVES
UNABLE TO PLACE ENOUGH CIVILIZATIONS
ABORT NOW and I'll look over my parameters.
ALLOW THIS REJECTION TYPE and continue reporting others.
FARMING CIVILIZATION PLACED WITHOUT CROPS
CONTINUE until you give me another warning.
Keep world and return to main menu
Use world now
ALLOW ALL REJECTS, even if I end up with a legends-only world!
Play now
Shallow Clay
Shallow Sand
Continue generating
Ice
Deep soil
Very deep soil
Little soil
Some soil
Heavy aquifer
Light aquifer
Extremely deep soil
Varied aquifer
 or hold+drag the middle mouse button.
LARGE
Flux stone layer
To recenter, press 
vanilla_descriptors
vanilla_materials
vanilla_text
vanilla_languages
vanilla_items
vanilla_buildings
vanilla_environment
vanilla_plants
vanilla_entities
vanilla_reactions
vanilla_bodies
vanilla_creatures
vanilla_interface
vanilla_music
vanilla_interactions
vanilla_world_map
DISPLAY_NAME
DIMX
data/init/arena.txt
ARENA
MAP_LEVEL
REPEAT_LAST_MAP_LEVEL
DIMY
START_CENTER
500 years
Very high
100 years
250 years
Frequent
Everywhere
Very rare
Rare
Choose or create a parameter set to make a custom world.
New parameter set
Parameters saved!
Parameters loaded!
Height
Various seeds
Load
Width
Really change the dimensions?
This parameter set will be reset.
Random seed
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Preparing elevation...
Creating 
Creating the world
Forming lakes
 and minerals...
Setting temperature...
Running rivers...
Importing wildlife...
Recounting legends...
Growing vegetation...
Verifying terrain...
Making cave civilizations...
Making cave pops...
Finished prehistory...
Placing civilizations... (
Placing good/evil...
Placing caves... (
Placing other beasts...
Placing megabeasts...
Finalizing art... (
Finalizing uniforms... (
Prehistory init...
Finalizing civ mats... (
Historical figures: 
An abridged chronicle (
Finalizing sites... (
, year 
LACK OF PEAKS
MEDIUM ELEVATION REJECTION
 events total):
   Events: 
LACK OF EDGE OCEANS
RAINFALL REJECTION
LOW ELEVATION REJECTION
HIGH ELEVATION REJECTION
VOLCANISM REJECTION
LACK OF VOLCANOS
DRAINAGE REJECTION
SAVAGERY REJECTION
Unrecognized arena token: 
gen_modlist.txt
`z-A
@Iq@
`z-A
TOLERANT
EMOTIONALLY_OBSESSIVE
PERFECTIONIST
CLOSEMINDED
DUTIFULNESS
THOUGHTLESSNESS
SWAYED_BY_EMOTIONS
ALTRUISM
GREGARIOUSNESS
ASSERTIVENESS
ORDERLINESS
TRUST
IMAGINATION
ABSTRACT_INCLINED
ACTIVITY_LEVEL
EXCITEMENT_SEEKING
SUSPICION
ALARM
ART_INCLINED
Unrecognized Personality Facet Token: 
GRIEF
TRIUMPH
SHOCK
HORROR
FEAR
SADNESS
RAGE
GRIM_SATISFACTION
VENGEFULNESS
TERROR
JOY
BLISS
ADMIRATION
ADORATION
SATISFACTION
ACCEPTANCE
AGGRAVATION
AGONY
AFFECTION
AGITATION
AMBIVALENCE
AMUSEMENT
ALIENATION
AMAZEMENT
ANNOYANCE
ANXIETY
ANGER
ANGUISH
ASTONISHMENT
AVERSION
APATHY
AROUSAL
BOREDOM
CARING
AWE
BITTERNESS
CONTENTMENT
DEJECTION
CONFUSION
CONTEMPT
DISAPPOINTMENT
DISGUST
DELIGHT
DESPAIR
HATE_PROPENSITY
ENVY_PROPENSITY
LOVE_PROPENSITY
ANGER_PROPENSITY
ANXIETY_PROPENSITY
CHEER_PROPENSITY
DEPRESSION_PROPENSITY
GREED
IMMODERATION
LUST_PROPENSITY
STRESS_VULNERABILITY
FRIENDLINESS
POLITENESS
WASTEFULNESS
DISCORD
CONFIDENCE
VANITY
DISDAIN_ADVICE
BRAVERY
IMMODESTY
HUMOR
AMBITION
GRATITUDE
CRUELTY
SINGLEMINDED
VENGEFUL
PRIDE
BASHFUL
PRIVACY
HOPEFUL
CURIOUS
EXPECTANCY
DOUBT
ANGST
DEFEAT
EUPHORIA
EXCITEMENT
ENTHUSIASM
PESSIMISM
GAIETY
Unrecognized Emotion Token: 
[C:4:0:0]
DISMAY
DISPLEASURE
DISILLUSIONMENT
DISLIKE
ELATION
EMBARRASSMENT
DISTRESS
EAGERNESS
EXASPERATION
EXHILARATION
EMPTINESS
ENJOYMENT
FRIGHT
FRUSTRATION
FEROCITY
FONDNESS
GLUMNESS
GROUCHINESS
GLEE
GLOOM
HATRED
HOPE
GRUMPINESS
GUILT
INSULT
INTEREST
HOPELESSNESS
HUMILIATION
JOLLINESS
JOVIALITY
IRRITATION
ISOLATION
LONELINESS
MORTIFICATION
JUBILATION
LOATHING
OPTIMISM
OUTRAGE
NERVOUSNESS
NOSTALGIA
PLEASURE
RAPTURE
PANIC
PASSION
REGRET
REMORSE
REJECTION
RELIEF
RESTLESS
RIGHTEOUS_INDIGNATION
REPENTANCE
RESENTMENT
SHAME
SYMPATHY
SELF_PITY
SERVILE
UNEASINESS
UNHAPPINESS
TENDERNESS
THRILL
WRATH
ZEAL
WONDER
WORRY
Like others in 
personally 
 culture, 
respects the law
doesn't feel strongly about the law
is an absolute believer in the rule of law
has a great deal of respect for the law
finds the idea of laws abhorrent
has the highest regard for loyalty
does not respect the law
disdains the law
doesn't particularly value loyalty
views loyalty unfavorably
greatly prizes loyalty
values loyalty
sees family as one of the most important things in life
values family greatly
disdains loyalty
is disgusted by the idea of loyalty
is put off by family
lacks any respect for family
values family
does not care about family one way or the other
sees friendship as one of the finer things in life
thinks friendship is important
finds the idea of family loathsome
believes friendship is a key to the ideal life
is completely put off by the idea of friends
finds the whole idea of friendship disgusting
does not care about friendship
finds friendship burdensome
respects power
doesn't find power particularly praiseworthy
believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect
sees power over others as something to strive for
finds the acquisition and use of power abhorrent and would have all masters toppled
believes the truth is inviolable regardless of the cost
has a negative view of those who exercise power over others
hates those who wield power over others
thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion
believes it is important to conceal emotions and refrain from complaining
hates freedom and would crush the independent spirit wherever it is found
views any show of emotion as offensive
feels that those who attempt to conceal their emotions are vain and foolish
 best never to associate with such secretive fools
doesn't see much value in being stoic
sees no value in holding back complaints and concealing emotions
views the pursuit of knowledge as deeply important
values knowledge
sees concealment of emotions as a betrayal and tries 
finds the quest for knowledge to be of the very highest value
thinks the quest for knowledge is a delusional fantasy
sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools
doesn't see the attainment of knowledge as important
finds the pursuit of knowledge to be a waste of effort
sees introspection as important
doesn't really see the value in self-examination
feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect
deeply values introspection
finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived
believes that self-mastery and the denial of impulses are of the highest ideals
finds introspection to be a waste of time
thinks that introspection is valueless and those that waste time in self-examination are deluded fools
doesn't particularly value self-control
finds those that deny their impulses somewhat stiff
finds moderation and self-control to be very important
values self-control
views tranquility as one of the highest ideals
strongly values tranquility and quiet
sees the denial of impulses as a vain and foolish pursuit
has abandoned any attempt at self-control and finds the whole concept deeply offensive
prefers a noisy, bustling life to boring days without activity
is greatly disturbed by quiet and a peaceful existence
values tranquility and a peaceful day
doesn't have a preference between tranquility and tumult
strongly believes that a peaceful and ordered society without dissent is best
values a harmonious existence
is disgusted by tranquility and would that the world would constantly churn with noise and activity
would have the world operate in complete harmony without the least bit of strife or disorder
can't fathom why anyone would want to live in an orderly and harmonious society
believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found
sees equal parts of harmony and discord as part of life
doesn't respect a society that has settled into harmony without debate and strife
finds merrymaking and partying worthwhile activities
doesn't really value merrymaking
believes that little is better in life than a good party
truly values merrymaking and parties
is appalled by merrymaking, parties and other such worthless activities
ship
sees merrymaking as a waste
is disgusted by merrymakers
has a great deal of respect for worthy 
values good 
 to be of the highest ideals and celebrates talented artisans and their masterworks
holds 
considers 
 as a total waste
doesn't particularly care about 
 to be relatively worthless
 with disgust and would desecrate a so-called masterwork or two if 
views 
sees the pursuit of good 
 could get away with it
does not particularly value the truth
finds blind honesty foolish
believes that honesty is a high ideal
values honesty
holds well-laid plans and shrewd deceptions in the highest regard
greatly respects the shrewd and guileful
sees lying as an important means to an end
is repelled by the idea of honesty and lies without compunction
sees guile and cunning as indirect and somewhat worthless
holds shrewd and crafty individuals in the lowest esteem
values cunning
does not really value cunning and guile
deeply respects eloquent speakers
values eloquence
is utterly disgusted by guile and cunning
believes that artful speech and eloquent expression are of the highest ideals
 somewhat disgusted with eloquent speakers
finds 
doesn't value eloquence so much
finds eloquence and artful speech off-putting
has great respect for fairness
respects fair-dealing and fair-play
sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such
holds fairness as one of the highest ideals and despises cheating of any kind
 finds it profitable
finds the idea of fair-dealing foolish and cheats when 
does not care about fairness
sees life as unfair and doesn't mind it that way
greatly respects those that observe decorum and maintain their dignity
values decorum, dignity and proper behavior
is disgusted by the idea of fairness and will freely cheat anybody at any time
views decorum as a high ideal and is deeply offended by those that fail to maintain it
sees those that attempt to maintain dignified and proper behavior as vain and offensive
is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting
doesn't care very much about decorum
finds maintaining decorum a silly, fumbling waste of time
values tradition
doesn't have any strong feelings about tradition
holds the maintenance of tradition as one of the highest ideals
is a firm believer in the value of tradition
 encounters if given a chance
is disgusted by tradition and would flout any 
disregards tradition
finds the following of tradition foolish and limiting
values artwork
doesn't care about art one way or another
believes that the creation and appreciation of artwork is one of the highest ideals
greatly respects artists and their works
finds art offensive and would have it destroyed whenever possible
places cooperation as one of the highest ideals
finds artwork boring
sees the whole pursuit of art as silly
doesn't see cooperation as valuable
dislikes cooperation
sees cooperation as very important in life
values cooperation
believes that freedom and independence are completely non-negotiable and would fight to defend them
treasures independence
views cooperation as a low ideal not worthy of any respect
is thoroughly disgusted by cooperation
finds the ideas of independence and freedom somewhat foolish
sees freedom and independence as completely worthless
values independence
doesn't really value independence one way or another
doesn't care about nature one way or another
finds nature somewhat disturbing
has a deep respect for animals, plants and the natural world
values nature
believes the idea of war is utterly repellent and would have peace at all costs
believes that peace is always preferable to war
has a deep dislike of the natural world
would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit
sees war as a useful means to an end
believes war is preferable to peace in general
values peace over war
doesn't particularly care between war and peace
a strengthening after 
less extreme after 
thinks that the world should be engaged in perpetual warfare
a turn-around after 
dreams of ruling the world
dreams of creating a great work of art
due to 
dreams of raising a family
dreams of becoming a legendary warrior
dreams of mastering a skill
dreams of crafting a masterwork someday
dreams of bringing lasting peace to the world
dreams of making a great discovery
dreams of attaining rank in society
dreams of falling in love
dreams of seeing the great natural places of the world
is always in love with somebody and easily develops positive feelings
very easily falls into love and develops positive feelings
dreams of bathing the world in chaos
, and this dream was realized
is not the type to fall in love or even develop positive feelings
never falls in love or develops positive feelings toward anything
can easily fall in love or develop positive sentiments
does not easily fall in love and rarely develops positive sentiments
is quick to form negative views about things
does not easily hate or develop negative feelings
is often inflamed by hatred and easily develops hatred toward things
is prone to hatreds and often develops negative feelings
is consumed by overpowering feelings of jealousy
is prone to strong feelings of jealousy
very rarely develops negative feelings toward things
never feels hatred toward anyone or anything
is rarely jealous
never envies others their status, situation or possessions
often feels envious of others
doesn't often feel envious of others
is often cheerful
is rarely happy or enthusiastic
often feels filled with joy
can be very happy and optimistic
is frequently depressed
is often sad and dejected
is dour as a rule
is never the slightest bit cheerful about anything
almost never feels discouraged
never feels discouraged
often feels discouraged
rarely feels discouraged
is quick to anger
is slow to anger
is in a constant state of internal rage
is very quick to anger
values martial prowess
does not really value skills related to fighting
believes that martial prowess defines the good character of an individual
deeply respects skill at arms
abhors those that pursue the mastery of weapons and skill with fighting
believes that the mastery of a skill is one of the highest pursuits
finds those that develop skill with weapons and fighting distasteful
thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed
doesn't care if others take the time to master skills
finds the pursuit of skill mastery off-putting
really respects those that take the time to master a skill
respects the development of skill
believes that hard work is one of the highest ideals and a key to the good life
deeply respects those that work hard at their labors
believes that the time taken to master a skill is a horrible waste
sees the whole idea of taking time to master a skill as appalling
sees working hard as a foolish waste of time
thinks working hard is an abject idiocy
values hard work
doesn't really see the point of working hard
believes that those who sacrifice for others should be deeply respected
values sacrifice
finds the proposition that one should work hard in life utterly abhorrent
finds sacrifice to be one of the highest ideals
finds sacrifice to be the height of folly
thinks that the entire concept of sacrifice for others is truly disgusting
doesn't particularly respect sacrifice as a virtue
sees sacrifice as wasteful and foolish
sees competition as reasonably important
doesn't have strong views on competition
holds the idea of competition among the most important and would encourage it wherever possible
views competition as a crucial driving force in the world
finds the very idea of competition obscene
believes that perseverance is one of the greatest qualities somebody can have
sees competition as wasteful and silly
deeply dislikes competition
doesn't think much about the idea of perseverance
sees perseverance in the face of adversity as bull-headed and foolish
greatly respects individuals that persevere through their trials and labors
respects perseverance
believes that it would be a fine thing if all time were leisure time
treasures leisure time and thinks it is very important in life
thinks there is something deeply wrong with people that persevere through adversity
finds the notion that one would persevere through adversity completely abhorrent
finds leisure time wasteful
is offended by leisure time and leisurely living
values leisure time
doesn't think one way or the other about leisure time
really respects commerce and those that engage in trade
respects commerce
believes that those that take leisure time are evil and finds the whole idea disgusting
sees engaging in commerce as a high ideal in life
finds those that engage in trade and commerce to be fairly disgusting
holds the view that commerce is a vile obscenity
doesn't particularly respect commerce
is somewhat put off by trade and commerce
values romance
doesn't care one way or the other about romance
sees romance as one of the highest ideals
thinks romance is very important in life
finds even the abstract idea of romance repellent
holds nature to be of greater value than most aspects of civilization
finds romance distasteful
is somewhat disgusted by romance
exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it
is very polite and observes appropriate rules of decorum when possible
is unfriendly and disagreeable
is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility
is very impolite and inconsiderate of propriety
is a vulgar being who does not care a lick for even the most basic rules of civilized living
is quite polite
could be considered rude
dislikes receiving advice, preferring to keep 
has a tendency to go it alone, without considering the advice of others
 own counsel
disdains even the best advice of associates and family, relying strictly on 
is unable to make decisions without a great deal of input from others
is utterly fearless when confronted with danger, to the point of lacking common sense
tends to ask others for help with difficult decisions
relies on the advice of others during decision making
is somewhat fearful in the face of imminent danger
has great trouble mastering fear when confronted by danger
is incredibly brave in the face of looming danger, perhaps a bit foolhardy
is brave in the face of imminent danger
presupposes success in any venture requiring 
 skills
is a coward, completely overwhelmed by fear when confronted with danger
 skills with what could be called blind overconfidence
 abilities when undertaking specific ventures
is generally quite confident of 
 in situations requiring 
is extremely confident of 
lacks confidence in 
 talent and abilities
sometimes acts with little determination and confidence
 abilities
is completely wrapped up in 
 own looks and accomplishments
has no confidence at all in 
 own appearance, abilities and other personal matters
is pleased by 
 talents and accomplishments
is greatly pleased by 
 own appearance and talents
takes no pleasure in 
 appearance, talents or other personal vanities
is not inherently proud of 
 talents and appearance
 situation
is very ambitious, always looking for a way to better 
could not care less about 
has a relentless drive, completely consumed by ambition
is not driven and rarely feels the need to pursue even a modest success
has no ambition whatsoever
is quite ambitious
isn't particularly ambitious
 out and tries to return favors
is grateful when others help 
unerringly returns favors and has a profound sense of gratitude for the kind actions of others
feels a strong need to reciprocate any favor done for 
 needed it
, no matter how major the help or how much 
takes offered help and gifts without feeling particularly grateful
accepts favors without developing a sense of obligation, preferring to act as the current situation demands
always presents 
 boldly, even if it would offend an average sense of modesty
does not feel the slightest need to reciprocate favors that others do for 
 as extravagantly as possible, displaying a magnificent image to the world
is a nervous wreck
is always tense and jittery
is very slow to anger
never becomes angry
has a very calm demeanor
has an incredibly calm demeanor
is often nervous
has a calm demeanor
often feels lustful
does not often feel lustful
is constantly ablaze with feelings of lust
is prone to strong feelings of lust
becomes completely helpless in stressful situations
cracks easily under pressure
rarely looks on others with lust
never feels lustful passions
is confident under pressure
is impervious to the effects of stress
doesn't handle stress well
can handle stress
has a greedy streak
doesn't focus on material goods
is as avaricious as they come, obsessed with acquiring wealth
is very greedy
 own wellbeing, having no interest in material goods
often neglects 
 in the way of possessions
desires little for 
occasionally overindulges
doesn't often experience strong cravings or urges
is ruled by irresistible cravings and urges
feels strong urges and seeks short-term rewards
is given to rough-and-tumble brawling, even to the point of starting fights for no reason
would never pass up a chance for a good fistfight
only rarely feels strong cravings or urges
never feels tempted to overindulge in anything
does not enjoy participating in physical confrontations
would flee even the most necessary battle to avoid any form of physical confrontation
likes to brawl
tends to avoid any physical confrontations
is very stubborn
is stubborn
 mind is made up
is unbelievably stubborn and will stick with even the most futile action once 
drops any activity at the slightest hint of difficulty or even the suggestion of effort being required
is completely careless with resources when completing projects and invariable wastes a lot of time and effort
has a noticeable lack of perseverance
doesn't stick with things if even minor difficulties arise
tends to be a little tight with resources when working on projects
is stingy with resources on projects and refuses to expend any extra effort
is not careful with resources when working on projects and often spends unnecessary effort
tends to be a little wasteful when working on projects
revels in chaos and discord, and 
finds a chaotic mess preferable to the boredom of harmonious living
cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources
 encourages it whenever possible
feels best when everyone gets along without any strife or contention
would be deeply satisfied if everyone could live as one in complete harmony
doesn't mind a little tumult and discord in day-to-day living
prefers that everyone live as harmoniously as possible
is a friendly individual
is somewhat quarrelsome
is quite a bold flatterer, extremely friendly but just a little insufferable
is very friendly and always tries to say nice things to others
 own experiences and thoughts with others
tends to share 
has a strong tendency toward privacy
tends not to reveal personal information
 life without sparing a thought to repercussions or propriety
shares intimate details of 
 life
is not a private person and freely shares details of 
tries to do things correctly each time
doesn't try to get things done perfectly
is obsessed with details and will often take a great deal of extra time to make sure things are done the right way
is a perfectionist
 sets to carry out
is frustratingly sloppy and careless with every task 
 own work
is inattentive to detail in 
 mind during a debate regardless of the merits
is intellectually stubborn, rarely changing 
 mind after forming an initial idea
is completely closed-minded and never changes 
 mind
doesn't cling tightly to ideas and is open to changing 
 mind about things
tends to be a bit stubborn in changing 
often finds 
 mind and will generally go with the prevailing view on anything
 mind to agree with somebody else
 changing 
is very comfortable around others that are different from 
is quite comfortable with others that have a different appearance or culture
easily changes 
is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance
cannot tolerate differences in culture, lifestyle or appearance
is emotionally obsessive, forming life-long attachments even if they aren't reciprocated
is somewhat uncomfortable around those that appear unusual or live differently from 
is made deeply uncomfortable by differences in culture or appearance
tends to form only tenuous emotional bonds with others
forms only fleeting and rare emotional bonds with others
forms strong emotional bonds with others, at times to 
has a tendency toward forming deep emotional bonds with others
is swayed by emotional appeals
tends to be swayed by the emotions of others
does not have feelings of emotional attachment and has never felt even a moment's connection with another being
is buffeted by others' emotions and can't help but to respond to them
is never moved by the emotions of others
is truly fulfilled by assisting those in need
tends not to be swayed by emotional appeals
does not generally respond to emotional appeals
 way to help others
does not go out of 
finds helping others very emotionally rewarding
finds helping others emotionally rewarding
feels helping others is an imposition on 
has a profound sense of duty and obligation
dislikes helping others
 time
finds obligations confining
dislikes obligations and will try to avoid being bound by them
has a strong sense of duty
has a sense of duty
doesn't generally think before acting
can sometimes act without deliberation
hates vows, obligations, promises and other binding elements that could restrict 
never deliberates before acting, to the point of being considered thoughtless
 modestly
prefers to present 
likes to present 
doesn't mind wearing something special now and again
cleaves to an austere lifestyle, disdaining even minor immodesties in appearance
finds something humorous in everything, no matter how serious or inappropriate
 modestly and frowns on any flashy accoutrements
presents 
has little interest in joking around
does not find most jokes humorous
finds the humor in most situations
has an active sense of humor
has little time for forgiveness and will generally seek retribution
tends to hang on to grievances
is utterly humorless
is vengeful and never forgets or forgives past grievances
has no sense of vengeance or retribution
is absorbed in delusions of self-importance
doesn't tend to hold on to grievances
does not generally seek retribution for past wrongs
thinks 
is very humble
has an overinflated sense of self-worth
 is fairly important in the grand scheme of things
is completely convinced of 
 sadism
has a low sense of self-esteem
 own worthlessness
generally acts impartially and is rarely moved to mercy
often acts with compassion
is deliberately cruel to those unfortunate enough to be subject to 
is sometimes cruel
always acts with mercy and compassion at the forefront of 
pursues matters with a single-minded focus, often overlooking other matters
is easily moved to mercy
 considerations
can occasionally lose focus on the matter at hand
is somewhat scatterbrained
can be very single-minded
generally acts with a narrow focus on the current activity
has such a developed sense of optimism that 
is an optimist
is a complete scatterbrain, unable to focus on a single matter for more than a passing moment
 always assumes the best outcome will eventually occur, no matter what
tends to assume the worst of two outcomes will be the one that comes to pass
is a pessimist
 quite hopeful about the future
generally finds 
 detriment
is very curious, sometimes to 
despairs of anything positive happening in the future and lives without feelings of hope
is implacably curious, without any respect for propriety or privacy
is very rarely moved by curiosity
is incurious and never seeks out knowledge or information to satisfy 
is curious and eager to learn
isn't particularly curious about the world
tends to consider what others think of 
is not particularly interested in what others think of 
is gripped by a crippling shyness
is bashful
is shameless, absolutely unfazed by the thoughts of others
is private to the point of paranoia, unwilling to reveal even basic information about 
 actions
is generally unhindered by the thoughts of others concerning 
a turn-around 
a strengthening 
is not readily moved by art or natural beauty
is completely unmoved by art or the beauty of nature
 is troubled by this because 
 holds romance in low regard
less extreme 
 values romance
 remains put off by deliberate merrymaking
, though 
 values parties and merrymaking in the abstract
 is conflicted by this as 
 is conflicted by this for more than one reason
 values quiet so, at least in the abstract
 values self-control
 values such powerful forces in life
, even though 
 dislikes the adoration of fighting as an art to be refined
 is disturbed by this since 
 likes the way that they would break up the monotony on some level
 values perseverance
 finds this troubling, since 
 respect of martial prowess
 works to square this natural tendency with 
 is conflicted by this since 
 prefers discord and debate at a more abstract level
 is conflicted by this part of 
 values harmony as an intellectual concept
 values harmony
 nature since 
 own nature as 
 is troubled by 
 values friendship
 is bothered by this since 
 would ideally prefer more strife in 
 is conflicted by 
 finds rules of etiquette to be valuable in the abstract
 finds dignified society to be stifling and silly when properly considered
 dislikes the idea of friendship
 is burdened by this tendency because 
 sees these tendencies as an impediment to the quest for power
 is disturbed by this as someone who dislikes those that seek to acquire power over others
 since 
 is troubled by this natural tendency in 
 dislikes this sort of concealment in the abstract
 truly respects sacrifice
 finds such open expression offensive
 struggles against this tendency, as 
 believes in the importance of the rule of the law
 still holds the law in disdain
 considers altruism foolish
 wishes this were not the case as 
 still views loyalty in a dim light, at least in the abstract
 sense of independence
 natural tendencies
 values the concept of loyalty and is troubled by 
 still holds the idea of freedom itself in low regard
 considers tranquility preferable to tumult, conceptually
 finds this can conflict with 
, although 
 values artwork and its creation
 sees the whole pursuit of art as a waste
 is conflicted by this because 
 feels intellectually that life should be more tumultuous
 own detriment and the harm of those around 
never acts without prolonged deliberation, even to 
tends to think before acting
can get caught up in internal deliberations when action is necessary
lives an orderly life, organized and neat
 things orderly
 own life, with everything kept in its proper place
is obsessed with order and structure in 
tends to make a small mess with 
 living space
tries to keep 
 own possessions
is naturally trustful of everybody
is very trusting
is sloppy with 
is completely oblivious to any conception of neatness and will just leave things strewn about without a care
does not trust others
sees others as selfish and conniving
is trusting
is slow to trust others
enjoys the company of others
tends to avoid crowds
truly treasures the company of others
enjoys being in crowds
 has something to say
is assertive to the point of aggression, unwilling to let others get a word in edgewise when 
prefers to be alone
considers spending time alone much more important than associating with others
tends to be passive in discussions
 in conversation
has an overbearing personality
is assertive
would never under any circumstances speak up or otherwise put forth 
is driven by a bouncing frenetic energy
only rarely tries to assert 
 point of view in a discussion
likes to take it easy
lives at a slow-going and leisurely pace
lives at a high-energy kinetic pace
lives a fast-paced life
seeks out exciting and adventurous situations
likes a little excitement now and then
has an utterly languid pace of easy living, calm and slow
never fails to seek out the most stressful and even dangerous situations
 power to avoid excitement and stress
does everything in 
doesn't seek out excitement
actively avoids exciting or stressful situations
has an active imagination
isn't given to flights of fancy
is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy
is given to flights of fancy to the point of distraction
eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas
strongly prefers discussions of ideas and abstract concepts over handling specific practical issues
is grounded in reality
is interested only in facts and the real world
dislikes abstract discussions and would much rather focus on practical examples
is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion
has a tendency to consider ideas and abstractions over practical applications
likes to keep things practical, without delving too deeply into the abstract
is moved by art and natural beauty
does not have a great aesthetic sensitivity
can easily become absorbed in art and the beauty of the natural world
is greatly moved by art and natural beauty
killing somebody
being reunited with a loved one
somebody's death
while 
giving a sermon
attending a sermon
being caught sneaking
joining an existing conflict
creating an artifact
upon 
watching a performance
producing a masterwork
a break up
getting divorced
improving 
mastering 
 caught up in 
a new romance
as 
you were
playing with 
becoming a parent
realizing 
playing make believe
joining a traveling group
a site was controlled
being near to a conflict
an agreement was cancelled
hearing a rumor
leaving a performance troupe
a tribute cancellation
an incident
when a stranger advanced with a weapon
seeing a stranger sneaking around
being removed from a performance troupe
being removed from a military group
bringing up job scarcity in a meeting
making suggestions about work allocations
witnessing a night creature drinking blood
petitioning for citizenship
crying on a priest
yelling at somebody in charge
requesting weapon production
yelling at a priest
being yelled at by an unhappy worshipper
being cried on by an unhappy worshipper
crying on somebody in charge
telling somebody about being trapped here
hearing somebody was being prevented from leaving
viewing 
being yelled at by an unhappy citizen
being cried on by an unhappy citizen
 own
very fine
 in a personal museum
near 
completely sublime
tastefully arranged 
splendid
wonderful
being released from confinement
a miscarriage
losing a pet
throwing something
 dislikes the natural world
 is troubled by this since 
 is torn by this since 
 holds nature in high regard
less love-prone
more hate-prone
 is currently 
more love-prone
less envy-prone
more prone to cheerfulness
less hate-prone
more envy-prone
less depression-prone
more anger-prone
less prone to cheerfulness
more depression-prone
less anxiety-prone
more lust-prone
less anger-prone
more anxiety-prone
less vulnerable
more greedy
less lust-prone
more vulnerable
more violent
less violent
more intemperant
less intemperant
more harmonious
more friendly
more wasteful
more discordant
more grateful
less grateful
more disdainful
more prudent
more presumptious
more despairing
more humble
more singleminded
less open-minded
more obsessive
more attentive
less attentive
less sensitive
more thoughtless
less obsessive
more sensitive
more distrustful
more of a thrill seeker
more deliberate
more sloppy
more inclined to create
less inclined to create
less of a thrill seeker
more inclined to the practical
seeing 
 die
while in 
experiencing trauma
at 
the unexpected death of somebody
somebody's
 dead body
being granted citizenship
being denied residency
the acceptance of a petition for a guildhall for 
being granted residency
 was ignored
 being ignored
the rejection of a petition for a temple for 
a petition for a temple for 
 being abandoned
the rejection of a petition for a guildhall for 
an agreement to construct a temple for 
 was abandoned
being denied citizenship
having a request approved
a petition for a guildhall for 
an agreement to construct a guildhall for 
having 
 punishment delayed
having a request ignored
that nobody could be punished for a failure
having a mandate ignored
having a mandate deadline missed
the delayed punishment of a criminal
the scarcity of cages and chains
toppling something over
receiving a higher rank of nobility
the lack of work last season
smashing up a building
a mandate deadline met
uncovered
entering the nobility
being knocked out during a cave-in
being forced to eat vermin to survive
starting a fist fight
being forced to eat a treasured pet to survive
being forced to eat a beloved creature to survive
beating somebody with a hammer
being beaten with a hammer
punishing somebody with a beating
being beaten
eating rotten food
putting on a
being unable to find a hammer
eating the same old food
a fine dish
a wonderful dish
eating 
a pretty decent meal
a drink
a pretty decent drink
a truly decadent dish
a legendary meal
a truly decadent drink
a legendary drink
a fine drink
a wonderful drink
not having enough weapon racks
not having enough armor stands
not having enough chests
not having enough cabinets
 arrangements
the lack of dining tables
by 
a lesser's pretentious 
wearing old clothing
wearing tattered clothing
 spouse's miscarriage
to be 
 body
being tormented in nightmares by a dead pet
to have 
clothes rot off of 
being tormented in nightmares by a dead sibling
being tormented in nightmares by 
being tormented in nightmares by a dead spouse
being tormented in nightmares by a dead lover
 own dead child
being tormented in nightmares by a dead animal training partner
 own dead mother
 own dead father
being tormented in nightmares by the dead
being 
being tormented in nightmares by a dead friend
being tormented in nightmares by a dead and still annoying acquaintance
 by a dead lover
 by a dead sibling
 by a dead pet
 by a dead spouse
 by a dead and still annoying acquaintance
 by the dead
 by a dead animal training partner
 by a dead friend
a sparring session
being unable to petition for citizenship
combat drills
practicing at the archery target
being unable to request weapon production
being unable to find a priest to complain to
being unable to find somebody to complain to about job scarcity
being unable to make suggestions about work allocations
being unable to find somebody in charge to cry on
long patrol duty
being unable to find a priest to cry on
being unable to find somebody in charge to yell at
utterly sleep-deprived
suffering a major injury
being nauseated by the sun
being out in the sunshine again
being disturbed during sleep by loud noises
loud noises made it impossible to sleep
suffering a minor injury
sleeping uneasily due to noise
caught in a snow storm
retching on a miasma
being able to rest and recuperate
caught in the rain
choking on dust underground
considering 
choking on smoke underground
being near to a waterfall
having
 punishment reduced
the state of demands
that a criminal could not be properly punished
the acceptance of a petition for a temple for 
the establishment of a guildhall for 
re-elected
the establishment of a temple for 
a great bedroom
a very good bedroom
a bedroom like a personal palace
a fantastic bedroom
a horrible bedroom
an awful bedroom
a good bedroom
a horribly substandard bedroom
sleeping on the floor
sleeping in the mud
a very poor bedroom
a poor bedroom
sleeping on rocks
sleeping on ice
sleeping in the grass
sleeping on a rough cave floor
suffering the travesty of art defacement
being evicted
sleeping in the dirt
sleeping on a pile of driftwood
writing 
reading 
teaching 
learning about 
being unable to advance the study of 
discussing 
learning 
making a breakthrough concerning 
getting married
gaining siblings
pondering 
giving birth to 
giving somebody water
receiving food
gaining a sibling
receiving water
having an intellectual discussion with a lover
having an intellectual discussion with a sibling
giving somebody food
having an intellectual discussion with the spouse
having an intellectual discussion with a child
having an intellectual discussion with a friend
having an intellectual discussion with mother
having an intellectual discussion with father
sharing a personal insight with the spouse
sharing a personal insight with a lover
having an intellectual discussion with an acquaintance
having an intellectual discussion with somebody
sharing a personal insight with father
sharing a personal insight with a child
sharing a personal insight with a sibling
sharing a personal insight with mother
sharing a personal insight with somebody
sharing one of the spouse's personal insight
sharing a personal insight with a friend
sharing a personal insight with an acquaintance
sharing one of mother's personal insight
sharing one of father's personal insight
sharing a lover's personal insight
sharing a sibling's personal insight
sharing an acquaintance's personal insight
sharing somebody's personal insight
sharing a child's personal insight
sharing a friend's personal insight
a legendary dining room
a fantastic dining room
eating at a crowded table
dining in 
a good dining room
a horribly substandard dining room
a great dining room
a very good dining room
a very poor dining room
a poor dining room
a horrible dining room
an awful dining room
forming a bond with an animal training partner
being rescued
eating without a proper dining room
the lack of chairs
slaughtering an animal
caging a creature
bringing somebody to rest in bed
felling a tree
putting a piece on display
losing property to the tax collector's escorts
chaining up a creature
gelding a creature
being unable to reach a room for tax collection
being misinformed about a room for tax collection
being taxed
not having adequate protection
the tax collection went smoothly
having disappointed a noble
having pleased a noble
that 
making a friend
forming a grudge
the tax collection didn't go smoothly
getting into an argument
being pestered by 
a satisfying acquisition
being accosted by 
being near 
being confined
a bath
acquiring 
adopting a new pet
being attacked
being attacked by the dead
a soapy bath
killing somebody by accident while sparring
drinking the same old booze
forced to drink bloody water
being attacked by 
 own dead 
forced to drink gooey water
forced to drink ichorous water
forced to drink slime
forced to drink vomit
drinking something spoiled
having a drink without using a goblet, cup or mug
forced to drink purulent water
drinking nasty water
sleeping without a proper room
sleeping in 
drinking water without a well
being near to a 
being unable to pray
 for too long
being away from people for too long
being kept from alcohol for too long
doing nothing creative for so long
leading an unexciting life for so long
being unoccupied for too long
being unable to admire art for so long
being away from friends for too long
being unable to hear eloquent speech for so long
not learning anything for so long
being away from family for too long
being unable to make merry for so long
being unable to practice a craft for too long
being away from traditions for too long
a lack of introspection for too long
being unable to take it easy for so long
being unable to make romance for so long
being unable to practice a martial art for too long
being unable to practice a skill for too long
being unable to acquire something for too long
a lack of decent meals for too long
being away from animals for so long
being away from great beasts for so long
being unable to argue for too long
being unable to be extravagant for so long
being unable to fight for too long
a lack of trouble-making for too long
a lack of abstract thinking for too long
performing the rites of 
being unable to wander for too long
being unable to help anybody for too long
defeating somebody
murdering somebody
incompletely performing the rites of 
communing with 
a scholarly lecture in 
a performance in 
abducting somebody
preying on the blood of civilized creatures
an infiltration mission
receiving a cut of corruptly-obtained funds
being far away
a lover
a sibling
 problems with 
the spouse
discussing the spouse's problems
discussing a lover's problems
a friend
an acquaintance
discussing father's problems
discussing a child's problems
discussing a sibling's problems
discussing mother's problems
discussing somebody's problems
visiting with a pet
discussing a friend's problems
discussing an acquaintance's problems
talking with a sibling
talking with mother
talking with the spouse
talking with a lover
visiting with an animal training partner
talking with a friend
talking with father
talking with a child
talking with somebody
conducting a meeting in 
talking with an acquaintance
forced to talk to somebody annoying
not having any rooms
a legendary
having to conduct an official meeting in a bedroom
having to conduct an official meeting in a dining room
a very good
a good
a fantastic
a great
an awful
a horrible
a poor
a very poor
about 
not having a tomb after gaining another year
a horribly substandard
 tomb after gaining another year
a child was turned away from sanctuary
being expelled
after talking to a pillar of society
interacting with a pet
the bizarre conviction against all reason of the victim of a crime
receiving justice through a criminal's conviction
a long-dead corpse was convicted of a crime
an animal was convicted of a crime
being forced to endure the decay of a spouse
being forced to endure the decay of a lover
when a family member received justice through a criminal's conviction
being forced to endure the decay of a pet
being forced to endure the decay of a father
being forced to endure the decay of a child
being forced to endure the decay of a sibling
being forced to endure the decay of a mother
being forced to endure the decay of an annoying acquaintance
being forced to endure the decay of an acquaintance
being forced to endure the decay of an animal training partner
being forced to endure the decay of a friend
A migrant has decided to brave this terrifying unhappy place.
A migrant has arrived at this unhappy place, despite the danger.
A migrant has arrived at this miserable place, despite the danger.
A migrant has arrived at this miserable place.
A migrant has arrived, despite the danger.
A migrant has arrived.
A migrant has arrived at this unhappy place.
A migrant has decided to brave this terrifying place.
Others were too nervous to make the journey to this miserable fortress.
No one else even considered making the journey to this cursed unhappy death-trap.
No one else even considered making the journey to this cursed miserable death-trap.
Others refused to journey to this dangerous and miserable fortress.
No one else even considered making the journey to this cursed death-trap.
Others refused to journey to this dangerous fortress.
Others refused to journey to this dangerous and unhappy fortress.
Others were too nervous to make the journey to this unhappy fortress.
Migrants refused to journey to such a dangerous and miserable fortress this season.
Migrants were too nervous to make the journey this season to this miserable fortress.
Others were too nervous to make the journey.
No one even considered making the journey to such a cursed miserable death-trap this season.
Migrants were too nervous to make the journey this season to this unhappy fortress.
No one even considered making the journey to such a cursed death-trap this season.
No one even considered making the journey to such a cursed unhappy death-trap this season.
Migrants refused to journey to such a dangerous and unhappy fortress this season.
No one else even considered making the journey to this miserable hellhole.
Others refused to journey to this unhappy fortress.
Migrants refused to journey to such a dangerous fortress this season.
Migrants were too nervous to make the journey this season.
Migrants refused to journey to this unhappy fortress this season.
Migrants were too wary to make the journey this season.
Others were too wary to make the journey.
No one even considered making the journey to such a miserable hellhole this season.
 diplomat from 
No 
The fortress attracted no migrants this season.
Your ruler has arrived with a full entourage.  Your thriving site is now the capital, and with continued fortune and toil, the legend of a true Mountainhome may yet be written.
The merchants from 
 will be leaving soon.
?  How curious...
 has come!
DIPLOMACYFLAG_SUCCESS
DIPLOMACYFLAG_FAILURE
 have embarked on their journey.
TREESREMOVED
NULL
LOCAL_LARGE_PREDATOR
YOURCIV
YOURFORT
ASSOCIATE
ACTOR
RANGE
DIPLOMAT
 bids you farewell!
NATIVENAME
ADD_FLAG
REMOVE_FLAG
HISTNAME
Wagon arrival location
TRANSLATEDNAME
TITLENAME
 has been elected 
 has been re-elected.
The residency petition of 
The temple petition by 
The guildhall petition by 
 has been ignored.
The citizenship petition of 
The priesthood of 
 is ready to be recognized (from the temple's location menu.)  This will satisfy the agreement.
The guildhall agreement with 
 has been satisfied.
 guild, has been established.
 has been missing for a week.
The high priest of 
 has been abandoned.
The gods surely want you to dig deeper still!
And why shouldn't you dig deeper still?!
Congratulations! This fortress is now a Mountainhome, proof that any suggestion of hubris was childish nonsense. 
What are a few pesky demons after all?
A true Mountainhome must have a true throne! 
And a true ruler requires seven symbols, symbols not of this world. Mere steel will not suffice. 
 is satisfied with their position here. 
Everything is properly royal, properly furnished.  And yet? 
Congratulations!  (You should be proud of your accomplishment.  Embark in a world with the deepest cavern layers for further challenges.)
Your fortress is out of food!
This legend does not end until we've chipped out the last treasures of the underworld!
Deeper. We must dig deeper.
  Try building a butcher's shop and slaughtering some livestock.
  Do you have any livestock to slaughter?
  Consider placing a farmplot on some underground soil and planting seeds.
  Are your farmplots working?  Make sure you are planting edible plants.
A mandate has ended.
Wagon Pathing Catastrophe
  Perhaps you can gather plants, fruit, or go fishing.
 has ended a mandate.
 is a welcome sight. 
Their eyes are alight with the anticipation of inspecting the splendid products of your industrious 
The annual tribute from 
Although it is a grim reminder of the winter hardships to come, the supply caravan from 
What these merchants offer might very well be the difference between a prosperous future and a slow and meaningless death.
caravan from 
craftsmen
Take careful stock of your own stores. 
Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.
Some migrants have arrived at this miserable place, despite the danger.
Their wagons have bypassed your inaccessible site.
Your ruler has arrived, dressed as a peasant!
Some migrants have arrived at this unhappy place, despite the danger.
Some migrants have arrived at this unhappy place.
Some migrants have arrived at this miserable place.
Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.
Some migrants have arrived.
A migrant has decided to brave this terrifying miserable place.
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.
Some migrants have arrived, despite the danger.
current events
the future
the past
the concept of death
the concept of family
someone recently deceased
someone recently retired
the concept of war
an abstract concept
the concept of hunting
the concept of nature
a specific wilderness region
alcoholic beverages
a historical figure
a specific place
someone's character
 a dramatic
the hunt
mining
 a light
 a solemn
 a reflective
 a ribald
form
 intended 
 poetic 
narrative
to amuse the audience
to complain about
to describe
to satirize
epenthesis
synchysis
consonance
elision
symbolism
metaphor
allegory
ambiguity
vivid imagery
juxtaposition
simile
metonymy
A form of 
parallelism 
 is characteristic of the form.  
Forms of 
they 
often share an underlying meaning
 common throughout the poem, in that 
certain lines 
have similar grammatical structures
use the same placement of allusions
often contrast underlying meaning
are required to maintain phrasing
Linguistic skill is required in the visual presentation as well, as 
 must feature 
sometimes have reversed word orders
reverse grammatical structures
lines which can be read orthogonally across the standard lines
lines which emerge when reading along certain prescribed paths across the body of the poem
lines with different readings depending on word breaks
lines which can be read backwards as well as forwards
foot
feet
Each line has 
The poem has 
uneven-even
uneven-uneven
a tone pattern of 
even-uneven
even-even-uneven
uneven-even-uneven
uneven-even-even
even-uneven-even
even-uneven-uneven
uneven-uneven-even
even-even
even-even-even
short-long
long-short
uneven-uneven-uneven
a syllable weight pattern of 
short-long-short
short-short-long
long-long
long-short-short
short-short-short
short-long-long
long-short-long
short-short
 (quantitative 
iambic
long-long-short
long-long-long
to express pleasure with
to express grief over
to renounce
to make an apology
to teach a moral lesson
to make an assertion
to praise
to beseech
to refuse consolation
 concerning
to make a concession
to console the audience
, originating in 
The rules of the form are applied by poets to produce individual poems which can be recited.  
 a chosen subject
 concerning 
is divided into 
two distinct 
The form guides poets during improvised performances.  
The poem 
septet
sexain
-line stanza
octet
tercet
couplet
quintain
quatrain
 numerous series of
 series of
another
 extremely long series of
a series of
brief 
an extremely long series of
numerous series of
 septet
 sexain
verse paragraph
 tercet
 couplet
 quintain
 quatrain
series of
a single
 distinct parts: 
extremely long series of
 is always written from the perspective of 
the author
lengthy 
full 
a relative of the author
a party to a debate
a soldier
a traveler
Use of 
internal rhyme
a fictional poet
an animal
antanaclasis
assonance
alliteration
onomatopoeia
concerns 
 is written from the perspective of 
to offer a different perspective
 the subject of the poem
present different views of the same subject
In the 
 must make use of 
Certain lines
each 
stanza
 part, the 
 line of 
is required to maintain the phrasing of
has the same grammatical structure as
shares the underlying meaning of
contrasts the underlying meaning of
reverses the grammatical structure of
presents a different view of the subject of
uses the same placement of allusions as
reverses the word order of
 includes 
lines which emerge when reading along certain prescribed paths
must expand the idea of
 line.  
has different readings depending on word breaks
can be read backwards as well as forwards
 has lines with 
 in each line
 refrain occurs as lines 
 refrain occurs as line 
The refrain occurs as lines 
The refrain occurs as line 
of the 
of this part
The ending of each line 
of the poem
repeating in each stanza of
within each stanza of
 shares the same rhyme.  
The rhyme scheme 
within each stanza
within this stanza
within
repeating in each stanza
As a rule throughout the poem, the end rhymes don't generally match perfectly.  
In this part of the poem, the end rhymes don't need to match perfectly.  
respecting the full poem
, where numbers indicate a refrain
The rhyme
 need to match perfectly.  
dactylic
amphibrachic
trochaic
spondaic
pyrrhic
tribrachic
anapaestic
cretic
molossic
monometer
bacchic
antibacchic
tetrameter
pentameter
dimeter
trimeter
octameter
).  
hexameter
heptameter
stressed-unstressed
stressed-stressed
an accent pattern of 
unstressed-stressed
unstressed-unstressed-stressed
stressed-unstressed-stressed
stressed-unstressed-unstressed
unstressed-stressed-unstressed
unstressed-stressed-stressed
stressed-stressed-unstressed
unstressed-unstressed
unstressed-unstressed-unstressed
 syllables.  
Every line of the poem has 
stressed-stressed-stressed
 (qualitative 
a terminal caesura
The ending of each line of the poem shares the same rhyme
an initial caesura
a medial caesura
sections
section
, though the rhyming doesn't have to be perfect
, though rhymes at the end of lines in the 
 at the end of the 
lines don't
 don't need to match perfectly
, though the rhyme
is dramatic
is reflective
line doesn't
 need to match perfectly
is solemn
is a riddle
is ribald
is light
to synthesize previous ideas
to develop the previous idea
is a narrative
to make a counter-assertion
to move away from previous ideas
to reflect on previous ideas
to invert the previous assertion
to undercut the previous assertion
Muddy 
Damp 
Warm 
Detailed
Sculpted
Mossy 
Snow-covered 
Exposed 
Smooth 
Straight 
Rough-hewn 
Dense 
Dead 
Cluster
Pillar
Dry Grass
Dry 
Grass
Sparse 
 Floor
 Ice Floor
Level
Dead Grass
Ice Track (S)
 Track (S)
Ice Track (N)
 Track (N)
Ice Track (W)
 Track (W)
Ice Track (E)
 Track (E)
Ice Track (NE)
 Track (NE)
Ice Track (NS)
 Track (NS)
Ice Track (SE)
 Track (SE)
Ice Track (NW)
 Track (NW)
 Upward Track (SE)
Ice Upward Track (NW)
 Upward Track (NW)
Ice Upward Track (NE)
 Upward Track (EW)
Ice Upward Track (SW)
 Upward Track (SW)
Ice Upward Track (SE)
 Upward Track (NSW)
Ice Upward Track (NSE)
 Upward Track (NSE)
Ice Upward Track (EW)
 Upward Track (SEW)
Ice Upward Track (NEW)
 Upward Track (NEW)
Ice Upward Track (NSW)
Glacial Upward Slope
Ice Upward Track (NSEW)
 Upward Track (NSEW)
Ice Upward Track (SEW)
Dead Grass Downward Slope
Dry Grass Downward Slope
Grassy Downward Slope
 Downward Slope
Ice Downward Track (S)
 Downward Track (S)
Ice Downward Track (N)
 Downward Track (N)
Ice Downward Track (W)
 Downward Track (W)
Ice Downward Track (E)
 Downward Track (E)
Ice Downward Track (NE)
 Downward Track (NE)
Ice Downward Track (NS)
 Downward Track (NS)
Ice Downward Track (SE)
 Downward Track (SE)
Ice Downward Track (NW)
 Downward Track (NW)
Ice Downward Track (EW)
 Downward Track (EW)
Ice Downward Track (SW)
 Downward Track (SW)
Ice Downward Track (NSW)
 Downward Track (NSW)
Ice Downward Track (NSE)
 Downward Track (NSE)
Ice Downward Track (SEW)
 Downward Track (SEW)
Ice Downward Track (NEW)
 Downward Track (NEW)
Downward Slope
Glacial Downward Slope
Ice Downward Track (NSEW)
 Downward Track (NSEW)
Open Space
Null
Ice Track (EW)
 Track (EW)
Ice Track (SW)
 Track (SW)
Ice Track (NSW)
 Track (NSW)
Ice Track (NSE)
 Track (NSE)
Ice Track (SEW)
 Track (SEW)
Ice Track (NEW)
 Track (NEW)
Driftwood
 Boulder
Ice Track (NSEW)
 Track (NSEW)
Young 
Wet 
 Cavern Floor
 Pebbles
Furrowed 
Shrub
Sapling
 Sapling
Chasm
River Source
Waterfall
Ashes
Semi-molten Rock
Glowing Barrier
Glowing Floor
Eerie Glowing Pit
Unusable 
Murky Pool
Magma Flow
Lava Flow
 Upward Stairway
Brook
River
Murky Pool Slope
 Downward Stairway
Grassy Up/Down Stairway
 Up/Down Stairway
Grassy Upward Stairway
Ice Downward Stairway
Ice Up/Down Stairway
Underworld Gate
Grassy Downward Stairway
Dry Grass Upward Slope
Grassy Upward Slope
 Upward Slope
Ice Upward Stairway
 Upward Track (S)
Ice Upward Track (N)
 Upward Track (N)
Dead Grass Upward Slope
 Upward Track (W)
Ice Upward Track (E)
 Upward Track (E)
Ice Upward Track (S)
 Upward Track (NE)
Ice Upward Track (NS)
 Upward Track (NS)
Ice Upward Track (W)
 away from the 
 slam
 across the 
 skips
 skip
blows
blow
 into an obstacle and 
 slams
 struck by a ball of flames!
 flight path!
 into an obstacle!
 apart!
([@
[CDI:MATERIAL:WATER:SHARP_ROCK]
[CDI:INTERACTION:
[CDI:ADV_NAME:Launch ice bolt]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:TARGET_RANGE:C:25]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:VERB:clench a fist:clenches a fist:NA]
[CDI:VERB:hold up hand:holds up hand:NA]
[CDI:VERB:point:points:NA]
[CDI:VERB:gesture:gestures:NA]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_LAUNCH_ICE_BOLT]
[CDI:WAIT_PERIOD:50]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:make a flicking motion:makes a flicking motion:NA]
[IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:A:MATERIAL]
[SOURCE_ENID:
[SOURCE_HFID:
[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]
[I_TARGET:C:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IE_TARGET:B]
[IE_TARGET:A]
[I_EFFECT:MATERIAL_EMISSION]
[IT_MANUAL_INPUT:target]
[CDI:TARGET:A:SELF_ONLY]
[CDI:ADV_NAME:Vanish]
[IE_IMMEDIATE]
[IE_TARGET:C]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_VANISH]
[CDI:VERB:vanish:vanishes:NA]
[CDI:USAGE_HINT:FLEEING]
[CDI:USAGE_HINT:DEFEND]
[CDI:ADV_NAME:Propel away]
[I_EFFECT:HIDE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_TARGET:A:CREATURE]
:BP:BY_CATEGORY:ALL:EYE
:BP:BY_CATEGORY:ALL:MUSCLE
:BP:BY_CATEGORY:ALL:FAT
[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3
:BP:BY_CATEGORY:ALL:HEART
:BP:BY_CATEGORY:ALL:LUNG
:BP:BY_CATEGORY:ALL:BRAIN
:BP:BY_CATEGORY:ALL:NERVE
:BP:BY_CATEGORY:ALL:PANCREAS
:BP:BY_CATEGORY:ALL:STOMACH
:BP:BY_CATEGORY:ALL:GUT
:BP:BY_CATEGORY:ALL:LIVER
[CE_IMPAIR_FUNCTION:SEV:500:PROB:100:START:0:PEAK:0:END:1
:BP:BY_CATEGORY:ALL:ALL
:BP:BY_CATEGORY:ALL:KIDNEY
:BP:BY_CATEGORY:ALL:SPLEEN
mid-low
very low
extremely high
[CE_DIZZINESS:SEV:500:PROB:100:START:0:PEAK:0:END:3
 pitch.  
The instrument has a single 
very high
mid-high
-and-a-half
 nearly 
The instrument has a
The instrument has less than an octave of range, with 
[REGISTER:
[TIMBRE
going from 
 octave range 
It has 
 timbre.  
 instrument has a
At all pitches, the
 has a
 pitch and
 begins at 
 registers.  
[SILK_MAT]
[LEATHER_MAT]
mysterious
ceramic
[WOOD_MAT]
[STONE_MAT]
[METAL_MAT]
[THREAD_PLANT_MAT]
[SHELL_MAT]
[BONE_MAT]
[GLASS_MAT]
[CERAMIC_MAT]
[CDI:VERB:raise a hand:raises a hand:NA]
[CDI:VERB:wave dismissively:waves dismissively:NA]
[CDI:TARGET_RANGE:B:25]
[CDI:TARGET:B:LINE_OF_SIGHT]
[I_TARGET:B:CREATURE]
[I_TARGET:A:LOCATION]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PROPEL_AWAY]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:ADV_NAME:Raise fog]
[IE_PROPEL_FORCE:100000]
[I_EFFECT:PROPEL_UNIT]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_RAISE_FOG]
[CDI:WAIT_PERIOD:500]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:ADV_NAME:Blister]
[CDI:ADV_NAME:Cause pain]
[IE_ADD_WEATHER:FOG_THICK]
[I_EFFECT:CHANGE_WEATHER]
[CDI:ADV_NAME:Rot]
[CDI:ADV_NAME:Sicken]
[CDI:ADV_NAME:Cause bleeding]
[CDI:ADV_NAME:Paralyze]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:ADV_NAME:Cause dizziness]
[CDI:ADV_NAME:Suffocate]
[CDI:ADV_NAME:Blind]
[CDI:TARGET_VERB:feel frozen:freezes]
[CDI:TARGET_VERB:feel blisters forming:grimaces]
[CDI:TARGET_VERB:feel intense pain:grimaces]
[CDI:TARGET_RANGE:A:25]
[CDI:TARGET_VERB:your sight is fading:pauses]
[CDI:TARGET_VERB:feel death come over you:grimaces]
[CDI:TARGET_VERB:feel sick:looks sick]
[CDI:TARGET_VERB:feel blood welling up:grimaces]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_PAIN]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:feel dizzy:looks dizzy]
[CDI:TARGET_VERB:feel breath leaving you:pauses]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_COUGH_BLOOD]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_BLEEDING]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PARALYZE]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLISTER]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLIND]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_ROT]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_NAUSEA]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_VOMIT_BLOOD]
[I_EFFECT:ADD_SYNDROME]
[IT_MANUAL_INPUT:victim]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_DIZZINESS]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUFFOCATE]
:RESISTABLE]
[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3
[SYN_CONCENTRATION_ADDED:1000:0]
[SYNDROME]
[CE_PARALYSIS:SEV:500:PROB:100:START:0:PEAK:0:END:1
:VASCULAR_ONLY
:BP:BY_CATEGORY:ALL:SKIN
[CE_BLISTERS:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CE_NAUSEA:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CE_VOMIT_BLOOD:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CE_COUGH_BLOOD:SEV:500:PROB:100:START:0:PEAK:0:END:3
[CE_BLEEDING:SEV:50:PROB:100:START:0:PEAK:0:END:3
RCP_4_FRONT_TOES
RCP_5_FRONT_TOES
RCP_2_TOES
RCP_3_TOES
RCP_4_REAR_TOES
RCP_5_REAR_TOES
RCP_2_FRONT_TOES
RCP_3_FRONT_TOES
RCP_2_EYES
RCP_1_EYE
RCP_2_REAR_TOES
RCP_3_REAR_TOES
RCP_CHEEKS
RCP_NOSE
RCP_BEAK
RCP_3_EYES
RCP_THROAT
RCP_GUTS
RCP_HEART
RCP_LUNGS
RCP_SKULL
RCP_BRAIN
RCP_UPPER_SPINE
RCP_SPINE
RCP_RIBS_EXTERNAL
RCP_RIBS
RCP_TEETH
RCP_MOUTH
RCP_3_EYELIDS
RCP_2_EYELIDS
RCP_1_EYELID
RCP_LIPS
Cannot generate random creatures -- missing body gloss 
Cannot generate random creatures -- missing body 
RCP_GLOSS_PAW
RCP_GLOSS_HOOF
CHITIN_TISSUES
CHITIN_MATERIALS
STANDARD_TISSUES
STANDARD_MATERIALS
BODY_HAIR_TISSUE_LAYERS
FACIAL_HAIR_TISSUE_LAYERS
HEAD_HAIR_TISSUE_LAYERS
FACIAL_HAIR_TISSUES
STANDARD_HEAD_POSITIONS
EXOSKELETON_TISSUE_LAYERS
VERTEBRATE_TISSUE_LAYERS
BODY_FEATHER_TISSUE_LAYERS
HUMANOID_RELSIZES
SHELL_POSITIONS
HUMANOID_RIBCAGE_POSITIONS
HUMANOID_HEAD_POSITIONS
MUSCLE_TEMPLATE
FAT_TEMPLATE
SKIN_TEMPLATE
Cannot generate random creatures -- missing body detail plan 
HAIR_TEMPLATE
CARTILAGE_TEMPLATE
BONE_TEMPLATE
SINEW_TEMPLATE
TOOTH_TEMPLATE
NAIL_TEMPLATE
SCALE_TEMPLATE
FEATHER_TEMPLATE
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG
RCP_BASIC_BODY_STANCE
RCP_BASIC_BODY
RCP_ABDOMEN
RCP_THORAX
RCP_LOWER_BODY
RCP_UPPER_BODY
RCP_TWO_PART_ARMS
RCP_NECK
RCP_HEAD
RCP_CEPHALOTHORAX
RCP_FIRST_SIMPLE_LEGS_GRASP
RCP_FIRST_SIMPLE_LEGS
RCP_CLAW_ARMS
RCP_PINCERS
RCP_FIFTH_SIMPLE_LEGS
RCP_FOURTH_SIMPLE_LEGS
RCP_THIRD_SIMPLE_LEGS
RCP_SECOND_SIMPLE_LEGS
RCP_TWO_PART_LEGS
RCP_SIMPLE_REAR_LEGS
RCP_SIMPLE_FRONT_LEGS_GRASP
RCP_SIMPLE_FRONT_LEGS
RCP_TWO_WINGS
RCP_TWO_FLIGHTLESS_WINGS
RCP_REAR_FLIPPER
RCP_FRONT_FLIPPER
RCP_TAIL_STINGER
RCP_3_TAILS
RCP_2_TAILS
RCP_TAIL
RCP_SHELL
RCP_TRUNK
RCP_PROBOSCIS
RCP_LOWER_BODY_STINGER
RCP_3_HEAD_HORNS
RCP_2_HEAD_HORNS
RCP_1_HEAD_HORN
RCP_ANTENNAE
RCP_4_FINGERS
RCP_5_FINGERS
RCP_LARGE_MANDIBLES
RCP_4_HEAD_HORNS
RCP_4_TOES
RCP_5_TOES
RCP_2_FINGERS
RCP_3_FINGERS
[STATE_COLOR:ALL_SOLID:BLACK]
[BUILD_COLOR:0:0:1]
[DISPLAY_COLOR:0:0:1]
dark metal
[DISPLAY_COLOR:3:0:1]
pale metal
bright metal
glowing metal
blistered metal
pock-marked metal
[STATE_COLOR:ALL_SOLID:PALE_BLUE]
[BUILD_COLOR:3:0:1]
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA]
[BUILD_COLOR:6:0:0]
[DISPLAY_COLOR:6:0:0]
ruddy metal
[BUILD_COLOR:2:0:1]
[DISPLAY_COLOR:2:0:1]
faceted metal
flickering metal
frosty metal
[STATE_COLOR:ALL_SOLID:CLEAR]
translucent metal
[STATE_COLOR:ALL_SOLID:GREEN]
black metal
singing metal
[STATE_COLOR:ALL_SOLID:BROWN]
slick metal
twinkling metal
[STATE_COLOR:ALL_SOLID:SKY_BLUE]
clear blue metal
multicolored metal
[STATE_COLOR:ALL_SOLID:GRAY]
[BUILD_COLOR:7:0:0]
[DISPLAY_COLOR:7:0:0]
crashing metal
flowing metal
searing metal
booming metal
blazing metal
[MELTING_POINT:NONE]
[SPEC_HEAT:7500]
[MATERIAL_VALUE:200]
[STATE_NAME_ADJ:ALL_SOLID:
[ITEMS_METAL]
[ITEMS_HARD]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[BOILING_POINT:NONE]
[LIQUID_DENSITY:1000]
[SOLID_DENSITY:1000]
[ITEMS_SCALED]
[ITEMS_BARRED]
[IMPACT_STRAIN_AT_YIELD:0]
[IMPACT_FRACTURE:2000000]
[IMPACT_YIELD:1000000]
[MOLAR_MASS:20000]
[TENSILE_YIELD:1000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[COMPRESSIVE_FRACTURE:2000000]
[COMPRESSIVE_YIELD:1000000]
[TORSION_FRACTURE:2000000]
[TORSION_YIELD:1000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TENSILE_FRACTURE:2000000]
LUNG_TEMPLATE
BRAIN_TEMPLATE
NERVE_TEMPLATE
EYE_TEMPLATE
STOMACH_TEMPLATE
GUT_TEMPLATE
LIVER_TEMPLATE
HEART_TEMPLATE
LEATHER_TEMPLATE
KIDNEY_TEMPLATE
SPLEEN_TEMPLATE
PANCREAS_TEMPLATE
BLOOD_TEMPLATE
SILK_TEMPLATE
PEARL_TEMPLATE
HORN_TEMPLATE
SHELL_TEMPLATE
SLIME_TEMPLATE
GOO_TEMPLATE
ICHOR_TEMPLATE
MILK_TEMPLATE
CHITIN_TEMPLATE
TALLOW_TEMPLATE
SOAP_TEMPLATE
LEAF_TEMPLATE
SEED_TEMPLATE
STRUCTURAL_PLANT_TEMPLATE
CREATURE_CHEESE_TEMPLATE
PLANT_EXTRACT_TEMPLATE
PLANT_POWDER_TEMPLATE
PLANT_ALCOHOL_TEMPLATE
THREAD_PLANT_TEMPLATE
CHEEK_WHISKERS_TEMPLATE
Cannot generate random creatures -- missing material template 
FLAME_TEMPLATE
CREATURE_EXTRACT_TEMPLATE
EYEBROW_TEMPLATE
SIDEBURNS_TEMPLATE
MOUSTACHE_TEMPLATE
CHIN_WHISKERS_TEMPLATE
Cannot generate random creatures -- missing tissue template 
TALON_TEMPLATE
CLAW_TEMPLATE
EYELASH_TEMPLATE
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[DIVINE]
DIVINE_
*** Error(s) found in Random Material Generation
[STATE_COLOR:ALL_SOLID:WHITE]
[BUILD_COLOR:7:0:1]
[DISPLAY_COLOR:7:0:1]
shining metal
[STATE_COLOR:ALL_SOLID:YELLOW]
[BUILD_COLOR:6:0:1]
[DISPLAY_COLOR:6:0:1]
flashing metal
[STATE_COLOR:ALL_SOLID:RUST]
[BUILD_COLOR:4:0:0]
[DISPLAY_COLOR:4:0:0]
rusted metal
[STATE_COLOR:ALL_SOLID:RED]
[BUILD_COLOR:4:0:1]
[DISPLAY_COLOR:4:0:1]
twisting metal
devilish
abominable
haunting
creeping
profane
nefarious
heinous
fiendish
infernal
execrable
accursed
vile
murk
fog
dust
unholy
[STATE_COLOR:ALL:
[STATE_ADJ:ALL:
[STATE_NAME:ALL:
vapor
[SPEC_HEAT:4181]
[MATERIAL_VALUE:1]
:0:
[DISPLAY_COLOR:
[TEMP_DIET_INFO:SLIME]
[MAT_FIXED_TEMP:10000]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
 sickness]
[SYN_NAME:
[SYNDROME]
[ENTERS_BLOOD]
husk
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
thrall
zombies
zombie
husks
[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]
:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:
thralls
:SEV:100:PROB:100
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
:LOCALIZED
:END:
:PEAK:
:START:
:SIZE_DILUTES
:SIZE_DELAYS
:RESISTABLE
:MUSCULAR_ONLY
abhorrent
acrid
pungent
EVIL_RAIN_
nauseating
malodorous
loathsome
horrid
[SHEAR_STRAIN_AT_YIELD:0]
[SHEAR_FRACTURE:2000000]
[SHEAR_YIELD:1000000]
[TORSION_STRAIN_AT_YIELD:0]
[MAX_EDGE:12000]
[BENDING_STRAIN_AT_YIELD:0]
[BENDING_FRACTURE:2000000]
[BENDING_YIELD:1000000]
dancing wisps
flashing sparks
glowing cloth
[USE_MATERIAL_TEMPLATE:SILK_TEMPLATE]
shining cloth
liquid darkness
never-still cloth
rotted fabric
twisted fabric
pale fabric
bright cloth
[STATE_COLOR:ALL_SOLID:ORANGE]
[BUILD_COLOR:1:0:1]
[DISPLAY_COLOR:1:0:1]
wispy cloth
patchy cloth
faceted cloth
flickering cloth
translucent cloth
[STATE_COLOR:ALL_SOLID:BLUE]
white cloth
misty cloth
heavy cloth
still blue fabric
screaming mouths
pitch-black fabric
sonorous lines
dirty fabric
undulating cloth
[STATE_COLOR:ALL_SOLID:TAUPE_MEDIUM]
[BUILD_COLOR:5:0:0]
[DISPLAY_COLOR:5:0:0]
moist fabric
[STATE_COLOR:ALL_SOLID:SEA_GREEN]
[BUILD_COLOR:3:0:0]
[DISPLAY_COLOR:3:0:0]
motes of light
clear blue cloth
flowing fabric
multicolored cloth
shadow stuff
shimmering cloth
blazing cloth
flowing cloth
[IGNITE_POINT:NONE]
rustling fabric
liquid cloth
molten liquid
[ITEMS_SOFT]
[MOLAR_MASS:1]
[SOLID_DENSITY:1]
[MATERIAL_VALUE:300]
cursed
[SPECIAL]
EVIL_CLOUD_
[SPHERE:
MYTHICAL_ITEM_POWER_
mythical_material_interactions_generated
:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT
[SYN_INGESTED]
[IS_CDI:INTERACTION:
[IS_CDI:ADV_NAME:Launch ice bolt]
[IS_DESCRIPTION:This item shimmers with frost.]
[I_SOURCE:ITEM_POWER]
[IS_CDI:USAGE_HINT:ATTACK]
[IS_CDI:TARGET_RANGE:C:25]
[IS_CDI:TARGET:C:LINE_OF_SIGHT]
[IS_CDI:MATERIAL:WATER:SHARP_ROCK]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_LAUNCH_ICE_BOLT]
[IS_CDI:WAIT_PERIOD:50]
[IS_CDI:MAX_TARGET_NUMBER:C:1]
[IS_CDI:VERB:focus:focuses:NA]
[IS_CDI:TARGET_RANGE:B:25]
[IS_CDI:TARGET:B:LINE_OF_SIGHT]
[IS_CDI:ADV_NAME:Propel away]
[IS_DESCRIPTION:Air swirls around this item.]
[IS_CDI:ADV_NAME:Cause pain]
[IS_DESCRIPTION:This item feels sinister.]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PROPEL_AWAY]
[IS_CDI:MAX_TARGET_NUMBER:B:1]
[IS_CDI:ADV_NAME:Paralyze]
[IS_DESCRIPTION:This item feels strangely still.]
[IS_CDI:ADV_NAME:Blister]
[IS_DESCRIPTION:This item feels prickly.]
[IS_DESCRIPTION:This item smells foul.]
[IS_CDI:ADV_NAME:Sicken]
[IS_DESCRIPTION:This item is unsettling.]
[IS_CDI:ADV_NAME:Cause bleeding]
[IS_DESCRIPTION:This item whistles quietly.]
[IS_CDI:ADV_NAME:Blind]
[IS_DESCRIPTION:This item is difficult to look at.]
[IS_CDI:ADV_NAME:Rot]
[IS_CDI:TARGET:A:LINE_OF_SIGHT]
[IS_CDI:ADV_NAME:Cause dizziness]
[IS_DESCRIPTION:This item seems to spin in place.]
[IS_CDI:ADV_NAME:Suffocate]
[IS_CDI:TARGET_VERB:feel frozen:freezes]
[IS_CDI:TARGET_VERB:feel blisters forming:grimaces]
[IS_CDI:TARGET_VERB:feel intense pain:grimaces]
[IS_CDI:TARGET_RANGE:A:25]
[IS_CDI:TARGET_VERB:your sight is fading:pauses]
[IS_CDI:TARGET_VERB:feel death come over you:grimaces]
[IS_CDI:TARGET_VERB:feel sick:looks sick]
[IS_CDI:TARGET_VERB:feel blood welling up:grimaces]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_PAIN]
[IS_CDI:MAX_TARGET_NUMBER:A:1]
[IS_CDI:TARGET_VERB:feel dizzy:looks dizzy]
[IS_CDI:TARGET_VERB:feel breath leaving you:pauses]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_COUGH_BLOOD]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_BLEEDING]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_PARALYZE]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLISTER]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_BLIND]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_ROT]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_NAUSEA]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SICKEN_VOMIT_BLOOD]
INK
[CE_IMPAIR_FUNCTION:SEV:500:PROB:100:START:0:PEAK:0:END:1:BP:BY_CATEGORY:ALL:EYE:RESISTABLE]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CAUSE_DIZZINESS]
[IS_CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUFFOCATE]
revolting
repulsive
repellent
putrid
ooze
mucus
goo
slime
[STATE_NAME:LIQUID:
[STATE_ADJ:GAS:boiling 
[STATE_NAME:GAS:boiling 
sludge
:SEV:10:PROB:100
[STATE_ADJ:ALL_SOLID:frozen 
[STATE_NAME:ALL_SOLID:frozen 
[STATE_ADJ:LIQUID:
elder
primordial
[MYTHICAL_REMNANT]
MYTHICAL_REMNANT_
primeval
elemental
primal
cosmic
mudstone
moonstone
[STATE_COLOR:ALL_SOLID:SILVER]
dreamstuff
sunstone
stardust
cloudstuff
leaf
curious
[MYTHICAL_SUBSTANCE]
MYTHICAL_SUBSTANCE_
obsidian
unusual
strange
odd
weird
liquor
juice
broth
peculiar
wax
pulp
jelly
solution
[STATE_ADJ:LIQUID:molten 
[STATE_NAME:LIQUID:molten 
dough
jam
[MELTING_POINT:10200]
[MELTING_POINT:9900]
[STATE_ADJ:ALL_SOLID:
[STATE_NAME:ALL_SOLID:
[EDIBLE_RAW]
[EDIBLE_VERMIN]
[MAT_FIXED_TEMP:NONE]
[BOILING_POINT:12000]
 effect]
[ALCOHOL]
[DO_NOT_CLEAN_GLOB]
[EDIBLE_COOKED]
large hand-held
large stationary
huge stationary
[DESCRIPTION:
 musical instrument
tiny hand-held
small hand-held
mid-size hand-held
 through any of 
 bellows to pressurize air, ultimately blowing it
 pump to send water into a chamber, ultimately supplying air to blow
 which uses a 
The instrument has flue pipes and both single reed and free reed pipes.  
 and a pedalboard
The musician directs air through chosen pipes by playing a 
 pipes.  
All of the pipes are single reed.  
The instrument has flue pipes and free reed pipes.  
The instrument has flue pipes and reed pipes.  
The instrument has both single reed and free reed pipes.  
 bellows to send air over interior reeds.  
.  The musician uses a 
All of the pipes are flue pipes.  
All of the pipes are free reed.  
 strings.  
 which houses 
 keyboard.  
The desired pitch is selected using a 
to select which of these strings are 
and a pedalboard 
 keyboard 
The musician uses a 
 above which hang 
The musician cannot control the volume.  
struck.  
plucked.  
_NECK
INS
to select which of these bells are struck.  
 bells.  
strings
 neck allows the musician room to stop 
 necks
 neck
, producing sound.]
 body of the instrument vibrates with the string
 and select the pitch of the instrument.]
the string
[DESCRIPTION:The strings of the instrument are attached to the 
 frames
 frame
_FRAME
 yoke
_YOKE
 body of the instrument vibrates with the strings, producing sound.]
 frame.]
 sound-chests
 sound-chest
 yoke.]
 yokes
strings vibrate
string
_STRINGS
 sound-chest of the instrument vibrates with the strings, producing sound.]
[INCOMPLETE_ITEM]
[NO_DEFAULT_JOB]
[ITEM_TOOL:
_KEYBOARD
[VALUE:10]
 keyboards
 keyboard
[NAME:
[DESCRIPTION:The 
[MATERIAL_SIZE:
[SIZE:
[TILE:155][UNIMPROVABLE]
 console
[UNIMPROVABLE]
_BODY
 keyboard allows the musician to select the pitch of the instrument.]
 bodies
 chests
 consoles
 case
 strings
_VIB
 is the housing for the workings of the instrument.]
 cases
_BELLOWS
 vibrate, producing the sound of the instrument.]
 pipes
 bells
 bellows is used to send air through the instrument.]
 pump is used to supply air to the instrument.]
 bellows
 pump
[DOMINANT_MATERIAL_PIECE:BODY]
[PLACED_AS_BUILDING]
[VALUE:50]
[ITEM_INSTRUMENT:
:STANDARD]
:keyboard:keyboards
KEYBOARD:
[INSTRUMENT_PIECE:
:body:bodies
:chest:chests
:console:consoles
BODY:
:bells:bells
:strings:strings
VIB:
:case:cases
:pump:pumps
BELLOWS:
:ALWAYS_PLURAL]
:pipes:pipes
[SOUND_PRODUCTION:STRUCK:BODY:VIB]
[SOUND_PRODUCTION:PLUCKED:BODY:VIB]
[PITCH_RANGE:
:bellows:bellows
[SOUND_PRODUCTION:AIR_AGAINST_FIPPLE:BELLOWS:VIB]
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:VIB]
[SOUND_PRODUCTION:AIR_OVER_REED:BELLOWS:VIB]
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:BODY]
[MUSIC_SKILL:PLAY_KEYBOARD_INSTRUMENT]
[PITCH_CHOICE:FOOT_PEDALS:VIB:BODY]
[PITCH_CHOICE:KEYBOARD:KEYBOARD]
[VOLUME_mB:
 occasionally plucked.  
 occasionally struck.  
 drone strings are
A drone string is
 string by stopping it against the body.  
 string by stopping it against the neck.  
The musician can alter the pitch of 
Frets on the neck allow the musician to alter the pitch.  
Pitch can also be altered by pedals.  
Tuning is also possible using small levers.  
Tuning is accomplished by pegs.  
Tuning is possible with adjustable bridges.  
_MELODY
_BLOW
INW
 bowl is attached to the neck to provide additional overtones.  
 blowpipe is used by the musician to send air into the instrument.]
 blowpipes
 blowpipe
_DRONE
 melody pipe is used by the musician to select the pitch of the instrument.]
 melody pipes
 melody pipe
 bag is used by the musician to control the steady flow of air through the instrument.]
 drone pipe produces
 drone pipes produce
 drone pipes
 drone pipe
 wind chests
 wind chest
_PIPES
 a constant pitch with the flow of air out of the instrument.]
 pipes to select the pitch as the air leaves the instrument.]
[DESCRIPTION:The musician uses the 
 pipe
 wind chest is the body of the instrument.]
BAG:
:blowpipe:blowpipes
BLOW:
[DOMINANT_MATERIAL_PIECE:BAG]
DRONES:
:melody pipe:melody pipes
MELODY:
:bag:bags
CHEST:
[DOMINANT_MATERIAL_PIECE:CHEST]
:drone pipe:drone pipes:STANDARD]
:drone pipes:drone pipes:ALWAYS_PLURAL]
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:MELODY]
:pipe:pipes
PIPES:
:wind chest:wind chests
[SOUND_PRODUCTION:VIBRATE_BP_AGAINST_OPENING:SELF]
[PITCH_CHOICE:STOPPING_HOLE_KEY:MELODY]
[PITCH_CHOICE:STOPPING_HOLE:MELODY]
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:DRONES]
[PITCH_CHOICE:BP_IN_BELL:SELF]
[PITCH_CHOICE:VALVE_ROUTES_AIR:SELF]
[PITCH_CHOICE:HARMONIC_SERIES:SELF]
[PITCH_CHOICE:SLIDE:SELF]
[SOUND_PRODUCTION:BLOW_OVER_SINGLE_REED:SELF]
[SOUND_PRODUCTION:BLOW_OVER_OPENING_SIDE:SELF]
[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]
[SOUND_PRODUCTION:BLOW_OVER_OPENING_END:SELF]
_NECK_RES
_PROD
, causing the instrument to produce sound.]
string vibrates
 bows
 hammers
 plectrum
 bow
 hammers strike the string
 plectrum plucks the string
 bow is drawn across the string
 plectra
 neck bowl vibrates with the rest of the instrument, producing sound.]
 neck bowls
 neck bowl
 of the instrument.]
FRAME:
[DOMINANT_MATERIAL_PIECE:FRAME]
:neck:necks
NECK:
:sound-chest:sound-chests
:yoke:yokes
YOKE:
:frame:frames
PROD:
:string:strings:STANDARD]
:strings:strings:ALWAYS_PLURAL]
STRINGS:
NECK_RES:
:hammers:hammers:ALWAYS_PLURAL]
:plectrum:plectra:STANDARD]
:bow:bows:STANDARD]
[SOUND_PRODUCTION:STRUCK:PROD:STRINGS]
[SOUND_PRODUCTION:PLUCKED:PROD:STRINGS]
[SOUND_PRODUCTION:BOWED:PROD:STRINGS]
:neck bowl:neck bowls
[PITCH_CHOICE:STOPPING_FRET:STRINGS:NECK]
[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]
[SOUND_PRODUCTION:RESONATOR:NECK_RES]
[SOUND_PRODUCTION:PLUCKED_BY_BP:STRINGS]
[TUNING:ADJUSTABLE_BRIDGES:STRINGS]
[PITCH_CHOICE:FOOT_PEDALS:STRINGS:BODY]
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:BODY]
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:NECK]
-stringed instrument
[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]
[TUNING:LEVERS:STRINGS]
[TUNING:PEGS:STRINGS]
The strings are tied from the top of the neck down over the body and
 yoke and a 
 frame and a 
 neck connecting to a 
 the musician 
The instrument rests flat as
The strings are suspended from the yoke down to the body and
The strings are suspended from the frame down to the body and
picks 
 main
the main string
plays 
 other strings vibrate in sympathy and are rarely played themselves
Another string vibrates in sympathy and is rarely played itself
plucks 
strikes 
chime
chimes
bar
hourglass
triangles
bowl
bowls
block
rings
bell
bells
triangle
 stands
 stand
_STAND
 up the bulk of the instrument.]
 head
 heads
_HEAD
 stand is used to support the instrument.]
_MALLET
 stretched over the instrument and used to produce sound.]
 head is
 heads are
HEAD:
:stand:stands
STAND:
 used by the musician to strike the instrument and produce sound.]
[INDEFINITE_PITCH]
MALLET:
:head:heads
:heads:heads
[SOUND_PRODUCTION:STRUCK:MALLET:BODY]
[SOUND_PRODUCTION:FRICTION:MALLET:BODY]
[SOUND_PRODUCTION:SCRAPED:MALLET:HEAD]
[SOUND_PRODUCTION:STRUCK:MALLET:HEAD]
[SOUND_PRODUCTION:PLUCKED_BY_BP:BODY]
[SOUND_PRODUCTION:STRUCK_BY_BP:BODY]
[SOUND_PRODUCTION:STRUCK_BY_BP:HEAD]
[SOUND_PRODUCTION:SCRAPED:MALLET:BODY]
[SOUND_PRODUCTION:SHAKEN:SELF]
[SOUND_PRODUCTION:STRUCK_TOGETHER:SELF]
[SOUND_PRODUCTION:PLUCKED_BY_BP:SELF]
[SOUND_PRODUCTION:STRUCK_BY_BP:SELF]
[TUNING:TIGHTENING:HEAD]
[PITCH_CHOICE:SUBPART_CHOICE:BODY]
[PITCH_CHOICE:SUBPART_CHOICE:HEAD]
[PITCH_CHOICE:MEMBRANE_POSITION:HEAD]
tiny stationary
small stationary
mid-size stationary
[MUSIC_SKILL:PLAY_PERCUSSION_INSTRUMENT]
 on a 
 which rest
It consists of 
 percussion instrument.  
rubs around the lip of
scrapes
The musician 
 attached to a 
The instrument produces a complex sound that cannot be said to be of a single pitch.  
 together
shakes
plucks
[PITCH_CHOICE:SUBPART_CHOICE:SELF]
[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]
[PITCH_CHOICE:STOPPING_HOLE:SELF]
[SOUND_PRODUCTION:BLOW_OVER_DOUBLE_REED:SELF]
[TUNING:CROOKS:SELF]
[PITCH_CHOICE:STOPPING_HOLE_KEY:CHEST]
[PITCH_CHOICE:STOPPING_HOLE:CHEST]
[SOUND_PRODUCTION:BLOW_OVER_FREE_REED:CHEST]
The musician selects the pitch by 
 bag, itself supplied by a 
wind instrument through which constant air flow is maintained by use of a 
[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]
The melody pipe is a 
 melody pipe attached to the bag.  
stopping holes
pressing keys to stop holes
 with flared bells
double-tube
cylindrical bore
conical bore
 constant accompaniment.  
 provides
s provide
 with a flared bell
The musician blows into the instrument and selects pitch 
horn.  
looping
curved
by restricting air flow out of the bell
by pressing valves to route air through different tube
by achieving higher and higher harmonics
by adjusting a slide
The musician blows into the fipple at one end
 wind instrument
globular
closed cylindrical
The musician blows through a double reed at one end
The musician blows over a single reed at one end
The musician blows across the end hole
The musician blows across a hole in the side
stop holes
press keys to stop holes
 and can also 
The musician selects the pitch by achieving higher and higher harmonics
conical
closed
 adjacent 
wind instrument consisting of 
The musician blows across the end of each pipe
The musician blows across a hole in the side of each pipe
The musician blows into the fipple at the end of each pipe
cylindrical
, fitted with free reeds.  
 wind instrument consisting of a central wind chest and 
The musician blows through a double reed in each pipe
The musician blows over a single reed in each pipe
hammers
mallet
mallets
INP
bowl-shaped
drum
stick
sticks
[NAME:assemble 
[CATEGORY_DESCRIPTION:Make instrument pieces which can be used to assemble complete musical instruments.]
[CATEGORY_NAME:Make instrument piece
[CATEGORY:INSTRUMENT_PIECE]
[PRODUCT:100:1:INSTRUMENT:
:NONE:NONE]
:1:TOOL:
[REAGENT:
[IMPROVEMENT:100:instrument:INSTRUMENT_PIECE:
[PRODUCT_TOKEN:instrument]
:NONE]
:GET_MATERIAL_FROM_REAGENT:
[CATEGORY_NAME:Make instrument
[CATEGORY:INSTRUMENT]
[DESCRIPTION:USE_INSTRUMENT:
[SKILL:MASONRY]
TITAN_
FORGOTTEN_BEAST_
*** Error(s) found in Random Creature Generation
[CATEGORY_DESCRIPTION:Assemble complete musical instruments and construct single-piece instruments.]
E_HUMG
E_HUM
NIGHT_CREATURE_
DEMON_
E_FL
E_FS
E_BEASTL
E_BEAST
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]
[NAME:forgotten beast:forgotten beasts:forgotten beast]
[ATTACK_TRIGGER:0:0:2]
[FEATURE_BEAST]
[NATURAL_SKILL:WRESTLING:6]
[DIFFICULTY:10]
[CARNIVORE]
[NO_GENDER]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:BITE:6]
[ATTACK_TRIGGER:
[TITAN]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[NATURAL_SKILL:DODGING:6]
[UNIQUE_DEMON]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:15]
[LAIR:SHRINE:100]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NATURAL_SKILL:GRASP_STRIKE:14]
[NATURAL_SKILL:BITE:14]
[NATURAL_SKILL:WRESTLING:14]
[SPREAD_EVIL_SPHERES_IF_RULER]
[NATURAL_SKILL:DODGING:14]
[NATURAL_SKILL:RANGED_COMBAT:14]
[NATURAL_SKILL:MELEE_COMBAT:14]
[NATURAL_SKILL:STANCE_STRIKE:14]
[FEMALE]
[CASTE:FEMALE]
[CAN_LEARN][CAN_SPEAK][DIFFICULTY:10]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]
[DEMON]
[SELECT_CASTE:ALL]
[MALE]
[CASTE:MALE]
MAKE_
[OBJECT:REACTION]
reaction_layer
Tuning is accomplished by adjusting the tension of the head.  
[MAX_MULTIPLIER:1]
[NAME:make 
[NAME:forge 
[REACTION:
[PRODUCT:100:1:TOOL:
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[BUILDING:KILN:NONE]
[BUILDING:LEATHER:NONE]
[SKILL:POTTERY]
[FUEL]
:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[BUILDING:GLASS:NONE]
[SKILL:LEATHERWORK]
:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[CONTAINS:sand]
[REAGENT:sand bag:1:NONE:NONE:NONE:NONE]
[IS_SAND_MATERIAL]
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE]
[SKILL:GLASSMAKER]
:GLASS_GREEN:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRESERVE_REAGENT]
[METAL_ITEM_MATERIAL]
[REAGENT:metal bars:150:BAR:NONE:INORGANIC:NONE]
[REAGENT:metal bars:300:BAR:NONE:INORGANIC:NONE]
[BUILDING:METALSMITH:NONE]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
[BUILDING:CARPENTER:NONE]
[SKILL:METALCRAFT]
:GET_MATERIAL_FROM_REAGENT:metal bars:NONE]
[REAGENT:stone:1:BOULDER:NONE:INORGANIC:NONE]
[BUILDING:MASON:NONE]
[SKILL:CARPENTRY]
:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:CARVE_STONE]
:GET_MATERIAL_FROM_REAGENT:stone:NONE]
[HARD_ITEM_MATERIAL]
[WORTHLESS_STONE_ONLY]
[REAGENT:thread:15000:THREAD:NONE:NONE:NONE]
[SKILL:STONECRAFT]
[SKILL:WOODCRAFT]
[BUILDING:CRAFTSMAN:NONE]
:GET_MATERIAL_FROM_REAGENT:thread:NONE]
[ANY_SILK_MATERIAL]
[REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]
[NOT_WEB]
[REAGENT:shell:1:NONE:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL]
[SKILL:WEAVING]
:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:BONECARVE]
:GET_MATERIAL_FROM_REAGENT:shell:NONE]
[ANY_SHELL_MATERIAL]
[USE_BODY_COMPONENT][UNROTTEN]
[DESCRIPTION:USE_TOOL:
:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[ANY_BONE_MATERIAL]
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]
[CRAZED]
[BONECARN]
[SENSE_CREATURE_CLASS:GENERAL_POISON:15:4:0:1]
[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]
[DIFFICULTY:3]
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]
[HABIT_NUM:TEST_ALL]
[LAIR_CHARACTERISTIC:HAS_DOORS:100]
[LAIR:SIMPLE_BURROW:50]
[LAIR:SIMPLE_MOUND:50]
[HABIT:COOK_VERMIN:50]
[HABIT:GRIND_VERMIN:50]
[HABIT:COOK_BLOOD:50]
[HABIT:GRIND_BONE_MEAL:50]
[ODOR_STRING:cooked flesh]
[ODOR_STRING:bug innards]
[HABIT:COLLECT_TROPHIES:50]
[HABIT:COOK_PEOPLE:50]
[NIGHT_CREATURE_BOGEYMAN]
[NATURAL_SKILL:SNEAK:20]
[ODOR_LEVEL:90]
[ODOR_STRING:death]
[CLUSTER_NUMBER:1:1]
[NIGHT_CREATURE_NIGHTMARE]
[PERSONALITY:HUMOR:100:100:100]
[CLUSTER_NUMBER:4:6]
[NATURAL_SKILL:WRESTLING:4]
[DIFFICULTY:2]
[DIFFICULTY:6]
[LARGE_PREDATOR]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:STANCE_STRIKE:4]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:BITE:4]
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:RANGED_COMBAT:4]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
[NIGHT_CREATURE]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[LOCAL_POPS_PRODUCE_HEROES]
[LOCAL_POPS_CONTROLLABLE]
[NONAUSEA]
[SWIMS_INNATE]
[AMPHIBIOUS]
[BIOME:ANY_LAND]
[NATURAL_SKILL:STANCE_STRIKE:10]
[NATURAL_SKILL:GRASP_STRIKE:10]
[NATURAL_SKILL:BITE:10]
[NATURAL_SKILL:WRESTLING:10]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]
[NATURAL_SKILL:DODGING:10]
[NATURAL_SKILL:RANGED_COMBAT:10]
[NATURAL_SKILL:MELEE_COMBAT:10]
[BIOME:SUBTERRANEAN_CHASM]
[LARGE_PREDATOR][DIFFICULTY:
[LARGE_ROAMING]
[CAN_LEARN][CAN_SPEAK]
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]
[CLUSTER_NUMBER:1:5]
[POPULATION_NUMBER:5:10]
[UNDERGROUND_DEPTH:5:5]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[PERSONALITY:BASHFUL:0:0:0]
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[PERSONALITY:ASSERTIVENESS:100:100:100]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:GRATITUDE:0:0:0]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[PERSONALITY:GREED:100:100:100]
[PERSONALITY:PRIDE:100:100:100]
[PERSONALITY:CRUELTY:100:100:100]
[FANCIFUL]
[EVIL]
[MAGMA_VISION]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[BIOME:ANY_SAVANNA]
[BIOME:ANY_SHRUBLAND]
[BIOME:ANY_FOREST]
[SUPERNATURAL]
[SPOUSE_CONVERTER]
[BIOME:TUNDRA]
[BIOME:ANY_WETLAND]
[BIOME:ANY_GRASSLAND]
[ORIENTATION:MALE:0:0:1]
[CONVERTED_SPOUSE]
[ORIENTATION:FEMALE:0:0:1]
[ORIENTATION:MALE:1:0:0]
[CAN_SPEAK]
[SLOW_LEARNER]
[CAN_LEARN]
[ORIENTATION:FEMALE:1:0:0]
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[REMOVE_TISSUE:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[REMOVE_MATERIAL:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[REMOVE_MATERIAL:BONE]
[REMOVE_TISSUE:SKIN]
[REMOVE_MATERIAL:SKIN]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[REMOVE_TISSUE:BONE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[HAS_NERVES]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
cinders
embers
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
brown
composed of mud
shade
composed of ash
green
composed of vomit
quagmire
slick
white
composed of salt
brine
disgusting appearance
blizzard
composed of snow
waste
composed of grime and filth
 of tears
tear
composed of water
sleet
flame
FLAME
boiling
composed of steam
flare
inferno
red
composed of flame
composed of amber
scorching
flaming
flash
[NOSTUN]
[NOPAIN]
[NO_DIZZINESS]
[NOEXERT]
[NOFEAR]
[ALL_ACTIVE]
[PETVALUE:2000]
[BIOME:SUBTERRANEAN_WATER]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]
:10:1]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:
[NO_FEVERS]
[NATURAL_SKILL:PIKE:10]
[NATURAL_SKILL:DAGGER:10]
[NATURAL_SKILL:SWORD:10]
[NATURAL_SKILL:AXE:10]
[NATURAL_SKILL:SPEAR:10]
[NATURAL_SKILL:WHIP:10]
[NATURAL_SKILL:HAMMER:10]
[NATURAL_SKILL:MACE:10]
[NATURAL_SKILL:DAGGER:6]
[NATURAL_SKILL:SWORD:6]
[NATURAL_SKILL:AXE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:WHIP:6]
[NATURAL_SKILL:HAMMER:6]
[NATURAL_SKILL:MACE:6]
[NATURAL_SKILL:PIKE:6]
decapod
hexapod
[BENIGN]
[NATURAL_SKILL:SPEAR:6]
wyrm
worm
primate
octopod
[SELECT_CASTE:FEMALE]
[SELECT_CASTE:MALE]
armless biped
snake
[BABY:1]
[BODY_SIZE:12:0:
[BODY_SIZE:2:0:
[BODY_SIZE:0:0:
[BUILDINGDESTROYER:2]
[TRAPAVOID]
[GRASSTRAMPLE:20]
[CHILD:12]
142
132
'&'
[CREATURE_TILE:
RCP_2_FRONT_FINGERS
RCP_3_FRONT_FINGERS
RCP_4_FRONT_FINGERS
RCP_5_FRONT_FINGERS
[BODYGLOSS
[BODY
RCP_TONGUE
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[EQUIPS]
[CANOPENDOORS]
[FLIER]
[SELECT_MATERIAL:EYE]
[NO_UNIT_TYPE_COLOR]
[SELECT_MATERIAL:SKIN]
[SELECT_MATERIAL:CHITIN]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[GLOWCOLOR:
[GLOWTILE:249]
[GLOWTILE:'"']
[STATE_COLOR:ALL:
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[TL_MAJOR_ARTERIES]
 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[CREATURE_CLASS:GENERAL_POISON]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[SELECT_MATERIAL:ICHOR]
[SELECT_MATERIAL:BLOOD]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[TISSUE_LAYER:BY_CATEGORY:FINGER:TALON:FRONT]
[BOILING_POINT:9900]
[MELTING_POINT:9800]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[SELECT_MATERIAL:GOO]
[SYN_NAME:titan sickness]
[SYN_NAME:beast sickness]
[BOILING_POINT:10400]
[MELTING_POINT:10200]
[SYN_IMMUNE_CREATURE:
[SYN_NAME:night sickness]
[SYN_NAME:divine sickness]
[SYN_NAME:demon sickness]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[THICKWEB][WEBIMMUNE]
:ALL]
[CDI:MAX_TARGET_NUMBER:C:4]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_WEB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:ADV_NAME:Spray web]
[CDI:ADV_NAME:Spray dust]
SKIN
:BY_CATEGORY:ALL:
[SECRETION:LOCAL_CREATURE_MAT:POISON:
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
[CDI:ADV_NAME:Spray vapor]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_DUST]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_DUST_FLOW]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_GAS]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_GAS_FLOW]
[CDI:ADV_NAME:Spray gas]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_VAPOR]
composed of crystal glass
composed of clear glass
composed of green glass
composed of coral
composed of solid salt
composed of coke
black
composed of charcoal
[MAT_FIXED_TEMP:
[USE_MATERIAL_TEMPLATE:
composed of 
composed of ice
[TISSUE_MAT_STATE:
[TISSUE_MATERIAL:
[TISSUE_NAME:tissue:NP]
[TISSUE:UNIFORM_TIS]
[RELATIVE_THICKNESS:1]
[STRUCTURAL]
[FUNCTIONAL]
[MUSCULAR]
[NOT_LIVING]
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]
[TISSUE_SHAPE:LAYER]
[CONNECTS]
[CDI:FLOW:FIREBALL]
[CDI:ADV_NAME:Hurl fireball]
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]
[NOT_BUTCHERABLE]
[CDI:WAIT_PERIOD:30]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:MAX_TARGET_NUMBER:C:2]
[CDI:TARGET_RANGE:C:15]
[CDI:TARGET_RANGE:C:5]
[CDI:FLOW:FIREJET]
[CDI:ADV_NAME:Spray jet of fire]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPRAY_FIRE_JET]
[ODOR_STRING:vomit]
[ODOR_STRING:mud]
[FIREIMMUNE_SUPER]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_HURL_FIREBALL]
[ODOR_STRING:soil]
[ODOR_STRING:soot]
[ODOR_STRING:smoke]
[ODOR_STRING:filth]
[FIXED_TEMP:
[EXTRAVISION]
[NOBREATHE]
[COLOR:
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[HOMEOTHERM:10040]
IVORY
ECRU
ASH_GRAY
MIDNIGHT_BLUE
OLIVE
DARK_OLIVE
PALE_PINK
TAUPE_PURPLE
[SELECT_MATERIAL:SCALE]
[SELECT_MATERIAL:FEATHER]
[SELECT_MATERIAL:HAIR]
[STATE_COLOR:ALL_SOLID:
STANDARD_BIPED_GAITS
STANDARD_QUADRUPED_GAITS
STANDARD_WALKING_GAITS
STANDARD_WALK_CRAWL_GAITS
BOGEYMAN_POLYMORPH
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:900:675:450:225:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:900:675:450:225:1900:2900]
[APPLY_CREATURE_VARIATION:
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_TRANSFORM]
[CDI:WAIT_PERIOD:100]
[CDI:ADV_NAME:Transform]
[CAN_DO_INTERACTION:
 towering
 gigantic
 great
[DESCRIPTION:A
 small
 very large
 huge
n enormous
scaly 
feathered 
hairy 
one-eyed 
eyeless 
fleshy 
armored 
skinless 
noseless 
beakless 
three-eyed 
 in humanoid form
 twisted into humanoid form
eight-legged 
six-legged 
thin wings of stretched skin
  It has 
 with lidless eyes
 with external ribs
  It has two 
lacy wings
feathered wings
wings
long, straight
long, hanging
  It has a 
  It has three 
 tail
 tails
stubby
long, curly
  It has a fat, bulging trunk
  It has a short trunk
  It has a long, swinging trunk
  It has a proboscis
  It has a round shell
  It has a knobby trunk
  It has a curling trunk
  It has a twisting, jointed trunk
  It has an enormous shell
  It has a knobby shell
  It has a square shell
  It has a spiral shell
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPIT_SOLID_GLOB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]
[CDI:ADV_NAME:Spit glob]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_EMIT_DUST]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_DUST]
[CDI:ADV_NAME:Emit dust]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SPIT_LIQUID_GLOB]
[CDI:ADV_NAME:Emit gas]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_EMIT_VAPOR]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_VAPOR]
[CDI:ADV_NAME:Emit vapor]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[FIREIMMUNE]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_EMIT_GAS]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_GAS]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VERB:punch:punches]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_EDGE]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VERB:snatch:snatches]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_VERB:kick:kicks]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_CONTACT_PERC:5]
[ATTACK_VERB:sting:stings]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[SPECIALATTACK_SUCK_BLOOD:50:100]
[ATTACK_VERB:stab:stabs]
[ATTACK_SKILL:BITE]
[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]
_BITE]
DEITY_CURSE_WEREBEAST_
[SPECIALATTACK_INTERACTION:
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_VERB:bite:bites]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
[ATTACK_VERB:gore:gores]
[ATTACK_VERB:scratch:scratches]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:TALON]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[HEATDAM_POINT:NONE]
[MAT_FIXED_TEMP:
[SELECT_MATERIAL:ALL]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:675:450:225:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2900:2175:1450:725:3900:5900]
[IGNITE_POINT:NONE]
[COLDDAM_POINT:NONE]
it seems eager to pronounce judgment on others
its whole body appears to be faceted in a symmetric fashion
it appears to be a very bitter creature
flashes of energy pulse across its surface intermittently
it seems unerringly honest if one does not concentrate
it has a very stark look about it
it moves ponderously
it appears very deliberate in its actions
it stares longingly at those nearby
it always seems to be looking far into the distance
it crackles with energy
it returns surrounding light with a new vibrance and intensity
it heckles those it meets that are not married
it has an unnerving stare
it changes direction suddenly at times
it never abandons its companions
it has a distinctly depressing moan
it has an angular appearance
it appears to have sharp shimmering edges on many parts of its body
it always seems like it is on the verge of crying
there is a foul reek about it
it is very solidly built
it changes color with the phases of the moon
it is difficult to see clearly
it eerily reflects the light of the stars and moon
it seems most at ease when it is outdoors
it sounds clear tones as its body moves in time
it cannot abide anything that lives
it moves very stiffly
it always raises a part of its body toward the moon
it cannot look directly at somebody that has broken an oath
it reminds those that look upon it of their most unpleasant memories
it always seems to point toward the sun when it is in the sky
it rocks back and forth whenever somebody changes their mind in its presence
it has an incredibly calm demeanor
its surface is always enlivened with a refreshing play of color
it is strikingly colored
it leaves water wherever it goes
it appears to be expecting
it recites verses in a strange language on occasion
its outer surface seems to flow about its body
it has a fixed and unblinking gaze when interacting
it moves with a bouncing rhythm
it alternates from instant to instant between sluggishness and extreme vibrancy
it makes nearby water undrinkable
it inspires those around it to acts of great sacrifice
it always nods eagerly when somebody is speaking
it is hard to disobey
it has a slowly shifting pattern on its surface
it makes absolutely no sound
its form is ever-changing
it always seems to be deep in thought
its movement is the sound of wind and rain
it appears to sparkle after night falls
it pays attention carefully to anybody that is speaking
it sings beautiful songs endlessly
it always seems to have its attention on the most valuable object in the area
it is difficult to look at directly
it mutters to itself about death
it looks solidly built
it seems most content when a fair wind is blowing
it appears to be covered with sharp hooks and barbs
it is incredibly noisy
its movements sound like the rattling of chains
  It has a pair of spindly antennae
  It has a pair of fan-like antennae
  It has a pair of long antennae
  It has a broad shell
  It has four 
  It has a pair of knobby antennae
  It has a pair of branching antennae
  It has a pair of squat antennae
 horn
 horns
long, curving
long, spiral
it is decorated with intricate patterns
it growls, buzzes, clicks and generally makes a varied racket
it looks constantly to the sky for rain
  It has large mandibles
nearby vegetation seem to shrink away from it
it is covered with a filmy sac
it is strikingly beautiful
it is perfectly symmetric
it seems very pleasant
it spins wildly, lurching and howling
its moans seem to echo no matter where it resides
the pieces of its body are carefully separated by markings
it makes those around it feel brave
it radiates a sad kindness
it appears to be covered with rocky crags
it never misses an opportunity to jump in puddles
it is difficult to see clearly even in bright light
it whirls, skips and jumps whenever it moves
small objects seem to pop into existence around it
it appears constructed
its body is bent and misshapen
it has a rattling exhale
it hums pleasantly when the sun is high in the sky
it always turns to welcome the rise of the sun
[ODOR_LEVEL:100]
it bears malodorous pustules
it moves with great focus
it slavers uncontrollably
it looks very solid and stocky
it is utterly still when not taking deliberate action
it never looks toward the sun
the details of its form are easily forgotten without deliberate concentration
it appears to be very healthy
it never appears to be perturbed or surprised by any happening
fanfare follows it wherever it goes
it appears to be closely related to every other of its kind
it always moves carefully around water
it only looks comfortable when it is in the water
a sheen around it always seems to rise upward
it skips and twirls as it moves
it is very sturdy-looking
it is impossible to hold a grudge near it
[ODOR_STRING:freshly-baked goods]
it has the delicious smell of freshly-baked goods
it makes those around it want to give up their possessions
it giggles at random
it changes between two colors intermittently
it eagerly moves from place to place
it inspects the ground intently as it moves
it radiates an aura of welcoming
it is surrounded by a gentle atmosphere
it seems to smile constantly
it chants ceaselessly
it appears to be emaciated
it has a gaunt appearance
bloated appearance
it repeatedly makes threats of torture and death
it knows and intones the names of all it encounters
it spouts gibberish periodically
it murmurs horrible curses
it moves about carelessly
it moves deliberately
it has an austere look about it
it has a regal bearing
eye glows
eyes glow
.  Its 
[ODOR_STRING:brimstone]
short and even
very curly
long and shaggy
 hair is 
 feathers are 
long and wavy
long and straight
patchy
long and sparse
long and broad
downy
fluffed-out
jagged
blocky
 scales are 
long and narrow
 exoskeleton is 
set far apart
overlapping
oval-shaped
sleek and smooth
warty
leathery
waxy
accidentally 
  This night creature was first created 
 skin is 
rough and cracked
 through the fiend's chaotic power
 through the fiend's twisted power
 through the fiend's terrifying power
by the 
multitudes
 unleashed upon 
 gone wrong
 after horrible experiments
  Beware its poisonous sting!
Now you will know why you fear the night.
 and is of a part with 
  It was created by 
  Beware its webs!
  Beware its fire!
  Beware its hunger for warm blood!
  Beware its poisonous bite!
  Beware its deadly spittle!
  Beware its poisonous gas!
  Beware its poisonous vapors!
  Beware its deadly dust!
it has a tendency to laugh quietly to itself every so often
it is top-heavy
it is unsettling to be around
it never stops moving completely
it looks very proud of itself
it always tries to embolden any fighting in its presence with exhortations of bravery, even its foes
it chitters briefly before sunrise and just after nightfall
it tenses up throughout its entire body whenever somebody tells a falsehood in its presence
it always seems to be counting something
it seems to flow as it moves
it bellows and cheers without pause
it seems to glow brightly from within
it is covered with divine writing
it acts with unwavering calm
it is surrounded by an everpresent rush of wind
it changes appearance based on the clouds and precipitation above
muttering
it mutters to itself as it moves aimlessly
it is a divine being
it appears spry and vigorous
groaning
it groans from time to time
brooding
grumbling
baying
howling
it howls into high winds
moaning
it shambles sluggishly
wailing
shrieking
bellowing
it lumbers along steadily from place to place
bloated
it has a bloated body
it stamps the ground and snorts
backward
its joints are backward
hulking
lumbering
twisted
crooked
its limbs jut out at asymmetric angles
it moves with uneven jerking motions
emaciated
starved
it strides in silence with purpose
it lopes quickly along the ground
it bears a look of unbelievable peace
it is crazed for blood and flesh
with singular purpose it seeks to destroy the living
it hurls vicious insults constantly
joy marks its every movement
kind nature
it emanates an aura of giving and kindness
peaceful nature
it is slavering
it is ravening
it moves its will in accordance with the truth of things
joyful nature
it squirms and fidgets
rhythmic undulations
it undulates rhythmically
it belches and croaks
[PCG_LAYERING:WEREBEAST_TAPIR]
[PCG_LAYERING:WEREBEAST_SQUIRREL]
[PCG_LAYERING:WEREBEAST_SLOTH]
[PCG_LAYERING:WEREBEAST_SKUNK]
[PCG_LAYERING:WEREBEAST_WOLF]
[PCG_LAYERING:WEREBEAST_WEASEL]
[PCG_LAYERING:WEREBEAST_WARTHOG]
[PCG_LAYERING:WEREBEAST_TORTOISE]
[PCG_LAYERING:EXPERIMENT_HUMANOID_SHADOW]
[USE_STANDARD_NEX_BODY_PALETTE:
[PCG_LAYERING:WEREBEAST_ZEBRA]
[PCG_LAYERING:WEREBEAST_WOMBAT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_WINGS_BAT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_WINGS_FEATHERED]
[PCG_LAYERING:EXPERIMENT_HUMANOID_WINGS_LACY]
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_FUR]
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_FEATHERS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_SCALES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_TORSO_SKIN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_FOOT_LEFT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_LEG_RIGHT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_LEG_LEFT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_EXTERNAL_RIBS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HAND_LEFT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_ARM_RIGHT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_ARM_LEFT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_FOOT_RIGHT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_FEATHERS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_SCALES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_SKIN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HAND_RIGHT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_EYE_THREE]
[PCG_LAYERING:EXPERIMENT_HUMANOID_EYE_TWO]
[PCG_LAYERING:EXPERIMENT_HUMANOID_EYE_ONE]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HEAD_FUR]
[PCG_LAYERING:EXPERIMENT_HUMANOID_ANTENNAE]
[PCG_LAYERING:EXPERIMENT_HUMANOID_TRUNK]
[PCG_LAYERING:EXPERIMENT_HUMANOID_MOUTH]
[PCG_LAYERING:EXPERIMENT_HUMANOID_MANDIBLES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_SHORT_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_CURVING_1]
[PCG_LAYERING:WEREBEAST_ANTELOPE]
[PCG_LAYERING:WEREBEAST_ANTEATER]
  Beware its deadly blood!
  Beware its noxious secretions!
[PCG_LAYERING:WEREBEAST_BEAR]
[PCG_LAYERING:WEREBEAST_BADGER]
[PCG_LAYERING:WEREBEAST_ARMADILLO]
[PCG_LAYERING:WEREBEAST_APE]
[PCG_LAYERING:WEREBEAST_BULL]
[PCG_LAYERING:WEREBEAST_BUFFALO]
[PCG_LAYERING:WEREBEAST_BISON]
[PCG_LAYERING:WEREBEAST_BEAVER]
[PCG_LAYERING:WEREBEAST_CAVY]
[PCG_LAYERING:WEREBEAST_CAT]
[PCG_LAYERING:WEREBEAST_CAMEL]
[PCG_LAYERING:WEREBEAST_CAPYBARA]
[PCG_LAYERING:WEREBEAST_COATI]
[PCG_LAYERING:WEREBEAST_CIVET]
[PCG_LAYERING:WEREBEAST_CHINCHILLA]
[PCG_LAYERING:WEREBEAST_CHAMELEON]
[PCG_LAYERING:WEREBEAST_ELEPHANT]
[PCG_LAYERING:WEREBEAST_DONKEY]
[PCG_LAYERING:WEREBEAST_DEER]
[PCG_LAYERING:WEREBEAST_COYOTE]
[PCG_LAYERING:WEREBEAST_GILA_MONSTER]
[PCG_LAYERING:WEREBEAST_GECKO]
[PCG_LAYERING:WEREBEAST_FOX]
[PCG_LAYERING:WEREBEAST_ELK]
[PCG_LAYERING:WEREBEAST_HARE]
[PCG_LAYERING:WEREBEAST_GOPHER]
[PCG_LAYERING:WEREBEAST_GOAT]
[PCG_LAYERING:WEREBEAST_GIRAFFE]
[PCG_LAYERING:WEREBEAST_IGUANA]
[PCG_LAYERING:WEREBEAST_HYENA]
[PCG_LAYERING:WEREBEAST_HORSE]
[PCG_LAYERING:WEREBEAST_HEDGEHOG]
[PCG_LAYERING:WEREBEAST_LEMUR]
[PCG_LAYERING:WEREBEAST_KOALA]
[PCG_LAYERING:WEREBEAST_KANGAROO]
[PCG_LAYERING:WEREBEAST_JACKAL]
[PCG_LAYERING:WEREBEAST_MAMMOTH]
[PCG_LAYERING:WEREBEAST_LORIS]
[PCG_LAYERING:WEREBEAST_LLAMA]
[PCG_LAYERING:WEREBEAST_LIZARD]
[PCG_LAYERING:WEREBEAST_MONITOR_LIZARD]
[PCG_LAYERING:WEREBEAST_MONGOOSE]
[PCG_LAYERING:WEREBEAST_MOLE]
[PCG_LAYERING:WEREBEAST_MARMOT]
[PCG_LAYERING:WEREBEAST_OPOSSUM]
[PCG_LAYERING:WEREBEAST_MOUSE]
[PCG_LAYERING:WEREBEAST_MONKEY]
[PCG_LAYERING:WEREBEAST_MOOSE]
[PCG_LAYERING:WEREBEAST_PIG]
[PCG_LAYERING:WEREBEAST_PANTHER]
[PCG_LAYERING:WEREBEAST_PANGOLIN]
[PCG_LAYERING:WEREBEAST_PANDA]
[PCG_LAYERING:WEREBEAST_RAT]
[PCG_LAYERING:WEREBEAST_RACCOON]
[PCG_LAYERING:WEREBEAST_RABBIT]
[PCG_LAYERING:WEREBEAST_PORCUPINE]
[PCG_LAYERING:WEREBEAST_SKINK]
[PCG_LAYERING:WEREBEAST_SHREW]
[PCG_LAYERING:WEREBEAST_SHEEP]
[PCG_LAYERING:WEREBEAST_RHINOCEROS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_4]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_2]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_1]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_SNAKE_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_AMORPHOUS_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_INSECT_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_SHELL_BACK]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_BROAD_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_STUBBY_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_LACY]
[PROCEDURAL_CREATURE_GRAPHICS:PORTRAIT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_5]
[PCG_LAYERING:EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_1]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_BAT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_FEATHERED]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_FEATHERED]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_LACY]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKIN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKIN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKIN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_BAT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKIN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SCALES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SCALES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SCALES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FEATHERS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FEATHERS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FEATHERS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SCALES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FUR]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FUR]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FUR]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FEATHERS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_EXTERNAL_RIBS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FUR]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES_SKINLESS]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_TWISTING]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_FAT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_SHORT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_LONG]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_FAN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_LONG]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_KNOBBY]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_CURLING]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_KNOBBING]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_BRANCHING]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SQUAT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SPINDLY]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SQUAT]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SPINDLY]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_FAN]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_LONG]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_3]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_KNOBBING]
[PCG_LAYERING:EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_BRANCHING]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_SPIDER_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_INSECT_HORNS]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_HORNS]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_HORNS]
[PCG_LAYERING:BEAST_SMALL_SNAKE_HORNS]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_HORNS]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS]
[PCG_LAYERING:BEAST_SMALL_SCORPION_HORNS]
[PCG_LAYERING:BEAST_SMALL_SPIDER_HORNS]
[PCG_LAYERING:BEAST_SMALL_SNAKE_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_HORNS]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_HORNS]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_HORNS]
[PCG_LAYERING:BEAST_SMALL_SPIDER_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_INSECT_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_SCORPION_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_INSECT_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SPIDER_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_SHELL_BACK]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_TWO]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TAIL_ONE]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG]
[PCG_LAYERING:BEAST_SMALL_SNAKE]
[PCG_LAYERING:BEAST_SMALL_AMORPHOUS]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR]
[PCG_LAYERING:BEAST_SMALL_SCORPION]
[PCG_LAYERING:BEAST_SMALL_SPIDER]
[PCG_LAYERING:BEAST_SMALL_INSECT]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_OCT]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_HEX]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP]
[PCG_LAYERING:BEAST_SMALL_HUMANOID]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_OCT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_HEX]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY]
[PCG_LAYERING:BEAST_SMALL_SPIDER_SHELL_FRONT]
[PCG_LAYERING:BEAST_SMALL_WALRUS]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_OCT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_HEX]
[PCG_LAYERING:BEAST_SMALL_SNAKE_TRUNK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT]
[PCG_LAYERING:BEAST_SMALL_SCORPION_SHELL_FRONT]
[PCG_LAYERING:BEAST_SMALL_INSECT_TRUNK]
[PCG_LAYERING:BEAST_SMALL_INSECT_PROBOSCIS]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_TRUNK]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_TRUNK]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_TRUNK]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK]
[PCG_LAYERING:BEAST_SMALL_SCORPION_TRUNK]
[PCG_LAYERING:BEAST_SMALL_SPIDER_TRUNK]
[PCG_LAYERING:BEAST_SMALL_WALRUS_TRUNK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_TRUNK]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_TRUNK]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_TRUNK]
[PCG_LAYERING:BEAST_SMALL_INSECT_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_ANTENNAE]
[PCG_LAYERING:BEAST_SMALL_SNAKE_ANTENNAE]
[PCG_LAYERING:BEAST_FRONT_GRASP_SHELL_BACK]
[PCG_LAYERING:BEAST_HUMANOID_SHELL_BACK]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_SHELL_BACK]
[PCG_LAYERING:BEAST_INSECT_SHELL_BACK]
[PCG_LAYERING:BEAST_SCORPION_TAIL_THREE]
[PCG_LAYERING:BEAST_SCORPION_TAIL_TWO]
[PCG_LAYERING:BEAST_SCORPION_TAIL_ONE]
[PCG_LAYERING:BEAST_WALRUS_SHELL_BACK]
[PCG_LAYERING:BEAST_HUMANOID_TAIL_ONE]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_THREE]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_TWO]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TAIL_ONE]
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_TWO]
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_ONE]
[PCG_LAYERING:BEAST_HUMANOID_TAIL_THREE]
[PCG_LAYERING:BEAST_HUMANOID_TAIL_TWO]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_THREE]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_TWO]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TAIL_ONE]
[PCG_LAYERING:BEAST_FRONT_GRASP_TAIL_THREE]
[PCG_LAYERING:BEAST_WALRUS_TAIL_ONE]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_THREE]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_TWO]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TAIL_ONE]
[PCG_LAYERING:BEAST_SNAKE]
[PCG_LAYERING:BEAST_AMORPHOUS]
[PCG_LAYERING:BEAST_WALRUS_TAIL_THREE]
[PCG_LAYERING:BEAST_WALRUS_TAIL_TWO]
[PCG_LAYERING:BEAST_SPIDER]
[PCG_LAYERING:BEAST_INSECT]
[PCG_LAYERING:BEAST_WORM_SHORT]
[PCG_LAYERING:BEAST_WORM_LONG]
[PCG_LAYERING:BEAST_FRONT_GRASP]
[PCG_LAYERING:BEAST_HUMANOID]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR]
[PCG_LAYERING:BEAST_SCORPION]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_HEX]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY]
[PCG_LAYERING:BEAST_FRONT_GRASP_OCT]
[PCG_LAYERING:BEAST_FRONT_GRASP_HEX]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_OCT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_HEX]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_OCT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_SHELL_FRONT]
[PCG_LAYERING:BEAST_SCORPION_SHELL_FRONT]
[PCG_LAYERING:BEAST_SPIDER_SHELL_FRONT]
[PCG_LAYERING:BEAST_WALRUS]
[PCG_LAYERING:BEAST_WORM_SHORT_TRUNK]
[PCG_LAYERING:BEAST_WORM_LONG_TRUNK]
[PCG_LAYERING:BEAST_SNAKE_TRUNK]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_SHELL_FRONT]
[PCG_LAYERING:BEAST_SCORPION_TRUNK]
[PCG_LAYERING:BEAST_SPIDER_TRUNK]
[PCG_LAYERING:BEAST_INSECT_TRUNK]
[PCG_LAYERING:BEAST_INSECT_PROBOSCIS]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_TRUNK]
[PCG_LAYERING:BEAST_FRONT_GRASP_TRUNK]
[PCG_LAYERING:BEAST_HUMANOID_TRUNK]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_TRUNK]
[PCG_LAYERING:BEAST_WORM_LONG_ANTENNAE]
[PCG_LAYERING:BEAST_SNAKE_ANTENNAE]
[PCG_LAYERING:BEAST_WALRUS_TRUNK]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_TRUNK]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_THREE]
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_TWO]
[PCG_LAYERING:BEAST_SMALL_WALRUS_EYE_ONE]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_SPIDER_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_INSECT_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_SCORPION_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SNAKE_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SNAKE_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SMALL_WALRUS_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SNAKE_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_INSECT_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_SCORPION_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_SCORPION_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_SCORPION_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_HUMANOID_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_HUMANOID_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_HUMANOID_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_WALRUS_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_WALRUS_WINGS_FEATHERED_BACK]
[PCG_LAYERING:BEAST_WALRUS_WINGS_LACY_BACK]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK]
[PCG_LAYERING:BEAST_WORM_SHORT_SHELL_BACK]
[PCG_LAYERING:BEAST_WORM_LONG_SHELL_BACK]
[PCG_LAYERING:BEAST_SNAKE_SHELL_BACK]
[PCG_LAYERING:BEAST_AMORPHOUS_SHELL_BACK]
[PCG_LAYERING:BEAST_WALRUS_EYE_TWO]
[PCG_LAYERING:BEAST_WALRUS_EYE_ONE]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_THREE]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_TWO]
[PCG_LAYERING:BEAST_SNAKE_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SNAKE_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SNAKE_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WALRUS_EYE_THREE]
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_WORM_LONG_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SPIDER_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_INSECT_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_INSECT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SCORPION_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_SCORPION_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SPIDER_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_SPIDER_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_FRONT_GRASP_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_HUMANOID_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_SCORPION_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_WALRUS_WINGS_FEATHERED_FRONT]
[PCG_LAYERING:BEAST_WALRUS_WINGS_LACY_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT]
macabre ways
unsettling origin
[PREFSTRING:
horrifying features
jungle
sand
unfathomably horrifying nature
terror-inspiring antics
hill
plains
brush
mountain
[GO_TO_START]
-titan]
 titans:
 titan:
skinless
horned
winged
[CASTE_NAME:
blind
eyeless
one-eyed
three-eyed
devil
demonic
demons
demon
Black
fiends
fiend
devils
[PCG_LAYERING:BEAST_SCORPION_ANTENNAE]
[PCG_LAYERING:BEAST_SPIDER_ANTENNAE]
[PCG_LAYERING:BEAST_INSECT_ANTENNAE]
[PCG_LAYERING:BEAST_WORM_SHORT_ANTENNAE]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_ANTENNAE]
[PCG_LAYERING:BEAST_FRONT_GRASP_ANTENNAE]
[PCG_LAYERING:BEAST_HUMANOID_ANTENNAE]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_ANTENNAE]
[PCG_LAYERING:BEAST_WORM_LONG_HORNS]
[PCG_LAYERING:BEAST_SNAKE_HORNS]
[PCG_LAYERING:BEAST_WALRUS_ANTENNAE]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_ANTENNAE]
[PCG_LAYERING:BEAST_SCORPION_HORNS]
[PCG_LAYERING:BEAST_SPIDER_HORNS]
[PCG_LAYERING:BEAST_INSECT_HORNS]
[PCG_LAYERING:BEAST_WORM_SHORT_HORNS]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_HORNS]
[PCG_LAYERING:BEAST_FRONT_GRASP_HORNS]
[PCG_LAYERING:BEAST_HUMANOID_HORNS]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_HORNS]
[PCG_LAYERING:BEAST_WORM_SHORT_MANDIBLES]
[PCG_LAYERING:BEAST_WORM_LONG_MANDIBLES]
[PCG_LAYERING:BEAST_SNAKE_MANDIBLES]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_HORNS]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_MANDIBLES]
[PCG_LAYERING:BEAST_SCORPION_MANDIBLES]
[PCG_LAYERING:BEAST_SPIDER_MANDIBLES]
[PCG_LAYERING:BEAST_INSECT_MANDIBLES]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_MANDIBLES]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_MANDIBLES]
[PCG_LAYERING:BEAST_FRONT_GRASP_MANDIBLES]
[PCG_LAYERING:BEAST_HUMANOID_MANDIBLES]
[PCG_LAYERING:BEAST_SNAKE_EYE_THREE]
[PCG_LAYERING:BEAST_SNAKE_EYE_TWO]
[PCG_LAYERING:BEAST_SNAKE_EYE_ONE]
[PCG_LAYERING:BEAST_WALRUS_MANDIBLES]
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_ONE]
[PCG_LAYERING:BEAST_WORM_LONG_EYE_THREE]
[PCG_LAYERING:BEAST_WORM_LONG_EYE_TWO]
[PCG_LAYERING:BEAST_WORM_LONG_EYE_ONE]
[PCG_LAYERING:BEAST_INSECT_EYE_TWO]
[PCG_LAYERING:BEAST_INSECT_EYE_ONE]
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_THREE]
[PCG_LAYERING:BEAST_WORM_SHORT_EYE_TWO]
[PCG_LAYERING:BEAST_SPIDER_EYE_THREE]
[PCG_LAYERING:BEAST_SPIDER_EYE_TWO]
[PCG_LAYERING:BEAST_SPIDER_EYE_ONE]
[PCG_LAYERING:BEAST_INSECT_EYE_THREE]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_ONE]
[PCG_LAYERING:BEAST_SCORPION_EYE_THREE]
[PCG_LAYERING:BEAST_SCORPION_EYE_TWO]
[PCG_LAYERING:BEAST_SCORPION_EYE_ONE]
[PCG_LAYERING:BEAST_HUMANOID_EYE_TWO]
[PCG_LAYERING:BEAST_HUMANOID_EYE_ONE]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_THREE]
[PCG_LAYERING:BEAST_BIPEDAL_DINOSAUR_EYE_TWO]
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_THREE]
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_TWO]
[PCG_LAYERING:BEAST_FRONT_GRASP_EYE_ONE]
[PCG_LAYERING:BEAST_HUMANOID_EYE_THREE]
[PCG_LAYERING:BEAST_QUADRUPED_SLINKY_EYE_ONE]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_THREE]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_TWO]
[PCG_LAYERING:BEAST_QUADRUPED_BULKY_EYE_ONE]
enforcer
Enforcers
Enforcer
Slayers
Behemoths
Behemoth
Beasts
Beast
harbinger
Harbingers
Harbinger
behemoth
destroyer
Destroyers
Destroyer
Monsters
Bane
doom
Dooms
Doom
Catastrophes
Catastrophe
bane
Banes
Judgment
ruination
Ruinations
Ruination
Servants
Servant
judgment
Judgments
assistant
Assistants
Assistant
servant
Minion
attendant
Attendants
Attendant
Helpers
Helper
minion
Minions
Beings
Being
Hand
helper
puppet
Puppets
Puppet
being
Retainer
pawn
Pawns
Pawn
nightmare:nightmares:nightmare]
bogeyman:bogeymen:bogeyman]
retainer
Retainers
 of evil
 of the night
bleak
midnight
spirit
monsters
brutes
brute
banshees
banshee
ghosts
spirits
phantoms
phantom
haunts
haunt
wraiths
wraith
specters
specter
warrior
hands
hand
misfortune
eye
fists
fist
warriors
hulk
giants
giant
eyes
dogs
dog
towers
hulks
mistake
wolves
hounds
hound
experiment
follies
folly
mistakes
disaster
catastrophes
catastrophe
experiments
angelic
Angels
Angel
disasters
Champion
Warriors
Warrior
Soldiers
fighter
Fighters
champion
Champions
Spirit
guardian
Guardians
Guardian
messenger
Messengers
Messenger
Spirits
slayers
hunters
butchers
butcher
[IS_SPHERE:DEATH]
[IS_NAME:the secrets of life and death]
[I_SOURCE:SECRET]
shades
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SPHERE:NIGHTMARES]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:MORTAL]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:BOOK_INSTRUCTION:SECRET_DEATH]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]
[SYN_CLASS:NECROMANCER]
[IE_ARENA_NAME:Necromancer]
[IT_REQUIRES:CAN_SPEAK]
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]
:NIGHT_CREATURE_EXPERIMENTER
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST
[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]
[CDI:WAIT_PERIOD:10]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:TARGET_RANGE:A:10]
[CDI:ADV_NAME:Animate corpse]
[CDI:ADV_NAME:Summon bogeymen]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_RAISE_INTELLIGENT_UNDEAD]
[CDI:ADV_NAME:Raise 
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_ANIMATE_CORPSE]
[CDI:WAIT_PERIOD:12000]
[CDI:ADV_NAME:Summon nightmare]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUMMON_BOGEYMAN]
[CDI:VERB:call upon the night:calls upon the night:NA]
[I_TARGET:A:CORPSE]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_CREATE_GHOUL]
[CDI:ADV_NAME:Create ghoul]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_SUMMON_NIGHTMARE]
[IT_FORBIDDEN:NOT_LIVING]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_LOCATION:CONTEXT_ITEM]
[SYN_CLASS:ZOMBIE]
[IE_ARENA_NAME:Animated corpse]
[I_EFFECT:ANIMATE]
[IT_MANUAL_INPUT:corpses]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
[CE_SPEED_CHANGE:SPEED_PERC:20:START:0:ABRUPT]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IE_ARENA_NAME:Raised 
[I_EFFECT:RESURRECT]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[SYN_CLASS:RAISED_UNDEAD]
trolls
troll
 of shadow
 of twilight
hags
hag
women
men
ogres
ogre
crones
crone
freaks
freak
ogresses
ogress
mates
mate
spouses
horrors
consorts
consort
brides
bride
groom
bridegrooms
bridegroom
husbands
SECRET_RES_POWER_
SECRET_
*** Error(s) found in Random Interaction Generation
grooms
SECRET_UNDEAD_GST_
SECRET_UNDEAD_RES_
SECRET_ANIMATE_
SECRET_GST_POWER_
risen
SECRET_GHOUL_
SECRET_SUMMON_N_
SECRET_SUMMON_B_
hollow
returned
pale
sunless
fallen
void
doomed
gaunt
dismal
ruined
lost
damned
sallow
faint
faded
corrupted
corpses
ones
wasting
forlorn
stalkers
stalker
ghouls
ghoul
of the eclipse
lunar
of the moon
hidden
of the peak
peak
of the mountain
crescent
of the mud
ridge
of the heights
summit
of dread
dread
of the marsh
of the swamp
of the ocean
of terror
of fear
of nightmares
of seas
of the sea
sea
of oceans
of brine
of tides
of the tide
tidal
verdant
of leaves
of foam
foam
blue
of the sky
of salt
of grasses
star
of clouds
of the clouds
cloud
tornado
of the storm
of stars
of the stars
of gales
of the gale
gale
hurricane
of the dawn
of the sun
of rains
of the rain
of noon
of the noon
noon
of dawn
of the forest
of trees
of the trees
morning
of branches
of bark
bark
of forests
[IE_TIME_RANGE:200:300]
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]
[I_EFFECT:SUMMON_UNIT]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[IS_HIST_STRING_1: infected ]
[I_SOURCE:EXPERIMENT]
[EXPERIMENT_ONLY]
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]
[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING_SECOND:have]
[IS_HIST_STRING_2: with a contagious ghoulish condition]
[IE_ARENA_NAME:Infected ghoul]
[IS_HIST_STRING_2:, passing on the ghoulish condition]
[IS_HIST_STRING_1: bit ]
[I_SOURCE:ATTACK]
poisoned
infected
[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]
[SYN_CLASS:GHOUL]
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:
[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
plague
tainted
below
deep
MYTHICAL_
:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]
of shadow
maelstrom
of change
of chaos
grave
of bones
of death
of darkness
of earth
of sleep
of dreams
of the grave
of gems
of flames
of fire
of stone
of light
of crystals
of jewels
jewel
steel
of lightning
of storms
storm
bronze
of iron
iron
of steel
silver
of gold
golden
of bronze
of fog
of mist
shrouded
of silver
[CDI:VERBAL]
[CDI:USAGE_HINT:MAJOR_CURSE]
[CDI:TARGET:A:LINE_OF_SIGHT:DISTURBER_ONLY]
[CDI:ADV_NAME:Curse]
[CDI:DEFAULT_ICON:ADVENTURE_INTERACTION_ICON_LUCK_CURSE]
[CDI:WAIT_PERIOD:20]
[CDI:TARGET_VERB:feel horrible:looks horrible]
[CDI:VERBAL_SPEECH:curse.txt]
MEDIUM_BLESSING_
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:ABRUPT]
[IE_ARENA_NAME:Cursed]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IS_TRIGGER_STRING:been blessed with holy bodywear!]
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[I_SOURCE:DEITY]
[IS_TRIGGER_STRING:been blessed with holy footwear!]
[IS_TRIGGER_STRING:been blessed with holy handwear!]
[IS_TRIGGER_STRING:been blessed with holy headwear!]
[IS_TRIGGER_STRING:been blessed with holy legwear!]
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
[I_EFFECT:CREATE_ITEM]
[IT_MANUAL_INPUT:recipient]
[IS_TRIGGER_STRING:been blessed with a holy shield!]
[IE_ITEM:100:1:GLOVES:NONE:NONE:NONE]
[IE_ITEM:100:1:HELM:NONE:NONE:NONE]
[IE_ITEM:100:1:PANTS:NONE:NONE:NONE]
[IE_ITEM:100:1:ARMOR:NONE:NONE:NONE]
[IS_TRIGGER_STRING:been blessed with improved equipment!]
[IE_ITEM_QUALITY:ARTIFACT]
[IE_ITEM:100:1:SHIELD:NONE:NONE:NONE]
[IE_ITEM:100:1:SHOES:NONE:NONE:NONE]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IS_TRIGGER_STRING:been blessed with a pet!]
[IE_CHANGE_QUALITY:2]
[I_EFFECT:CHANGE_ITEM_QUALITY]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_MAKE_PET_IF_POSSIBLE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[IS_TRIGGER_STRING:been granted healing!]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[IS_TRIGGER_STRING:been blessed with a week's good fortune!]
[IS_USAGE_HINT:MINOR_BLESSING]
MINOR_BLESSING_
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
of magma
of volcanoes
of root
root
of water
of the waters
of eruptions
of lava
ancient
of wind
of the wind
of ice
follower
shaman
cleric
adept
[CE_DISPLAY_TILE:TILE:152:5:0:1:START:0:ABRUPT]
[IS_POWER_LEVEL:
[I_SOURCE:MYTHICAL]
cultist
[INTERACTION:UNDERGROUND_SPECIAL]
[CE_CHANGE_PERSONALITY:FACET:CRUELTY:200:FACET:LOVE_PROPENSITY:-200:FACET:HATE_PROPENSITY:200:FACET:CHEER_PROPENSITY:-200:FACET:VIOLENT:200:FACET:ALTRUISM:-200:START:0:ABRUPT]
[CE_ADD_TAG:STERILE:EXTRAVISION:NOEXERT:NO_FEVERS:NOFEAR:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]
[CE_DISPLAY_NAME:ADJ:
[I_SOURCE:REGION]
REGIONAL_
[IT_LOCATION:CONTEXT_REGION]
[I_SOURCE:UNDERGROUND_SPECIAL]
[IS_FREQUENCY:100]
[IS_REGION:ANY_TERRAIN]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:EVIL_ONLY]
:WEATHER_CREEPING_VAPOR]
:WEATHER_CREEPING_GAS]
[IT_MATERIAL:MATERIAL:INORGANIC:
[IE_INTERMITTENT:WEEKLY]
INDEX
:WEATHER_FALLING_MATERIAL]
[I_TARGET:B:MATERIAL]
:WEATHER_CREEPING_DUST]
DISTURBANCE_GST_POWER_
DISTURBANCE_RES_POWER_
DISTURBANCE_
[IT_MATERIAL:MATERIAL:CREATURE_MAT:
DISTURBANCE_UNDEAD_GST_
DISTURBANCE_UNDEAD_RES_
DISTURBANCE_ANIMATE_
DISTURBANCE_CURSE_
once-resting
buried
entombed
crypt
interred
sepulcher
mausoleum
sanctified
[SYN_CLASS:DISTURBANCE_CURSE]
[SYN_CLASS:DISTURBED_DEAD]
[IE_ARENA_NAME:Disturbed dead]
[I_SOURCE:DISTURBANCE]
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:FACET:VENGEFUL:100:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:mummy:mummies:mummified:START:0:ABRUPT]
[CE_DISPLAY_TILE:TILE:165:6:0:1:START:0:ABRUPT]
APN
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
rounded
[ADJECTIVE:
greaves:greaves
[ITEM_PANTS:
[LAYER:ARMOR]
[SHAPED]
[LBSTEP:MAX]
[ARMORLEVEL:3]
[MATERIAL_SIZE:6]
[LAYER_PERMIT:30]
[LAYER_SIZE:15]
[COVERAGE:100]
CPN
[HARD]
[BARRED]
[METAL]
frilly
split
skirt
[LAYER:OVER]
[LBSTEP:1]
bell-shaped
sheer
[SOFT]
[MATERIAL_SIZE:2]
[LAYER_PERMIT:100]
[LAYER_SIZE:10]
[ITEM_ARMOR:
AAR
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[LEATHER]
[LBSTEP:0]
[UBSTEP:0]
segmented
breastplate:breastplates
CAR
[MATERIAL_SIZE:9]
[LAYER_PERMIT:50]
[LAYER_SIZE:20]
[NAME:shirt:shirts]
[MATERIAL_SIZE:5]
[UBSTEP:MAX]
[NAME:coat:coats]
[LAYER:COVER]
[NAME:cloak:cloaks]
[MATERIAL_SIZE:3]
[LAYER:UNDER]
[UBSTEP:1]
[NAME:toga:togas]
[NAME:tunic:tunics]
[LAYER_PERMIT:150]
[LAYER_PERMIT:300]
[COVERAGE:50]
[NAME:cape:capes]
[LAYER_SIZE:30]
sleek
[NAME:robe:robes]
[NAME:dress:dresses]
[NAME:vest:vests]
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
[IS_USAGE_HINT:MEDIUM_CURSE]
MEDIUM_CURSE_
[CE_SKILL_ROLL_ADJUST:PERC:150:PERC_ON:50:START:0:PEAK:0:END:8400:ABRUPT]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
MINOR_CURSE_
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[INTERACTION:RCP_MATERIAL_EMISSION]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:PEAK:0:END:8400:ABRUPT]
[IS_TRIGGER_STRING:been cursed with a week's bad luck!]
[IS_USAGE_HINT:MINOR_CURSE]
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[I_SOURCE:CREATURE_ACTION]
-like monster every full moon]
[IS_HIST_STRING_2: to assume the form of a 
[IS_HIST_STRING_1: cursed ]
[IS_USAGE_HINT:MAJOR_CURSE]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_REQUIRES:HAS_BLOOD]
-like monster every full moon!]
[IS_TRIGGER_STRING:been cursed to assume the form of a 
[CE:CREATURE:
[CE_BODY_TRANSFORMATION:START:0:ABRUPT]
[SYN_CLASS:WERECURSE]
[IE_ARENA_NAME:Werebeast]
[IS_HIST_STRING_2:, passing on the 
[CE_ADD_TAG:NO_AGING:START:0:ABRUPT]
[CE:PERIODIC:MOON_PHASE:27:0]
:DEFAULT]
[IS_HIST_STRING_2: to prowl the night in search of blood]
DEITY_CURSE_VAMPIRE_
[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]
 monster curse]
[IS_HIST_STRING_2: and was cursed]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[I_SOURCE:INGESTION]
[IS_TRIGGER_STRING:been cursed to prowl the night in search of blood!]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]
[SYN_CLASS:VAMPCURSE]
[IE_ARENA_NAME:Vampire]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:INTERACTION:
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]
[CE:SYNDROME_TAG:SYN_INJECTED]
[ATTACK:BLUNT:1:10:lash:lashes:NO_SUB:5000]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:EDGE:10:50:lash:lashes:NO_SUB:2000]
[MINIMUM_SIZE:22500]
[SHOOT_FORCE:1000]
[RANGED:BOW:ARROW]
pointed
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[MINIMUM_SIZE:15000]
[TWO_HANDED:0]
[SHOOT_MAXVEL:200]
wide-headed
[NAME:arrow:arrows]
[ITEM_AMMO:
WP_A
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[SIZE:150]
[CLASS:ARROW]
cone-headed
[MINIMUM_SIZE:5000]
[SHOOT_MAXVEL:1000]
[SHOOT_FORCE:100]
[RANGED:BLOWGUN:BLOWDART]
[CLASS:BLOWDART]
double-tipped
tapered
[NAME:blowdart:blowdarts]
[SKILL:AXE]
[NAME:battle axe:battle axes]
[ATTACK:EDGE:1:50:stick:sticks:NO_SUB:1000]
[SIZE:20]
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]
[MINIMUM_SIZE:42500]
[TWO_HANDED:47500]
[ATTACK:BLUNT:20000:6000:bash:bashes:shaft:1250]
[ATTACK:EDGE:20000:8000:slash:slashes:NO_SUB:1250]
[SIZE:1200]
[NAME:halberd:halberds]
[ATTACK:BLUNT:60000:8000:slap:slaps:flat:1250]
[ATTACK:EDGE:60000:8000:hack:hacks:NO_SUB:1250]
[SIZE:1300]
[NAME:great axe:great axes]
spike:spikes
nail:nails
knife:knives
dagger:daggers
[ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1250]
[SKILL:DAGGER]
[SIZE:200]
prong:prongs
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[SKILL:MACE]
bent
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[SKILL:HAMMER]
[SIZE:400]
[NAME:war hammer:war hammers]
[SKILL:SPEAR]
large-headed
[ATTACK:BLUNT:100:6000:bash:bashes:NO_SUB:2000]
[NAME:maul:mauls]
[ITEM_HELM:
AHM
asymmetrical
bulky
[LAYER_PERMIT:20]
[METAL_ARMOR_LEVELS]
[ARMORLEVEL:1]
[NAME:helm:helms]
[MATERIAL_SIZE:1]
[LAYER_PERMIT:15]
[NAME:cap:caps]
[SCALED]
[NAME:mask:masks]
[NAME:turban:turbans]
[NAME:hood:hoods]
CHM
[NAME:headscarf:headscarves]
[NAME:face veil:face veils]
[NAME:head veil:head veils]
[LAYER_PERMIT:10]
[ARMORLEVEL:2]
[NAME:gauntlet:gauntlets]
[ITEM_GLOVES:
AGL
[NAME:glove:gloves]
CGL
intricate
[UPSTEP:1]
[NAME:high boot:high boots]
[ITEM_SHOES:
[COVERAGE:150]
[NAME:mitten:mittens]
[NAME:shoe:shoes]
CSH
[NAME:low boot:low boots]
[LAYER_SIZE:25]
[NAME:sock:socks]
[UPSTEP:MAX]
[NAME:chausse:chausses]
[NAME:sandal:sandals]
[SKILL:SWORD]
[SIZE:300]
[ITEM_WEAPON:
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[MINIMUM_SIZE:32500]
[TWO_HANDED:37500]
[SIZE:800]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[MATERIAL_SIZE:4]
[MINIMUM_SIZE:62500]
[TWO_HANDED:77500]
[SKILL:PIKE]
lash:lashes
whip:whips
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK:EDGE:20:12000:stab:stabs:NO_SUB:1000]
[TWO_HANDED:27500]
[SKILL:WHIP]
branching
scourge:scourges
[CLASS:BOLT]
[NAME:bolt:bolts]
[RANGED:CROSSBOW:BOLT]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[BLOCKCHANCE:20]
rectangular
[ITEM_SHIELD:
[WEAPON:
[SITE_GUARDIAN]
GUARDIAN_ENTITY_
[UPSTEP:2]
:COMMON]
[HELM:
[SHIELD:
[AMMO:
[SHOES:
[GLOVES:
[PANTS:
[ARMOR:
[DIVINE_MAT_CLOTHING]
[DIVINE_MAT_CRAFTS]
[DIVINE_MAT_ARMOR]
[DIVINE_MAT_WEAPONS]
[T_WORD:
[MYTHICAL]
[TRANSLATION:GEN_DIVINE]
[CLOTHING]
GLASS
KITCHEN
STILL
ASHERY
Unrecognized Reaction Token: 
*** Error(s) finalizing the reaction 
KILN
SMELTER
cover to
rings to
bands to
spikes to
CLOTHES
: Unrecognized Building Token: 
hanging
art to
pages to
illustration to
attached
writing on
specific improvement to
thread to
cloth to
sewn image to
, Pressed
image set to
, Crafts
, Edge
, Paste
--- Logging Reaction 
CUT_REACTION
CONTAINS
NOT_IMPROVED
HAS_WRITING_IMPROVEMENT
DOES_NOT_ABSORB
SELECT_REACTION
FUEL
AUTOMATIC
ADVENTURE_MODE_ENABLED
METAL_ITEM_MATERIAL
IS_SAND_MATERIAL
IS_DIVINE_MATERIAL
SKILL_ROLL_RANGE
FOOD_STORAGE_CONTAINER
HARD_ITEM_MATERIAL
WOVEN_ITEM
NOT_PRESSED
CATEGORY_PARENT
CATEGORY_KEY
USE_TOOL
USE_INSTRUMENT
SKILL_IP
ATTRIBUTE_IP
CATEGORY_NAME
CATEGORY_DESCRIPTION
PRODUCT
GET_ITEM_DATA_FROM_REAGENT
IMPROVEMENT
PRODUCT_TOKEN
MAX_MULTIPLIER
REAGENT
ANY_RAW_MATERIAL
ANY_CRAFT
FORCE_EDGE
PRODUCT_PASTE
PRODUCT_PRESSED
TRANSFER_ARTIFACT_STATUS
PRODUCT_DIMENSION
PRODUCT_TO_CONTAINER
PRESERVE_REAGENT
DOES_NOT_DETERMINE_PRODUCT_AMOUNT


 as a poetic form
 as a musical form
discourse on medical ethics
discourse on the meaning of individual happiness
discourse on ethics as it regards the benefit of the state
discourse on the nature of truth
 as a dance form
 language
the worthlessness
the value
discourse on the nature of time
discourse on the nature of mind and body
discourse on the relationship between objects and their properties
discourse on the relationship between wholes and parts
discourse on the nature of perception
discourse on the nature of justification
discourse on the nature of belief
discourse on the nature of existence
discourse on ethics as applied to interpersonal conduct
discourse on law
discourse on education
discourse on grammar
discourse on the nature of events
discourse on the nature of processes
discourse on the nature of causation
discourse on ethics as applied to war
an algorithm for computing the greatest common divisor of two numbers
the computation of the volume of different pyramids
the computation of the volume of a cone
the computation of the volume of a sphere
examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle
the existence of incommensurable ratios
axiomatic reasoning
the unique decomposition of a number into products of its prime divisors
the relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter
an approximation of the ratio of the circumference of a circle to its diameter, using the area of polygons and the method of exhaustion
the categorization and properties of conic sections
an algorithm for computing a number which has given remainders when divided by several given primes
an approximate value of the ratio of the circumference of a circle to its diameter, using the circumference of polygons and the method of exhaustion
an algorithm for dividing one number into another, possibly yielding a remainder
a table of chord lengths indexed by angle
the computation of the area of a triangle from its three side lengths alone
a proof that the length of the diagonal of a square is incommensurable with its edge
the computation of the surface area of a sphere
simple formulas for certain arbitrarily large sums
methods for solving systems of equations
the area enclosed by a parabola and a line
an algorithm for calculating prime numbers
an approximation for the length of the diagonal of a square
a proof that there are infinitely many prime numbers
the relationship between the half chords of a triangle's angles, the opposite side lengths, and the diameter of the triangle's circumscribed circle
trigonometric identities relating to the sums and differences of angles
a triangular configuration of numbers relating to the successive powers of any sum
methods for solving certain equations involving powers higher than the quadratic
the techniques of balancing and completion for solving equations
the solving of quadratic equations by completion of the square
a formula which solves quadratic equations
notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion
the role of systemic bias in sources
the role of state bias and propaganda in sources
using personal interviews as sources
the causes of historical events
experiments with symbolic notation for addition
the divergence of the harmonic series
the properties of chords
the reliability of sources
the method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history
the compilation of brief biographies into one large collection
the method of writing a biography of oneself, particularly as it concerns a military campaign or adventure
the compilation of family lineages and methods of displaying them artfully
historical, governmental and social cycles
bonds between members of a community
conflict between members of a community
the method of writing the history of a single individual
the exploration of how history would be different if some key past events had transpired differently
the method of collecting and evaluating artifacts to learn about history and culture
the method of examining artifacts to determine how techniques have changed over time
the phases of the moon
the compilation of many summaries into a single text
the method of accurately and comprehensively describing cultures and civilizations
the method of comparing and contrasting different cultures
the role of cultural differences in source reliability and interpretation
the rise of the sun according to the season
the relationship between the lunar and solar year
the variation of daylight with the season
the theory that the sun moves around the world
the rise of the moon according to the season
the path of the moon
the relationship between the moon and the tides
the height of the tides, the moon and the sun
discourse on social welfare
discourse on the nature of beauty
discourse on the value of art
the idea of using symbolic notation for addition
the notion of etymology
discourse on diplomacy
discourse on government
discourse on economic policy
the notion of conflict between members of a community
formal reasoning
deductive reasoning
syllogistic logic
the idea of source reliability
discourse on the causes of historical events
the notion of historical, governmental and social cycles
the notion of bonds between members of a community
medical ethics
the meaning of individual happiness
ethics as it regards the benefit of the state
the nature of truth
hypothetical syllogisms
propositional logic
dialectic reasoning
analogical inference
the nature of time
the nature of mind and body
the relationship between objects and their properties
the relationship between wholes and parts
the nature of perception
the nature of justification
the nature of belief
the nature of existence
ethics as applied to interpersonal conduct
law, its forms and recommendations
education, its forms and recommendations
grammar
the nature of events
the nature of processes
the nature of causation
ethics as applied to war
social welfare, its forms and recommendations
inductive reasoning
direct inference
the nature of beauty
etymology
diplomacy, its forms and recommendations
government, its forms and recommendations
economic policy, its forms and recommendations
notation for negative quantities
notation for very large numbers
positional notation
geometric objects:  points, lines, circles, triangles, and so on
the value of art
dictionaries
the method of proof by contradiction
a symbol for nothingness
the angles of triangles inscribed in a circle with one edge on the diameter
the relationship between the lengths of the hypotenuse of a right triangle and the other two sides
examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle
examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle
the method of exhaustion
the properties of similar and congruent triangles
the relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse
the equality of the base angle of isosceles triangles
the creation of accurate maps
methods of adjusting maps to account for the shape of the world
the connection between disease and fouled water
the method of physical examination in diagnosing illness
the forces that govern wind patterns
the origin of rainfall through evaporation and condensation
a world-wide cycle involving precipitation, oceans, rivers and other forms of water
the division of the world into climate zones
mineral remedies
the method of bandaging wounds
the classification of disease
the classification of toxic substances
the method of autopsy
determining the likely outcome given a patient's current status
herbal remedies
remedies prepared from animals
the notion of paroxysm
the notion of relapse
the theory of convalescence
the treatment of traumatic injuries
the distinction between acute and chronic conditions
the theory of endemic disease
the theory of epidemic disease
the notion of the exacerbation of a patient's condition
the creation and use of the orthopedic cast
the surgical method of excision
the surgical method of incision
hernia surgery
the treatment of fractures
the classification of fractures
the construction and use of the traction bench
the method of fracture immobilization
the surgical method of probing
the surgical method of suturing
the surgical method of ligature
the use of practice models in surgery
the tracheotomy surgery
the lithotomy surgery
the surgical method of scraping
the surgical method of draining
the construction and use of forceps
the construction and use of the scalpel
the construction and use of surgical scissors
the construction and use of surgical needles
the use of mud bags as surgical models
the use of plants as surgical models
the use of animals as surgical models
the use of specialized surgical instruments
anatomical studies for medical edification
the classification of bodily fluids
the anatomy of the eye
the distinction between motor and sensory nerves
cataract surgery
cauterization
anesthesia
pulmonary medicine
comparative anatomical studies for use in medicine
the source of the voice
the classification of muscles
the classification of mental illnesses
the function of the nervous system
the study of reaction time
the distinction between veins and arteries
pulmonary circulation
the precise compilation of information about stars
the classification of stars according to color
the classification of stars according to brightness
the shape of the world
the theory that the world moves around the sun
the dates of lunar and solar eclipses
the creation of star charts
the compilation of information about stars
the anatomical study of creatures
the comparison of the anatomy of creatures
the classification of creatures by their physical features
the migratory patterns of creatures
the precession of the equinoxes over great periods of time
methods of empirical observation in astronomy
the method of forming precise models for the paths of astronomical objects
the dissection of creatures
the diseases of creatures
the ways that creatures are suited to the climates in which they live
the embriological development of creatures
the struggle for survival among creatures
the reproductive behavior of creatures
the foraging behavior and diet of creatures
the links between the diets of different creatures
the social behavior of creatures
the classification of materials based on which elemental materials might form them
the preparation and use of adhesive materials
the construction and use of the blast furnace
the construction and use of the alembic
the classification of combustible materials
the classification of ores
the mixture of metals to produce alloys
a method of classify the hardness of materials by scratching them against each other
methods for performing experiments systematically in the laboratory
the construction and use of the flask
the construction and use of the beaker
the construction and use of the vial
the theory and methods involved in the extraction of a constituent liquid from one solution to another
the theory and methods involved in distillation
the theory and methods involved in evaporation
the classification of alkali and acids
the preparation of aqua regia
the construction and use of the ampoule
the construction and use of the retort
the construction and use of laboratory ovens
the construction and use of the funnel
the construction and use of the crucible
the preparation of spirit of niter
the preparation of oil of vitriol
surveying by triangulation for the purpose of creating maps
surveying by triangulation for the purpose of allocating land
surveying by triangulation for military purposes
surveying by triangulation for engineering projects
the process of surveying land
the construction and use of the surveying staff
the process involved in creating maps
surveying by triangulation
the process of economic data collection
the placement of economic information on maps
the collection of maps and other information into a single text
the process of the formation of deltas at the mouths of rivers
the placement of geological information on maps
the use of a grid system in the creation of maps
the use of a distance scale in the creation of maps
the measurement of the heights of land features
the construction and use of the trip hammer
[NAME]
[NO_ART_NAME]
[ANY_PRONOUN]
the construction and use of the crank
the construction and use of the bellows
the construction and use of the water-powered piston bellows
the construction and use of the water wheel
[ANY_AGE]
the Age
[ADJ]
She
Slowly
Time
The Day
The Night
Only
Suddenly
Surely
Then
The Dirt
The Fool
Nobody
The Future
The Wind
The Sea
The Sands
The Wise
Know
Mourn
Weep
Laugh
The Past
Will Tell
Foretell
Can Say
the Verse
the Poetry
the Music
In The End
Afterward
In The Beginning
the Words
the Steps
the Moves
 Language
the Notes
the Rhythm
the Voice
the Dance
Fidelity
Kin
Friends
Might
Rules
Customs
Lawlessness
Betrayal
the use of a laboratory for preparation of remedies in a hospital
schools of medicine
the creation of asylums for the mentally ill
the use of shadows to tell direction and time
the treatment of mental illnesses
the preparation and use of dedicated hospitals
the use of professional hospital staff
the use of specialized wards in hospitals
the construction and use of the hourglass
the construction and use of mechanical clocks
the reasons why pulleys are effective
the construction and use of the pulley
the use of water-based devices to tell time
the use of conical shapes in water-based clocks to improve their accuracy
the use of reservoirs in water-based clocks to improve their accuracy
the construction and use of the astrarium
the reasons why the wedge is effective
the reasons why the lever is effective
the construction and use of the lever
the construction and use of the straight-beam balance
the reasons why screws are effective
the construction and use of the screw
the reasons why the wheel-and-axle construction is effective
the construction and use of the windlass
the construction and use of the camshaft
the construction and use of the crankshaft
the construction and use of the water-powered sawmill
the construction and use of the chariot odometer
the reasons why gears are effective
the construction and use of the warded lock
the construction and use of the tumbler lock
the construction and use of the padlock
the construction and use of the verge escapement
the construction and use of the balance wheel
the action of the siphon
the construction and use of valves
the construction and use of chain drives
the construction and use of the mechanical compass
the construction and use of the differential gear
the construction and use of combination locks
the construction and use of the camera obscura
the construction and use of the parabolic mirror
the theory of light and color
the appearance of rainbows based on optical theories
the construction and use of the force pump
the construction and use of the crystal lens
the construction and use of water-filled sphere as a lens
the construction and use of the glass lens
the construction and use of the astrolabe
the construction and use of the armillary sphere
the construction and use of the spherical astrolabe
the construction and use of mural instruments
the relation between refraction and the half chord
the use of models and templates in engineering
the use of lamination
the construction and use of the dioptra
atmospheric refraction
a precise explanation of the cause of twilight involving atmospheric refraction
the calculation of the height of the atmosphere based on atmospheric refraction
the construction and use of the piston
the construction and use of the orrery
the construction and use of the water-powered trip hammer
the construction and use of double-acting piston bellows
a precise description of buoyancy and water displacement
Processes
the Cause
the Effect
Causes
the Event
Happenings
Occurrences
the Process
the Soldier
the Warrior
the War
Relationships
Effects
Cause and Effect
Effect from Cause
the Military
the Law
the Rule
Laws
the Teacher
the Relationship
Interpersonal Conduct
Transactions
Dealings
Etymology
Diplomacy
Government
Economics
the Student
Education
Grammar
the Meaning
Generalization
Beauty
the Contradiction
the Proof
Economic Policy
Social Welfare
the Poor
Those in Need
Negativity
the Numbers
Opposites
Large Numbers
the Negation
the Assumption
Nothingness
Absence
the Line
the Shape
the Point
Shapes
Vast Amounts
Grains of Sand
Position
Place Holders
Similar Triangles
Congruence
the Triangles
the Altitude
Exhaustion
Approximation
the Method
Similarity
Lies
the Lie
Strategems
Schemes
Tyranny
Mastery
the Truth
Honesty
Manners
Politeness
Ritual
Creation
Plans
Words
the Word
Self-Examination
Quiet
Joy
the Festival
Union
the Individual
Emotions
Complaints
the Competitor
Stubborness
Leisure
Caravans
Quality
Battle
Practice
Altruism
Reasoning
Proof
Method
Dialogue
the Economy
Ignorance
Reason
Healing
Happiness
the State
Prosperity
Analogy
Inference
Medical Ethics
Harm
the Believer
Belief
Existence
Everything
Stability
the Facts
Perception
Justification
the Object
Properties
the Whole
Parts
the Mind
the Body
the Soul
Thought
Sources
Reliability
Bias
Systemic Bias
the Powers
the Sum
the Chord
Circle and Angle
Repetition
Historical Cycles
Bonds
the Bond
Propaganda
Interviews
Causation
Cycles
Comparison
Summaries
Your Own Story
Lineage
Disputes
Conflict
Personal History
Biographies
Another History
Outcomes
Histories
Ruins
the Collection
Cultures
Cultural Differences
Alternatives
the Phases
the Moon
Lunar Phases
Waxing and Waning
Relics
Techniques
Methods
Technology
the Tides
the Moon and Tides
Tides and the Moon
the Height of Tides
the Rising of the Moon
Seasons and the Moon
the Moon's Path
the Path of the Moon
the Year
the Light of Day
Daylight and the Seasons
the Center
Tides and the Sun
the Rising of the Sun
Seasons and the Sun
the Sun and Moon
Eclipses
Star Charts
the Stars
Star Catalogues
the Moving Sun
the Moving World
the Stationary Sun
the Eclipse
the Inscribed Triangle
Triangles and Circles
the Hypotenuse
the Right Triangle
Right Triangles
Perpendicularity
the Angles
Isoceles Triangles
Assumptions
the Postulates
the Primes
the Prime Divisors
Sides and Hypotenuse
the Sum of Squares
Incommensurable Ratios
the Axioms
the Volume
the Cone
the Sphere
the Circumference
Uniqueness
the Algorithm
the Greatest Common Divisor
the Pyramid
Chords
the Area
the Triangle
Area and Sides
the Ratio
Circles
Division
the Table
Remainders
the Parabola
the Diagonal
the Infinite
the Area of Circles
the Circle
Area and Circumference
Conic Sections
the Solution
Simultaneous Solutions
Linear Equations
Balancing
the Incommensurable
Surface Area
the Formula
the Sums
Completing the Square
the Quadratic Equation
the Quadratic Formula
Notation
Completion
the Equation
Balancing and Completion
Quadratics
Sums and Differences
the Chords
Powers of Sums
Coefficients
Chords and Sides
Chord and Diameter
Ratios
Angle Sums
Crucibles
Spirit of Niter
Oil of Vitriol
Aqua Regia
Vials
the Funnel
Funnels
the Crucible
the Laboratory Oven
Laboratory Ovens
Surveying
the Surveying Staff
the Ampoule
Ampoules
the Retort
Retorts
Mapmaking
Triangulation
Allocation
Surveying and War
the Staff
the Map
Maps
Making Maps
the Distance Scale
Maps and Distances
Height Measurement
Mountains and Valleys
the Straight Road
Minerals and Maps
the Grid
Map Grids
the Delta
the Wind
Wind Patterns
Wind Direction
Maps and the Economy
Trade Maps
the Atlas
the River Mouth
Climate
Climate Zones
Maps and the World
Adjusting Maps
the Origin of Rainfall
Evaporation and Condensation
the Water Cycle
Rainfall and Rivers
Autopsy
Examination of the Dead
Prognosis
the Course of Disease
Fouled Water
Disease and Water
Examination of the Patient
the Examination
Bandages
Wound Wrapping
Diseases
Types of Diseases
Herbal Remedies
the Healing Plants
Animal Remedies
Mineral Remedies
the World's Shape
the Shape of the World
the Equinoxes
Precession
the Color of Stars
Star Color
the Brightness of Stars
Star Brightness
Anatomies
the Creatures
the Animals
Classification
the Path
Paths
Dissection
Anatomy
Animal Courtship
Foraging Behavior
Animal Diets
the Food Chain
Migration
the Movement of Animals
Mating
Reproduction
the Diseases of Animals
Animals and the Climate
Animal Embryos
Animal Development
Predator and Prey
Social Animals
Animal Societies
Animal Diseases
Combustion
Ores
Minerals
Metals
Animal Survival
the Struggle of Animals
the Survival of Animals
Burning
Composition
Adhesives
Glue
the Furnace
Alloys
Hardness
the Scratch Test
the Elements
Solutions
Distillation
Evaporation
Alkalis and Acids
the Blast Furnace
the Alembic
Alembics
the Liquids
Flasks
the Beaker
Beakers
the Vial
Acids and Alkalis
Experiments
the Laboratory
the Flask
Medical School
the School of Medicine
Asylum
the Sundial
Types of Muscles
Mental Illness
Hospitals
the Hospital
Water Clocks
the Astrarium
Astrariums
the Hourglass
the Shadow Clock
Sundials
Shadow Clocks
the Water Clock
Pulleys
the Screw
Screws
the Wheel-and-Axles
Hourglasses
the Mechanical Clock
Mechanical Clocks
the Pulley
Levers
the Straight-Beam Balance
Straight-Beam Balances
the Gear
the Windlass
the Wedge
Wedges
the Lever
Camshafts
the Crankshaft
Crankshafts
the Sawmill
Gears
the Lock
Locks
the Camshaft
Chain Drives
the Mechanical Compass
Mechanical Compasses
the Verge Escapement
Sawmills
the Odometer
Odometers
the Chain Drive
Siphons
the Valve
Valves
the Force Pump
Verge Escapements
the Balance Wheel
Balance Wheels
the Siphon
the Parabolic Mirror
Parabolic Mirror
the Burning Glass
the Burning Mirror
Force Pumps
the Lens
Lenses
the Camera Obscura
Endemic Diseases
Epidemic Diseases
the Plague
Plagues
Disease Classification
Toxic Substances
Poisons
Acute and Chronic Diseases
Relapse
Convalescence
Trauma
Injuries
Contagion
Exacerbation
Paroxysm
Sudden Attacks
Fracture Treatment
the Fractures
Different Fractures
Traction
the Injury
Treating Injuries
Fractures
Breaks
Incision
Hernia
Tracheotomy
Removing Stones
the Traction Bench
Immobilization
the Cast
Excision
Ligature
Practicing Surgery
Surgery Models
Surgical Tools
Scraping
Draining
Probing
Sutures
Surgical Scissors
the Surgical Needle
Surgical Needles
Cataracts
Surgical Instruments
Forceps
the Scalpel
Scalpels
the Fluids
the Eye
the Anatomy of the Eye
the Nerves
Cataract Surgery
Cauterization
Anesthesia
Breathing
Circulation
Blood and Breath
Comparative Anatomy
the Muscles
Types of Nerves
Reaction Time
Veins and Arteries
Blood Vessels
the Rampage
the Razing
the Founders
Loss
the Raid
the Infiltration
the Attack
the Invasion
the Coup
the Betrayal
First Contact
the Dispute
Suspicion
Meeting
Initiation
Expulsion
the Diplomat
Tragedy
Gambling
the Gamble
Squabbling
Neighbors
the Agreement
the Secret
the Offering
the Gift
the Claim
Chance
the Caravan
the Merchants
Concealment
the Performance
the Competition
the Procession
the Ceremony
Genius
Perfection
Duplicate
the Discovery
the Uprising
the Overthrow
the Punishment
the Reclamation
the Insurrection
the Revolution
the Revolt
the Rebellion
Inspiration
Secrets
Possession
the Brooding
the Resettlement
the Enlightenment
the Joining
Masterpiece
the Clash
Pillage
Plunder
the Tribute
Melancholy
Insanity
Rage
the Battle
the Law of Refraction
Models
Templates
Models and Templates
Light and Color
Rainbows
the Origin of Rainbows
Refraction
Dioptras
the Astrolabe
Astrolabes
the Armillary Sphere
the Model
the Template
Lamination
the Dioptra
Mural Instruments
the Orrery
Orreries
the Trip Hammer
Armillary Spheres
the Spherical Astrolabe
Spherical Astrolabes
the Mural Instrument
Water Displacement
Flotation
the Sky and Refraction
Twilight
Trip Hammers
the Bellows
Floating Bodies
Buoyancy
the Crank
Cranks
the Water Wheel
Water Wheels
the Cause of Twilight
the Height of the Sky
the Piston
Pistons
the Counting House
the Guildhall
the Mead Hall
the Keep
the Treasure
Treasure
the Artifact
spire
the Spire
the Market
the Tomb
the Dungeon
the Temple
the Library
the Tavern
the Tower
the Rescue
the Flight
the Search
the Seekers
the Sewers
the Catacombs
Freedom
the Mountain Halls
the Mountainhome
the Fortress
the Dark Fortress
the Spirit
the Ghost
the Corpse
the Pit
the Dark
the Darkness
the Hole
the Trenches
the Gutter
the Cave
the Forest Retreat
the Town
the Cavern
the Trees
the Forest
the Tunnels
the Shrine
the Burrow
the Village
the Hamlet
the Labyrinth
the Maze
the Burial
the Mausoleum
the Primordial
the Monument
the Monastery
the Fort
the Castle
the Vault
the Joy
the World
the Region
the Place
Evil
the Horror
the Bog
the Mire
the Murk
the Desert
the Universe
the Wetland
the Marsh
the Swamp
the Mountains
the Peaks
the Mountain
the Ocean
the Sand
the Rocks
the Canopy
the Undergrowth
the Kidnapping
the Theft
the Thief
the Devouring
the Holy City
the Surrender
the Desecration
the Abduction
the Duel
the Struggle
the Construction
the Reunion
Hunger
the Wound
the Wounding
the Maiming
Debauchery
the Purchase
Horror
the Traveler
the Summit
the Explorer
Tactics
the Party
Trickery
Deceit
the Resurrection
Rebirth
the Journey
the Pet
the Companion
the Impersonation
the Obsession
Storage
the Composition
the Author
the Mystery
the Denial
the Confrontation
the Knowledge
the Fall
Ruin
the Failure
the Equipment
the Honor
the Prestige
the Rank
the Dissolution
the Breach
the Depths
the Alliance
the Treaty
the Building
the Improvements
the Sermon
Persecution
the Conviction
the Crime
the Questioning
the Interrogation
the Ransom
the Price
the Enslavement
Bondage
philosophy:ethics:applied military
philosophy:ethics:applied interpersonal conduct
philosophy:specialized:law
philosophy:specialized:education
philosophy:metaphysics:wholes and parts
philosophy:metaphysics:events
philosophy:metaphysics:processes
philosophy:metaphysics:causation
philosophy:specialized:politics economic policy
philosophy:specialized:politics social welfare
philosophy:logic:inductive reasoning
philosophy:logic:direct inference
philosophy:specialized:language grammar
philosophy:specialized:language etymology
philosophy:specialized:politics diplomacy
philosophy:specialized:politics government forms
mathematics:notation:zero
mathematics:notation:negative numbers
mathematics:notation:large numbers
mathematics:notation:positional
philosophy:aesthetics:nature of beauty
philosophy:aesthetics:value of art
philosophy:specialized:language dictionary
mathematics:method:proof by contradiction
mathematics:geometry:isosceles base angles equal
mathematics:geometry:inscribed triangle on diameter is right
mathematics:geometry:pythagorean theorem
mathematics:geometry:pythagorean triples small
mathematics:geometry:basic objects
mathematics:method:exhaustion
mathematics:geometry:similar and congruent triangles
mathematics:geometry:geometric mean theorem
mathematics:numbers:unique prime factorization
mathematics:numbers:algorithm for computing gcd
mathematics:geometry:volume of pyramid
mathematics:geometry:volume of cone
mathematics:geometry:pythagorean triples 3 digit
mathematics:geometry:pythagorean triples 4 digit
mathematics:geometry:existence of incommensurable ratios
mathematics:method:axiomatic reasoning
mathematics:geometry:area of triangle from side lengths
mathematics:geometry:area of circle
mathematics:geometry:pi to 6 digits
mathematics:geometry:definitions and basic properties of conic sections
mathematics:geometry:volume of sphere
mathematics:geometry:pi to 4 digits
mathematics:numbers:division algorithm
mathematics:geometry:table of chord values
mathematics:numbers:infinite primes
mathematics:numbers:root 2 irrational
mathematics:geometry:surface area of sphere
mathematics:algebra:finite summation formulas
mathematics:numbers:chinese remainder algorithm
mathematics:geometry:area enclosed by line and parabola
mathematics:numbers:sieve algorithm for primes
mathematics:numbers:root 2 to 5 digits
mathematics:notation:syncopated algebra
mathematics:geometry:law of sines
mathematics:geometry:angle sum difference trig identities
mathematics:algebra:pascal's triangle
mathematics:algebra:solving linear systems
mathematics:algebra:balancing and completion
mathematics:algebra:quadratic by completing square
mathematics:algebra:quadratic formula
the Waters
the Glacier
the Ice
the Tundra
the Waves
the Deep
the Sea
the Shrubland
the Hills
the fiery bowels of the earth
the Underground
the Frozen Wastes
the Grassland
the Plains
the Savanna
the Fiery Depths
a population of 
 corpses
the Caverns
the Flames
the Magma
an unnamed group
the People
the Group
the Settlement
 corpse
the Creature
the Coins
the Art
the Vessel
the Migration
the Show
Entertainment
the Company
the Traders
the Guild
the Artisans
the Outcasts
the Criminals
philosophy:logic:formal reasoning
philosophy:logic:deductive reasoning
the Troupe
the Religion
the Faith
the Fighters
philosophy:logic:analogical inference
philosophy:ethics:applied medical
philosophy:ethics:individual value
philosophy:ethics:state consequentialism
philosophy:logic:syllogistic logic
philosophy:logic:hypothetical syllogisms
philosophy:logic:propositional logic
philosophy:logic:dialectic reasoning
philosophy:metaphysics:existence
philosophy:metaphysics:time
philosophy:metaphysics:mind body
philosophy:metaphysics:objects and properties
philosophy:epistemology:truth
philosophy:epistemology:perception
philosophy:epistemology:justification
philosophy:epistemology:belief
chemistry:classification:alkali and acids
chemistry:laboratory:systematic experiments
chemistry:laboratory:glass flask
chemistry:laboratory:glass beaker
chemistry:laboratory:alembic
chemistry:laboratory:theory of liquid-liquid extraction
chemistry:laboratory:theory of distillation
chemistry:laboratory:theory of evaporation
chemistry:chemicals:sulfuric acid
chemistry:chemicals:aqua regia
chemistry:laboratory:glass ampoule
chemistry:laboratory:glass retort
chemistry:laboratory:glass vial
chemistry:laboratory:glass funnel
chemistry:laboratory:crucible
chemistry:chemicals:nitric acid
geography:surveying:triangulation
geography:surveying:cartographical
geography:surveying:land
geography:surveying:military
chemistry:laboratory:lab ovens
geography:surveying:basic
geography:surveying:staff
geography:cartography:basic
geography:cartography:height measurements
geography:method:economic data collection
geography:cartography:economic
geography:form:atlas
geography:surveying:engineering
geography:cartography:geological
geography:cartography:grid system
geography:cartography:distance scale
geography:theory:latitude climate zones
geography:cartography:accurate maps
geography:cartography:map projections
medicine:theory:disease and fouled water
geography:theory:delta formation
geography:theory:wind patterns
geography:theory:origin of rainfall from evap condense
geography:theory:water cycle
medicine:tool:animal remedies
medicine:tool:mineral remedies
medicine:tool:bandages
medicine:theory:disease classification
medicine:method:physical examination
medicine:method:autopsy
medicine:theory:prognosis
medicine:tool:herbal remedies
medicine:theory:exacerbation
medicine:theory:paroxysm
medicine:theory:relapse
medicine:theory:convalescence
medicine:theory:toxicology
medicine:theory:acute and chronic conditions
medicine:theory:endemic disease
medicine:theory:epidemic disease
medicine:method:fracture immobilization
medicine:tool:orthopedic cast
medicine:method:surgery excision
medicine:method:surgery incision
medicine:method:treatment of traumatic injuries
medicine:method:fracture treatment
medicine:theory:fracture classification
medicine:tool:traction bench
history:sourcing:basic reliability
history:sourcing:role of systemic bias
history:sourcing:role of state bias and propaganda
history:sourcing:personal interviews
mathematics:algebra:solving higher order polynomials
mathematics:notation:early symbols for operations
mathematics:algebra:divergence of harmonic series
mathematics:geometry:properties of chords
history:form:biography
history:form:comparative biography
history:form:biographical dictionaries
history:form:autobiographical adventure
history:theory:historical causation
history:theory:historical cycles
history:theory:social cohesion
history:theory:social conflict
history:sourcing:role of cultural differences
history:form:alternate history
history:sourcing:basic archaeology
history:form:treatise on tech evolution
history:form:genealogy
history:form:encyclopedia
history:form:cultural history
history:form:cultural comparison
astronomy:height of tides vs moon and sun
astronomy:summer winter sun
astronomy:relationship between lunar solar year
astronomy:daylight variation with solar year
astronomy:phases of the moon
astronomy:summer winter moon
astronomy:path of the moon
astronomy:tides and the moon
astronomy:star catalogues 100
astronomy:star catalogues 1000
astronomy:star color classification
astronomy:star magnitude classification
astronomy:geocentric model
astronomy:heliocentric model
astronomy:dates of lunar and solar eclipses
astronomy:star charts
naturalist:method:dissection
naturalist:observation:anatomy
naturalist:theory:comparative anatomy
naturalist:theory:classification by physical features
astronomy:shape of the world
astronomy:precession of equinoxes
astronomy:method empirical observation
astronomy:method path models
naturalist:observation:social behavior
naturalist:observation:diseases
naturalist:theory:climatic adaptation
naturalist:observation:embriological development
naturalist:observation:migration patterns
naturalist:observation:reproductive behavior
naturalist:observation:foraging behavior and diet
naturalist:theory:food chain
chemistry:classification:scratch test
chemistry:classification:elemental theory
chemistry:chemicals:adhesives
chemistry:laboratory:blast furnace
naturalist:theory:struggle for existence
chemistry:classification:combustibles
chemistry:classification:ores
chemistry:metallurgy:alloys
engineering:machine:combination lock
engineering:machine:verge escapement
engineering:machine:balance wheel
engineering:fluid:theory of siphon
engineering:machine:chariot odometer
engineering:machine:chain drive
engineering:machine:mechanical compass
engineering:machine:differential gear
engineering:optics:glass lens
engineering:optics:camera obscura
engineering:optics:parabolic mirror
engineering:optics:theory of color
engineering:fluid:valves
engineering:fluid:force pump
engineering:optics:crystal lens
engineering:optics:water-filled spheres
engineering:astronomy:dioptra
engineering:astronomy:astrolabe
engineering:astronomy:armillary sphere
engineering:astronomy:spherical astrolabe
engineering:optics:theory of rainbows
engineering:optics:law of refraction
engineering:design:models and templates
engineering:construction:wood lamination
engineering:fluid:archimedes principle
engineering:optics:atmospheric refraction
engineering:optics:cause of twilight
engineering:optics:height of atmosphere
engineering:astronomy:mural instrument
engineering:astronomy:orrery
engineering:machine:water-powered trip hammer
engineering:machine:double-acting piston bellows
engineering:machine:water wheel
engineering:machine:trip hammer
individual happiness
ethics and the state
engineering:machine:piston
engineering:machine:crank
engineering:machine:bellows
engineering:machine:water-powered piston bellows
time
mind and body
objects and properties
wholes and parts
perception
justification
belief
existence
interpersonal ethics
education
economic policy
social welfare
events
processes
causation
military ethics
geometric objects
exhaustion
congruent triangles
right triangles
proof by contradiction
nothingness
negative quantities
very large numbers
medicine:method:surgery draining
medicine:method:surgery probing
medicine:method:surgery suturing
medicine:method:surgery ligature
medicine:method:hernia surgery
medicine:method:tracheotomy surgery
medicine:method:lithotomy surgery
medicine:method:surgery scraping
medicine:theory:specialized surgical instruments
medicine:tool:forceps
medicine:tool:scalpel
medicine:tool:surgical scissors
medicine:theory:surgical models
medicine:tool:mud bags as surgical models
medicine:tool:plants as surgical models
medicine:tool:animals as surgical models
medicine:theory:pulmonary medicine
medicine:theory:anatomical studies
medicine:theory:classification of bodily fluids
medicine:theory:eye anatomy
medicine:tool:surgical needles
medicine:method:cataract surgery
medicine:method:cauterization
medicine:method:anesthesia
medicine:theory:pulmonary circulation
medicine:theory:comparative anatomy
medicine:theory:the voice
medicine:theory:classification of muscles
medicine:theory:motor vs sensory nerves
medicine:theory:nervous system function
medicine:theory:reaction time
medicine:theory:blood vessels
medicine:method:specialized wards
medicine:method:hospital lab
medicine:method:medical school
medicine:method:asylum for mentally ill
medicine:theory:classification of mental illnesses
medicine:theory:treatment of mental illnesses
medicine:tool:dedicated hospitals
medicine:method:professional hospital staff
engineering:horology:astrarium
engineering:horology:hourglass
engineering:horology:mechanical clock
engineering:machine:theory of pulley
engineering:horology:shadow clock
engineering:horology:water clock
engineering:horology:conical water clock
engineering:horology:water clock reservoir
engineering:machine:windlass
engineering:machine:theory of wedge
engineering:machine:theory of lever
engineering:machine:lever
engineering:machine:pulley
engineering:machine:theory of screw
engineering:machine:screw
engineering:machine:theory of wheel-and-axle
engineering:machine:padlock
engineering:machine:camshaft
engineering:machine:crankshaft
engineering:machine:water-powered sawmill
engineering:machine:straight-beam balance
engineering:machine:theory of gears
engineering:machine:warded lock
engineering:machine:tumbler lock
climatic adaptation
embriological development
the struggle for survival
combustible materials
foraging behavior
dietary relationships
social behavior
diseases
adhesives
the blast furnace
the alembic
liquid extraction
ores
alloys
hardness
elemental materials
the flask
the beaker
the vial
the funnel
distillation
evaporation
alkali and acids
systematic experiments
the ampoule
the retort
laboratory ovens
surveying
the crucible
spirit of niter
oil of vitriol
aqua regia
land surveying
military surveying
surveying for engineering
geological cartography
the surveying staff
cartography
triangulation
cartographical surveying
economic cartography
the atlas
delta formation
wind patterns
map grids
distance scales
height measurements
economic data
map projections
disease and fouled water
physical examination
autopsy
rainfall
the water cycle
climate zones
map accuracy
toxicology
acute and chronic conditions
endemic disease
epidemic disease
prognosis
animal remedies
bandages
disease classification
common divisors
pyramids
cones
spheres
isosceles triangles
inscribed triangles
incommensurable ratios
prime divisors
remainders
parabolas
prime numbers
diagonals
circles
division
chord lengths
conic sections
notation
triangle and circles
powers
the harmonic series
large sums
systems of equations
equations
quadratic equations
personal interviews
historical causation
cycles
community bonds
chords
source reliability
systemic bias
state bias
cultural differences
archaeology
technological evolution
moon phases
community conflict
biographical dictionaries
autobiographical adventures
the encyclopedia
the sun and seasons
lunar and solar years
daylight and seasons
the geocentric model
the moon and seasons
the moon's path
the moon and tides
tidal height
extensive star catalogues
the color of stars
the brightness of stars
equinoxes
the heliocentric model
eclipses
star charts
star catalogues
comparative anatomy
physical features
migratory patterns
reproductive behavior
empirical observation
astronomical models
dissection
anatomy
the differential gear
combination locks
the verge escapement
the balance wheel
the water-powered sawmill
the chariot odometer
chain drives
the mechanical compass
water-filled spheres
the glass lens
the camera obscura
the parabolic mirror
the siphon
valves
the force pump
the crystal lens
the dioptra
the astrolabe
the armillary sphere
the spherical astrolabe
light and color
refraction
models and templates
lamination
water displacement
the height of the atmosphere
the piston
the crank
mural instruments
the orrery
the water-powered trip hammer
double-acting piston bellows
the bellows
the water-powered piston bellows
the water wheel
the trip hammer
traumatic injuries
fracture treatment
fracture classification
the traction bench
exacerbation
paroxysm
relapse
convalescence
tracheotomy surgery
lithotomy surgery
scraping
draining
fracture immobilization
the orthopedic cast
excision
incision
mud bags as surgical models
plants as surgical models
animals as surgical models
specialized surgical instruments
probing
suturing
ligature
surgical models
anatomical studies
bodily fluids
eye anatomy
nerves
forceps
the scalpel
surgical scissors
surgical needles
muscles
mental illnesses
hospitals
hospital staff
the nervous system
reaction time
blood vessels
the voice
shadow clocks
water clocks
conical water clocks
water clock reservoirs
hospital wards
hospital laboratories
medical schools
asylums
the screw
the wheel-and-axle
the windlass
the wedge
the astrarium
the hourglass
mechanical clocks
the pulley
the tumbler lock
the padlock
the camshaft
the crankshaft
the lever
the straight-beam balance
gears
the warded lock


*START REGION GEOLOGY SAVE*
*START REGION SUBREGION SAVE*
Not enough peaks: 
Set Region Information Overflow
*START REGION SAVE*
*START REGION DIM SAVE*
*START REGION MAP SAVE*
Not enough high altitudes after shift up
Not enough partial edge oceans
Not enough complete edge oceans
Rainfall not evenly distributed: 
Not enough medium altitudes
Not enough medium altitudes after shift down
Not enough low altitudes after shift down: 
Not enough medium altitudes after shift up
Initial desert square count fails by 
Initial forest square count fails by 
Initial mountain square count fails by 
Initial ocean square count fails by 
Flat/rough areas not evenly distributed: 
Savagery not evenly distributed
Volcanism not evenly distributed
Initial swamp square count fails by 
Not enough volcanos
Swamp region count fails by 
Desert region count fails by 
Forest region count fails by 
Initial glacier square count fails by 
Initial tundra square count fails by 
Initial grassland square count fails by 
Initial hill square count fails by 
Grassland region count fails by 
Hill region count fails by 
Not enough river start points before erosion
Too many distinct subregions (over by 
Mountain region count fails by 
Ocean region count fails by 
Glacier region count fails by 
Tundra region count fails by 
Not enough medium altitude locations after erosion
Not enough low altitude locations after erosion: 
Not enough high altitude locations after erosion
Not enough mountain cave locations
 will be logged after parameter dump.
A world gen error from DF 
Error sorting rivers: working with 
 ran into 
No entity definitions available
No controllable entity definitions available
Did not place controllable entity
Placed farming entity without orchard crops
Not enough mountain cave locations after location check
Not enough low-lying cave locations
Not enough low-lying cave locations after location check
Not enough entity placement locations
WEREBEAST_NUMBER:
WEREBEAST_ATTACK_TRIGGER:
SECRET_NUMBER:
REGIONAL_INTERACTION_NUMBER:
NIGHT_TROLL_NUMBER:
BOGEYMAN_NUMBER:
NIGHTMARE_NUMBER:
VAMPIRE_NUMBER:
GENERATE_MYTHICAL_MATERIALS:
ALLOW_MYTHICAL_HEALING:
ALLOW_DIVINATION:
ALLOW_DEMONIC_EXPERIMENTS:
DISTURBANCE_INTERACTION_NUMBER:
EVIL_CLOUD_NUMBER:
EVIL_RAIN_NUMBER:
GENERATE_DIVINE_MATERIALS:
GOOD_SQ_COUNTS:
EVIL_SQ_COUNTS:
PEAK_NUMBER_MIN:
PARTIAL_OCEAN_EDGE_MIN:
ALLOW_NECROMANCER_EXPERIMENTS:
ALLOW_NECROMANCER_LIEUTENANTS:
ALLOW_NECROMANCER_GHOULS:
ALLOW_NECROMANCER_SUMMONS:
RIVER_MINS:
PERIODICALLY_ERODE_EXTREMES:
OROGRAPHIC_PRECIPITATION:
SUBREGION_MAX:
COMPLETE_OCEAN_EDGE_MIN:
VOLCANO_MIN:
[REGION_COUNTS:
EROSION_CYCLE_COUNT:
CAVERN_LAYER_PASSAGE_DENSITY_MAX:
CAVERN_LAYER_WATER_MIN:
CAVERN_LAYER_WATER_MAX:
HAVE_BOTTOM_LAYER_1:
CAVERN_LAYER_COUNT:
CAVERN_LAYER_OPENNESS_MIN:
CAVERN_LAYER_OPENNESS_MAX:
CAVERN_LAYER_PASSAGE_DENSITY_MIN:
LEVELS_ABOVE_LAYER_3:
LEVELS_ABOVE_LAYER_4:
LEVELS_ABOVE_LAYER_5:
LEVELS_AT_BOTTOM:
HAVE_BOTTOM_LAYER_2:
LEVELS_ABOVE_GROUND:
LEVELS_ABOVE_LAYER_1:
LEVELS_ABOVE_LAYER_2:
MYTHICAL_SITE_NUM:
ALL_CAVES_VISIBLE:
SHOW_EMBARK_TUNNEL:
TOTAL_CIV_NUMBER:
CAVE_MIN_SIZE:
CAVE_MAX_SIZE:
MOUNTAIN_CAVE_MIN:
NON_MOUNTAIN_CAVE_MIN:
RAIN_RANGES:
DRAINAGE_RANGES:
SAVAGERY_RANGES:
VOLCANISM_RANGES:
TOTAL_CIV_POPULATION:
SITE_CAP:
PLAYABLE_CIVILIZATION_REQUIRED:
ELEVATION_RANGES:
Final mountain region count fails by 
Final ocean region count fails by 
Final glacier region count fails by 
Final tundra region count fails by 
Placed farming entity without non-orchard crops
Final swamp region count fails by 
Final desert region count fails by 
Final forest region count fails by 
Final grassland region count fails by 
Final hill region count fails by 
0000
000
-detailed.bmp
Loop Erase River Overflow
Loop Erase River Placement Overflow
Loop Erase River Temp River Placement Overflow
-world_gen_param
.txt
Created in DF 
[WORLD_GEN]
-world_map
.bmp
CREATURE_SEED:
DIM:
EMBARK_POINTS:
END_YEAR:
CUSTOM_NAME:
SEED:
HISTORY_SEED:
NAME_SEED:
[RAIN_FREQUENCY:
[DRAINAGE_FREQUENCY:
[TEMPERATURE_FREQUENCY:
[SAVAGERY_FREQUENCY:
BEAST_END_YEAR:
REVEAL_ALL_HISTORY:
CULL_HISTORICAL_FIGURES:
[ELEVATION_FREQUENCY:
SEMIMEGABEAST_CAP:
TITAN_NUMBER:
TITAN_ATTACK_TRIGGER:
DEMON_NUMBER:
[VOLCANISM_FREQUENCY:
POLE:
MINERAL_SCARCITY:
MEGABEAST_CAP:
/site-
, Region Pop: Null Square Count
-world_history
Worship List
feature-
just generated corrupt feature map square
save/current/feature-
Mountain-Slope Overflow
 d. 
, Reign Began: 
, Inherited
 from mother
 List
[*] 
 (b.
???
 from maternal grandfather
, *** New Line
, *** Original Line
Married
 from father
 from paternal grandmother
 from paternal grandfather
 from maternal grandmother
 Child
 (out-lived)
 (out-lived 
 of them)
 (d. 
Divorced
Never Married
No Children
Worshipped 
Worships 
-world_sites_and_pops
Civilized World Population
 -- Ages
 at death
(d. 
      
visitor
outcast
Unnumbered animated 
 animated 
Total: 
Parent Civ: 
Unnumbered 
Unnumbered
Midmap creation failure on graphical map export: 
Elevation negative on graphical map export (main)
Elevation negative on graphical map export (midmap)
The Arena
Outdoor Animal Populations (Including Undead)
Underground Animal Populations (Including Undead)
save/current/region_snapshot-
STANDARD_CRAWLING_GAITS
STANDARD_FLYING_GAITS
Cannot generate random creatures -- missing creature variation 
Test Seed 
STANDARD_CLIMBING_GAITS
STANDARD_SWIMMING_GAITS
7dA
x7dA
H8dA
Midmap effective coordinate check out of bounds: 
in all seriousness if you see this in your errorlog you are allowed to spam me on every platform, i deserve it
this is the worst workaround for a bug that has ever existed and if you see this putnam will give you a cookie
Inappropriate Waterlevel Biome Choice (4)
Inappropriate Waterlevel Biome Choice (2)
 is with 
 The 
 watches still
 but
Woe unto any that disturb the resting place of 
Metal Crafts
Leather Clothing
Wooden Furniture
Leather Goods
Imported Clothing
Imported Food
Woven Clothing
Imported Goods
yard
wall
house
hillock
Metal Furniture
Stone Furniture
cottage plot
building out of bounds: 
mythical dungeon
mythical palace
warehouse
mythical lair
market square
shop
vault
barrow
shrine
fortress entrance
no layer area available for historical figure
pasture
dormitory
trenches
meadow
DIPEV
MEETING
GLOBAL
ELSE
ENDIF
ACTION
UNIT
LONG
DIPSCRIPT
SETVAR
INVASION
FIRSTCONTACT
CONSTRUCTTOPICLIST
DIPEVENT
DISCUSS
TOPICDISCUSSION
TEXTVIEWER
HISTORY_DIPEV


Update Connectivity Placement Overflow
Connectivity Placement Overflow
Connected Component Overflow
Connectivity Overflow
Directly control a single individual or party.
Follow destiny or strike out on your own.  Explore, quest, fight, and perform.  Visit your own retired and ruined settlements.  Serve a deity or become a creature of the night.
Your citizens will build, mine, craft, trade, fight, and manage as you guide your outpost through its history.  Design the shape and purpose of the fortress by issuing orders for the residents to follow.
You can play a sequence of fortresses and adventurers in the same world.  Migrants from retired and abandoned fortresses may come to visit, along with any surviving adventurers.
World debug
Embark with a group to start a settlement.
Select a game type to begin!
Back to title menu
Choose a smaller area if you experience lag.
You have selected the smallest possible area.
You have selected a very large area.
You have selected a large area.
Events in other modes are incorporated here.
You have selected the largest possible area.
You can play a sequence of fortresses and adventurers in the same world.  Uncover locations and artifacts for the benefit of your future fortresses.
Explore and investigate the history of the world as it stands.
You have selected an area with a light aquifer.
Water might need to be pumped out or carried away.
You have selected an area with a heavy aquifer.
It might be very difficult to obtain stone here.
You have selected an area with salt water.
It might be very difficult to survive here.
You have selected a narrow area.
It might be difficult to find resources.
You have selected an area near a necromancer's tower.
You may be invaded very early by powerful foes.
You have selected a savage area.
The wildlife might be very dangerous here.
You have selected an evil area.
You may find very unpleasant environs here.
Your selected civilization is dead or dying.
Your dwarves might assume important positions.
Choose origin civilization
Click the map to zoom in and choose your embark location.
Find embark location
Reclaim/unretire
Show cliffs/grade
 Clear find results 
Click "Embark" to place your fortress.  Right click to zoom out.
Show elevation
X Dimension
Y Dimension
Recommended size.
N/A
Cannot embark on another site.
Cannot embark entirely on water or mountains.
Click on the map to embark!  Right click to abort.
Must embark on map.
Plant gatherers
Stonecutters
Planters
Fishermen
Woodcutters
Hunters
prefs/embark_profiles.txt
Miners
** Starting Reclaim **
PROFILE
** Starting New Outpost **
** Unretiring Outpost **
Orderlies
No alert
Engravers
Haulers
1/2 day's travel
Nearest site: 
Neighbors:
Hostile
RECLAIM_SKILL
Unrecognized Embark Profile Token: 
Magma Pipe
Bottomless Pit
Underground Pool
Magma Pool
Aquifer (Heavy)
Underground River
Flux Stone Layer
Aquifer (Light)
Searching 
Stop
 Some
 Deep
Untamed wilds
 Little
Other Features
Soil
Inhabited
Unretire
Unretire 
Reclaim 
Match found!
Begin
No match.
Partial match.
No dwarf in position 
Cannot afford 
Could not give dwarf 
 skill: 
Number of sites: 
Preparing map...
Reclaim!
Population: 
Prepare using a saved embark profile:
Embark preparations were not completed.
Prepare for the journey carefully
Choose your own skills, equipment, and animals.
Play now!
Start immediately with the default skills, equipment, and animals.
  Prepare for the Expedition to 
  Prepare for the Journey to 
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Crucial
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clothing import market (50,30,35)
meat market (255,0,0)
general import market (50,30,15)
food import market (50,40,15)
dormitory (50,75,75)
dining hall (75,50,75)
castle wall walkway (40,40,40)
warehouse (50,50,50)
cloth shop (200,200,200)
tanning shop (128,100,50)
food import store (128,192,128), border (128,128,128)
clothing import store (255,255,255), border (128,128,128)
edible processed plants market (255,200,200)
general import store (192,192,192), border (128,128,128)
edible produce market (0,255,0)
cheese market (255,255,0)
blacksmith shop (64,64,64)
armorsmith shop (0,0,0)
metal weapons shop (255,0,255)
wood weapons shop (255,128,128)
bone carver shop (128,255,255)
gem cutter shop (0,255,0)
cloth clothing shop (255,255,100)
leather clothing shop (255,128,64)
underground farming (50,20,50)
underground industrial (250,50,20)
metal furniture shop (255,0,64)
fortress (129,129,129)
wooden furniture shop (255,0,0)
stone furniture shop (255,64,0)
metal crafter shop (128,128,128)
leather accessories shop (100,70,30)
cottage plot (30,100,10)
mead hall (255,128,255)
well (0,0,255)
house (100,70,10)
underground merchants (100,100,20)
tavern (255,255,32)
underground living (20,50,30)
underground guilds (20,100,20)
meadow (100,255,0)
pasture (0,255,0)
crops 2 (195,255,0), rows
crops 3 (100,60,20), rows
shrine (0,255,255)
crops 1 (255,195,0), rows
temple (170,120,230)
library (255,192,255)
unknown (100,100,100)
NULL artifact on site realization, skipping
abandoned (75,50,20), border (50,50,50)
ruin (50,20,20), border (50,50,50)
waste (0,20,0)
town yards (100,50,10)
orchard (0,100,0)/(0,200,0)
woodland (0,95,0)
monastery
castle
hamlet
labyrinth
pits
forest retreat
mountain halls
hillocks
site_color_key.txt
main tower (255,0,255)
", a 
-site_map-
You have located 
castle tower (110,110,110)
castle wall (70,70,70)
living pits (20,50,40)
COULD NOT NULLIFY CONSTRUCTION ROAD EDGE
dungeon-tower interface (50,20,50)
work pits (50,30,20)
watch tower (128,128,128)
trenches (0,0,0)
Site Center Flood Overflow
Non-feature related elevation hole
camp
important location
mysterious lair
monument
mysterious palace
mysterious dungeon
NULL artifact removed on load
begins to talk in a hushed whisper when 
 is angry
's surprised
begins to stammer when 
always stutters when 
stammers when 
constantly mutters under 
starts to stutter when 
Whenever there's a pause in a conversation, 
's bored
 starts talking to inanimate objects
has a tendency to talk to inanimate objects
 talks to inanimate objects when there is a lull in the conversation
 gets bored, 
talks to inanimate objects when 
often talks to inanimate objects when 
 becomes exasperated
stutters occasionally
 whenever 
 gets bored
starts talking to 
When there's a pause in a conversation, 
 gets excited, 
 often starts talking to 
talks to 
 when 
tends to be easily distracted during conversations
often tells pointless stories when 
is easily distracted during conversations when 
gets easily distracted during conversations when 
is distracted from conversations easily when 
gets distracted during conversations when 
 all of the time
gets distracted from conversations easily when 
often touches others during conversations when 
will often touch others when greeting them
tends to be very focused during conversations
will often pause in conversation to look for the right word
will frequently ramble on with stories that don't have any point or even conclusion
becomes very focused during conversations when 
 often tells stories without any real point
quite often tells pointless stories when 
pauses before speaking
talks about others behind their backs
 never allows pauses to occur in conversation
can't stand quiet pauses in conversations and always finds something to say
has a way of arguing with those that are in agreement with 
 is nervous, 
often touches those to whom 
 is speaking
gives incredibly vague answers to questions
will without fail turn any conversation to 
 often can't help interrupting others
has a habit of interrupting speakers
 often interrupts others during conversations
 is excited during conversations, 
interrupts others during conversations when 
tends to interrupts others during conversations when 
has the habit of answering questions with questions
repeatedly snaps 
rarely speaks
rarely starts conversations
 rarely talks
has trouble speaking when 
rarely speaks when 
's nervous, 
talks very quietly when 
keeps 
 is thinking hard about something
usually speaks in a whisper
whispers when 
's nervous
starts to whisper when 
 is trying to remember something
talks very loudly when 
 is excited
 gets angry
begins to talk louder when 
speaks very quietly
starts yelling whenever 
 voice very quiet when 
 is nervous
speaks very loudly
begins speaking in a monotone whenever 
greets others very loudly
 is annoyed
talks very loudly whenever 
 is exasperated
shouts when 
 surprised
 voice trails off whenever 
 tries to remember something
speaks in a monotone when 
has a very monotonous way of speaking
begins to talk in a monotone when 
 is bored
 is angered
starts to drone when 
begins to talk much more slowly when 
's exasperated
begins to talk more slowly when 
's angry
 voice has a tendency to trail off when 
's speaking
 voice trails off when 
 is thinking about something
speaks rapidly when 
's excited
begins to talk rapidly when 
talks very quickly when 
 starts to talk slowly
 generally speaks very slowly
When 
's annoyed, 
's annoyed
tends to speak very deliberately
 becomes exasperated, 
 begins to speak very deliberately
 usually talks very quickly
speaks very deliberately when 
talks very rapidly after 
's been surprised
 starts to mutter under 
 breath
 gets excited
's thinking
's trying to remember something
starts to mutter under 
mutters under 
 breath when 
 often starts chewing on 
 intently when 
chews 
's trying to remember something, 
slouches when 
 has a slouching posture
 body becomes very still
 in a rigid posture
 has a tendency to chew on 
has a habit of chewing on 
 has a habit of chewing on 
gnaws on 
tends to chew 
 tends to chew on 
idly chews 
gnaws 
has a nervous smile
 become animated when 
When greeting others, 
 always smiles nervously
 often greets others with a hug
gives hugs out freely
often bites 
bites 
 usually starts tapping 
taps 
 speaks
stomps 
 are animated when 
 begin moving when 
 move frantically when 
 jump all over the place when 
 usually lowers 
often has 
often lowers 
 is speaking, 
has a habit of tapping 
lowers 
 constantly when 
 when there's a lull in conversation
 gets annoyed
has a habit of staring at others
's speaking to somebody
has a certain stare for when 
stares intently when 
tends to stare unwaveringly when 
 lowered to the ground
has a menacing stare when 
 has a habit of rolling 
exhales sharply when 
 rolls 
 constantly rolls 
commonly winks as a form of greeting
is quick to wink at others
winks when 
winks during conversations
 is surprised
clicks 
inhales sharply when 
always takes a deep breath whenever 
blows 
 breath out when 
exhales slowly and deliberately when 
 starts getting bored
drums 
 often drums 
's greeting somebody
has a habit of snapping 
 repeatedly when 
always snaps 
often snaps 
snaps 
 often scratches 
has a habit of scratching 
scratches 
's bored, 
's sitting down
has a habit of drumming 
 gets excited, it's easy to tell because 
 drums 
shakes 
 up and down when 
often rubs 
points and shakes 
always scratches 
 a lot
tends to scratch 
 quite often
cracks 
 sometimes cracks 
 through 
has a habit of running 
 always points at others when greeting them
runs 
 gets exasperated, 
 often points and shakes 
's surprised, 
 has a very unique laugh
laughs in a unique way when 
has a very distinct laugh for when 
's thinking hard
occasionally cracks 
often gives 
 a good crack when 
 laughs loudly when 
 laughs very loudly
 has more a cackle than a laugh
 laughs very loudly whenever 
has a very distinct laugh
 cackles when 
laughs in a distinct fashion when 
laughs in a unique way whenever 
skips around when 
skips over to others when 
walks as if in a terrible hurry whenever 
 goes anywhere
laughs at 
 own jokes
laughs silently
has a nervous laugh
 stiffens up when 
's thinking, 
 becomes very rigid when 
 tenses up when 
 goes
walks with a confident stride
 meets them
skips wherever 
licks 
's thinking hard, 
 sticks out when 
 sticks out 
 occasionally when 
has a habit of clicking 
 clicks 
 repeatedly
 body during pauses in conversation
tends to stretch out when 
 body when 
has a habit of stretching 
 tends to stretch 
tends to stretch 
 has a habit of licking 
 frequently
bounces 
 is sitting down
likes to stretch 
 out frequently
 body after 
 stands up
DEFAULT_SOUND_ADAMANTINE
*** Error(s) finalizing the sound 
CUT_SOUND
SELECT_SOUND
--- Logging Sound 
DEFAULT_SOUND_SIEGE
DEFAULT_SOUND_STRANGE_MOOD
DEFAULT_SOUND_DEMON_ATTACK
DEFAULT_SOUND_MEGABEAST
DEFAULT_SOUND_BABY_BORN
DEFAULT_SOUND_CAVERN_BREAK
DEFAULT_SOUND_AMBUSH
DEFAULT_SOUND_ARTIFACT_CREATED
DEFAULT_SOUND_HOWL_5
DEFAULT_SOUND_GIANT_STEP_1
DEFAULT_SOUND_HOWL_3
DEFAULT_SOUND_HOWL_4
DEFAULT_SOUND_HOWL_1
DEFAULT_SOUND_HOWL_2
DEFAULT_SOUND_WEDDING
DEFAULT_SOUND_ALERT
SAVAGE_AREA
Unrecognized Sound Token: 
Sound file unrecognized: 
ANNOUNCEMENT
DEFAULT_SOUND_GIANT_STEP_2
DEFAULT_SOUND_GIANT_STEP_3
Station
Cause trouble for 
Drive 
Drive any members of 
Kill 
Train
Patrol 
Retrieve 
 etc.
Defend 
 various
MAGMA_WALL_SW
MAGMA_WALL_NE
MAGMA_WALL_NW
MAGMA_WALL_SE
MAGMA_WALL_W
MAGMA_WALL_E
MAGMA_WALL_S
MAGMA_WALL_N
MAGMA_WALL_N_S_W
MAGMA_WALL_S_W_E
MAGMA_WALL_N_W_E
MAGMA_WALL_N_S_E
MAGMA_WALL_N_E
MAGMA_WALL_S_E
MAGMA_WALL_N_W
MAGMA_WALL_S_W
ICE_WALL_SE
ICE_WALL_W
ICE_WALL_E
ICE_WALL_S
ICE_WALL_N
MAGMA_WALL_N_S
MAGMA_WALL_W_E
MAGMA_WALL_N_S_W_E
ICE_WALL_N_S_E
ICE_WALL_N_E
ICE_WALL_S_E
ICE_WALL_N_W
ICE_WALL_S_W
ICE_WALL_SW
ICE_WALL_NE
ICE_WALL_NW
SMOOTHED_ICE_WALL_S
SMOOTHED_ICE_WALL_N
ICE_WALL_N_S
ICE_WALL_W_E
ICE_WALL_N_S_W_E
ICE_WALL_N_S_W
ICE_WALL_S_W_E
ICE_WALL_N_W_E
SMOOTHED_ICE_WALL_N_W
SMOOTHED_ICE_WALL_S_W
SMOOTHED_ICE_WALL_SW
SMOOTHED_ICE_WALL_NE
SMOOTHED_ICE_WALL_NW
SMOOTHED_ICE_WALL_SE
SMOOTHED_ICE_WALL_W
SMOOTHED_ICE_WALL_E
SMOOTHED_ICE_WALL_W_E
SMOOTHED_ICE_WALL_N_S_W_E
SMOOTHED_ICE_WALL_N_S_W
SMOOTHED_ICE_WALL_S_W_E
SMOOTHED_ICE_WALL_N_W_E
SMOOTHED_ICE_WALL_N_S_E
SMOOTHED_ICE_WALL_N_E
SMOOTHED_ICE_WALL_S_E
ORE_VEIN_WALL_NE
ORE_VEIN_WALL_NW
ORE_VEIN_WALL_SE
ORE_VEIN_WALL_W
ORE_VEIN_WALL_E
ORE_VEIN_WALL_S
ORE_VEIN_WALL_N
SMOOTHED_ICE_WALL_N_S
SAND_W_WALL_N
SAND_Y_WALL_N_S
SAND_Y_WALL_W_E
SAND_Y_WALL_N_S_W_E
SAND_Y_WALL_N_S_W
SAND_Y_WALL_S_W_E
SAND_Y_WALL_N_W_E
SAND_Y_WALL_N_S_E
SAND_W_WALL_S_W
SAND_W_WALL_SW
SAND_W_WALL_NE
SAND_W_WALL_NW
SAND_W_WALL_SE
SAND_W_WALL_W
SAND_W_WALL_E
SAND_W_WALL_S
SAND_W_WALL_N_S_W_E
SAND_W_WALL_N_S_W
SAND_W_WALL_S_W_E
SAND_W_WALL_N_W_E
SAND_W_WALL_N_S_E
SAND_W_WALL_N_E
SAND_W_WALL_S_E
SAND_W_WALL_N_W
SAND_B_WALL_NW
SAND_B_WALL_SE
SAND_B_WALL_W
SAND_B_WALL_E
SAND_B_WALL_S
SAND_B_WALL_N
SAND_W_WALL_N_S
SAND_W_WALL_W_E
SAND_B_WALL_N_W_E
SAND_B_WALL_N_S_E
SAND_B_WALL_N_E
SAND_B_WALL_S_E
SAND_B_WALL_N_W
SAND_B_WALL_S_W
SAND_B_WALL_SW
SAND_B_WALL_NE
SAND_R_WALL_E
SAND_R_WALL_S
SAND_R_WALL_N
SAND_B_WALL_N_S
SAND_B_WALL_W_E
SAND_B_WALL_N_S_W_E
SAND_B_WALL_N_S_W
SAND_B_WALL_S_W_E
SAND_R_WALL_S_E
SAND_R_WALL_N_W
SAND_R_WALL_S_W
SAND_R_WALL_SW
SAND_R_WALL_NE
SAND_R_WALL_NW
SAND_R_WALL_SE
SAND_R_WALL_W
SAND_R_WALL_N_S
SAND_R_WALL_W_E
SAND_R_WALL_N_S_W_E
SAND_R_WALL_N_S_W
SAND_R_WALL_S_W_E
SAND_R_WALL_N_W_E
SAND_R_WALL_N_S_E
SAND_R_WALL_N_E
GEM_A_WALL_E
GEM_A_WALL_S
GEM_A_WALL_N
METAL_BARS_WALL_N_S
METAL_BARS_WALL_W_E
METAL_BARS_WALL_N_S_W_E
METAL_BARS_WALL_N_S_W
METAL_BARS_WALL_S_W_E
GEM_A_WALL_S_E
GEM_A_WALL_N_W
GEM_A_WALL_S_W
GEM_A_WALL_SW
GEM_A_WALL_NE
GEM_A_WALL_NW
GEM_A_WALL_SE
GEM_A_WALL_W
GEM_A_WALL_N_S
GEM_A_WALL_W_E
GEM_A_WALL_N_S_W_E
GEM_A_WALL_N_S_W
GEM_A_WALL_S_W_E
GEM_A_WALL_N_W_E
GEM_A_WALL_N_S_E
GEM_A_WALL_N_E
GEM_B_WALL_SW
GEM_B_WALL_NE
GEM_B_WALL_NW
GEM_B_WALL_SE
GEM_B_WALL_W
GEM_B_WALL_E
GEM_B_WALL_S
GEM_B_WALL_N
GEM_B_WALL_N_S_W
GEM_B_WALL_S_W_E
GEM_B_WALL_N_W_E
GEM_B_WALL_N_S_E
GEM_B_WALL_N_E
GEM_B_WALL_S_E
GEM_B_WALL_N_W
GEM_B_WALL_S_W
GEM_C_WALL_SE
GEM_C_WALL_W
GEM_C_WALL_E
GEM_C_WALL_S
GEM_C_WALL_N
GEM_B_WALL_N_S
GEM_B_WALL_W_E
GEM_B_WALL_N_S_W_E
GEM_C_WALL_N_S_E
GEM_C_WALL_N_E
GEM_C_WALL_S_E
GEM_C_WALL_N_W
GEM_C_WALL_S_W
GEM_C_WALL_SW
GEM_C_WALL_NE
GEM_C_WALL_NW
GEM_D_WALL_S
GEM_D_WALL_N
GEM_C_WALL_N_S
GEM_C_WALL_W_E
GEM_C_WALL_N_S_W_E
GEM_C_WALL_N_S_W
GEM_C_WALL_S_W_E
GEM_C_WALL_N_W_E
ORE_VEIN_WALL_S_W_E
ORE_VEIN_WALL_N_W_E
ORE_VEIN_WALL_N_S_E
ORE_VEIN_WALL_N_E
ORE_VEIN_WALL_S_E
ORE_VEIN_WALL_N_W
ORE_VEIN_WALL_S_W
ORE_VEIN_WALL_SW
ROCK_BLOCKS_WALL_W
ROCK_BLOCKS_WALL_E
ROCK_BLOCKS_WALL_S
ROCK_BLOCKS_WALL_N
ORE_VEIN_WALL_N_S
ORE_VEIN_WALL_W_E
ORE_VEIN_WALL_N_S_W_E
ORE_VEIN_WALL_N_S_W
ROCK_BLOCKS_WALL_N_E
ROCK_BLOCKS_WALL_S_E
ROCK_BLOCKS_WALL_N_W
ROCK_BLOCKS_WALL_S_W
ROCK_BLOCKS_WALL_SW
ROCK_BLOCKS_WALL_NE
ROCK_BLOCKS_WALL_NW
ROCK_BLOCKS_WALL_SE
WOODEN_WALL_N
ROCK_BLOCKS_WALL_N_S
ROCK_BLOCKS_WALL_W_E
ROCK_BLOCKS_WALL_N_S_W_E
ROCK_BLOCKS_WALL_N_S_W
ROCK_BLOCKS_WALL_S_W_E
ROCK_BLOCKS_WALL_N_W_E
ROCK_BLOCKS_WALL_N_S_E
WOODEN_WALL_S_W
WOODEN_WALL_SW
WOODEN_WALL_NE
WOODEN_WALL_NW
WOODEN_WALL_SE
WOODEN_WALL_W
WOODEN_WALL_E
WOODEN_WALL_S
WOODEN_WALL_N_S_W_E
WOODEN_WALL_N_S_W
WOODEN_WALL_S_W_E
WOODEN_WALL_N_W_E
WOODEN_WALL_N_S_E
WOODEN_WALL_N_E
WOODEN_WALL_S_E
WOODEN_WALL_N_W
METAL_BARS_WALL_NW
METAL_BARS_WALL_SE
METAL_BARS_WALL_W
METAL_BARS_WALL_E
METAL_BARS_WALL_S
METAL_BARS_WALL_N
WOODEN_WALL_N_S
WOODEN_WALL_W_E
METAL_BARS_WALL_N_W_E
METAL_BARS_WALL_N_S_E
METAL_BARS_WALL_N_E
METAL_BARS_WALL_S_E
METAL_BARS_WALL_N_W
METAL_BARS_WALL_S_W
METAL_BARS_WALL_SW
METAL_BARS_WALL_NE
UNDERWATER_1
UNDERWATER_2
UNDERWATER_3
UNDERWATER_4
UNDERWATER_5
UNDERWATER_6
UNDERWATER_7
MAGMA_3
UNDERWATER_7_LABEL
UNDERMAGMA_1
UNDERMAGMA_2
UNDERMAGMA_3
UNDERMAGMA_4
UNDERMAGMA_5
UNDERMAGMA_6
UNDERMAGMA_7
UNDERMAGMA_6_LABEL
UNDERMAGMA_7_LABEL
UNDERWATER_1_LABEL
UNDERWATER_2_LABEL
UNDERWATER_3_LABEL
UNDERWATER_4_LABEL
UNDERWATER_5_LABEL
UNDERWATER_6_LABEL
UNDERWATER_EDGE_NE
UNDERWATER_EDGE_NW
UNDERWATER_EDGE_N
UNDERMAGMA_1_LABEL
UNDERMAGMA_2_LABEL
UNDERMAGMA_3_LABEL
UNDERMAGMA_4_LABEL
UNDERMAGMA_5_LABEL
UNDERMAGMA_EDGE_NE
UNDERMAGMA_EDGE_NW
UNDERMAGMA_EDGE_N
UNDERWATER_EDGE_SE
UNDERWATER_EDGE_SW
UNDERWATER_EDGE_S
UNDERWATER_EDGE_E
UNDERWATER_EDGE_W
TRACK_CARVED_W
TRACK_CARVED_S
TRACK_CARVED_N
UNDERMAGMA_EDGE_SE
UNDERMAGMA_EDGE_SW
UNDERMAGMA_EDGE_S
UNDERMAGMA_EDGE_E
UNDERMAGMA_EDGE_W
TRACK_CARVED_NSW
TRACK_CARVED_WE
TRACK_CARVED_SE
TRACK_CARVED_SW
TRACK_CARVED_NE
TRACK_CARVED_NW
TRACK_CARVED_NS
TRACK_CARVED_E
TRACK_CONSTRUCTED_STONE_E
TRACK_CONSTRUCTED_STONE_W
TRACK_CONSTRUCTED_STONE_S
TRACK_CONSTRUCTED_STONE_N
TRACK_CARVED_NSWE
TRACK_CARVED_SWE
TRACK_CARVED_NWE
TRACK_CARVED_NSE
GEM_D_WALL_N_W
GEM_D_WALL_S_W
GEM_D_WALL_SW
GEM_D_WALL_NE
GEM_D_WALL_NW
GEM_D_WALL_SE
GEM_D_WALL_W
GEM_D_WALL_E
GEM_D_WALL_W_E
GEM_D_WALL_N_S_W_E
GEM_D_WALL_N_S_W
GEM_D_WALL_S_W_E
GEM_D_WALL_N_W_E
GEM_D_WALL_N_S_E
GEM_D_WALL_N_E
GEM_D_WALL_S_E
STONE_WALL_S_3
STONE_WALL_S_2
STONE_WALL_S_1
STONE_WALL_N_4
STONE_WALL_N_3
STONE_WALL_N_2
STONE_WALL_N_1
GEM_D_WALL_N_S
STONE_WALL_W_3
STONE_WALL_W_2
STONE_WALL_W_1
STONE_WALL_E_4
STONE_WALL_E_3
STONE_WALL_E_2
STONE_WALL_E_1
STONE_WALL_S_4
STONE_WALL_S_E
STONE_WALL_N_W
STONE_WALL_S_W
STONE_WALL_SW
STONE_WALL_NE
STONE_WALL_NW
STONE_WALL_SE
STONE_WALL_W_4
STONE_WALL_N_S_W_E_3
STONE_WALL_N_S_W_E_2
STONE_WALL_N_S_W_E_1
STONE_WALL_N_S_W
STONE_WALL_S_W_E
STONE_WALL_N_W_E
STONE_WALL_N_S_E
STONE_WALL_N_E
STONE_WALL_N_S_3
STONE_WALL_N_S_2
STONE_WALL_N_S_1
STONE_WALL_W_E_4
STONE_WALL_W_E_3
STONE_WALL_W_E_2
STONE_WALL_W_E_1
STONE_WALL_N_S_W_E_4
MAGMA_2
MAGMA_1
HIDDEN_ROCK_5
HIDDEN_ROCK_4
HIDDEN_ROCK_3
HIDDEN_ROCK_2
HIDDEN_ROCK_1
STONE_WALL_N_S_4
ROLLERS_WOOD_NS_2
ROLLERS_WOOD_W_1
ROLLERS_WOOD_E_1
ROLLERS_WOOD_N_1
ROLLERS_WOOD_S_1
ROLLERS_WOOD_NSWE_1
ROLLERS_WOOD_NWE_1
ROLLERS_WOOD_SWE_1
ROLLERS_WOOD_SWE_2
ROLLERS_WOOD_NSE_2
ROLLERS_WOOD_NSW_2
ROLLERS_WOOD_NW_2
ROLLERS_WOOD_NE_2
ROLLERS_WOOD_SW_2
ROLLERS_WOOD_SE_2
ROLLERS_WOOD_WE_2
CAMPFIRE_TOP
DRIFTWOOD
ROLLERS_WOOD_W_2
ROLLERS_WOOD_E_2
ROLLERS_WOOD_N_2
ROLLERS_WOOD_S_2
ROLLERS_WOOD_NSWE_2
ROLLERS_WOOD_NWE_2
SHRUB
FLOOR_STONE_ENGRAVED_PALETTE
FLOOR_STONE_ENGRAVED_NON_PALETTE
FLOOR_STONE_BLOCK
FLOOR_ASHES
EERIE_PIT
CAMPFIRE_DEAD
CAMPFIRE
TREE_TRUNK_THICK_SE
TREE_TRUNK_THICK_SW
TREE_TRUNK_THICK_NE
TREE_TRUNK_THICK_NW
TREE_TRUNK_THICK_W
TREE_TRUNK_THICK_E
TREE_TRUNK_THICK_S
TREE_TRUNK_THICK_N
TREE_TRUNK_NW_s
TREE_TRUNK_NW_se
TREE_TRUNK_SWE_n
TREE_TRUNK_SWE
TREE_TRUNK_NWE_s
TREE_TRUNK_NWE
TREE_TRUNK_NSW_e
TREE_TRUNK_NSE_w
TREE_TRUNK_SE_nw
TREE_TRUNK_SW_e
TREE_TRUNK_SW_n
TREE_TRUNK_SW_ne
TREE_TRUNK_NE_w
TREE_TRUNK_NE_s
TREE_TRUNK_NE_sw
TREE_TRUNK_NW_e
TREE_TRUNK_WE_n
TREE_TRUNK_WE_ns
TREE_TRUNK_WE
TREE_TRUNK_NS_e
TREE_TRUNK_NS_w
TREE_TRUNK_NS_we
TREE_TRUNK_SE_w
TREE_TRUNK_SE_n
TRACK_CONSTRUCTED_STONE_NSE
TRACK_CONSTRUCTED_STONE_NSW
TRACK_CONSTRUCTED_STONE_WE
TRACK_CONSTRUCTED_STONE_SE
TRACK_CONSTRUCTED_STONE_SW
TRACK_CONSTRUCTED_STONE_NE
TRACK_CONSTRUCTED_STONE_NW
TRACK_CONSTRUCTED_STONE_NS
TRACK_CONSTRUCTED_WOOD_NS
TRACK_CONSTRUCTED_WOOD_E
TRACK_CONSTRUCTED_WOOD_W
TRACK_CONSTRUCTED_WOOD_S
TRACK_CONSTRUCTED_WOOD_N
TRACK_CONSTRUCTED_STONE_NSWE
TRACK_CONSTRUCTED_STONE_SWE
TRACK_CONSTRUCTED_STONE_NWE
TRACK_CONSTRUCTED_WOOD_NWE
TRACK_CONSTRUCTED_WOOD_NSE
TRACK_CONSTRUCTED_WOOD_NSW
TRACK_CONSTRUCTED_WOOD_WE
TRACK_CONSTRUCTED_WOOD_SE
TRACK_CONSTRUCTED_WOOD_SW
TRACK_CONSTRUCTED_WOOD_NE
TRACK_CONSTRUCTED_WOOD_NW
ROLLERS_STONE_NW_1
ROLLERS_STONE_NE_1
ROLLERS_STONE_SW_1
ROLLERS_STONE_SE_1
ROLLERS_STONE_WE_1
ROLLERS_STONE_NS_1
TRACK_CONSTRUCTED_WOOD_NSWE
TRACK_CONSTRUCTED_WOOD_SWE
ROLLERS_STONE_E_1
ROLLERS_STONE_N_1
ROLLERS_STONE_S_1
ROLLERS_STONE_NSWE_1
ROLLERS_STONE_NWE_1
ROLLERS_STONE_SWE_1
ROLLERS_STONE_NSE_1
ROLLERS_STONE_NSW_1
ROLLERS_STONE_NSW_2
ROLLERS_STONE_NW_2
ROLLERS_STONE_NE_2
ROLLERS_STONE_SW_2
ROLLERS_STONE_SE_2
ROLLERS_STONE_WE_2
ROLLERS_STONE_NS_2
ROLLERS_STONE_W_1
ROLLERS_STONE_W_2
ROLLERS_STONE_E_2
ROLLERS_STONE_N_2
ROLLERS_STONE_S_2
ROLLERS_STONE_NSWE_2
ROLLERS_STONE_NWE_2
ROLLERS_STONE_SWE_2
ROLLERS_STONE_NSE_2
ROLLERS_WOOD_NSE_1
ROLLERS_WOOD_NSW_1
ROLLERS_WOOD_NW_1
ROLLERS_WOOD_NE_1
ROLLERS_WOOD_SW_1
ROLLERS_WOOD_SE_1
ROLLERS_WOOD_WE_1
ROLLERS_WOOD_NS_1
TREE_HEAVY_BRANCH_we
TREE_HEAVY_BRANCH_se
TREE_HEAVY_BRANCH_ne
TREE_HEAVY_BRANCH_sw
TREE_HEAVY_BRANCH_nw
TREE_HEAVY_BRANCH_ns
TREE_HEAVY_BRANCH_swe
TREE_HEAVY_BRANCH_nwe
TREE_HEAVY_BRANCH_NSW_e
TREE_HEAVY_BRANCH_NSW
TREE_HEAVY_BRANCH_NSE_w
TREE_HEAVY_BRANCH_NSE
TREE_HEAVY_BRANCH_e
TREE_HEAVY_BRANCH_w
TREE_HEAVY_BRANCH_s
TREE_HEAVY_BRANCH_n
TREE_HEAVY_BRANCH_NW_e
TREE_HEAVY_BRANCH_NW_s
TREE_HEAVY_BRANCH_NW_se
TREE_HEAVY_BRANCH_NW
TREE_HEAVY_BRANCH_SWE_n
TREE_HEAVY_BRANCH_SWE
TREE_HEAVY_BRANCH_NWE_s
TREE_HEAVY_BRANCH_NWE
TREE_HEAVY_BRANCH_SW_e
TREE_HEAVY_BRANCH_SW_n
TREE_HEAVY_BRANCH_SW_ne
TREE_HEAVY_BRANCH_SW
TREE_HEAVY_BRANCH_NE_w
TREE_HEAVY_BRANCH_NE_s
TREE_HEAVY_BRANCH_NE_sw
TREE_HEAVY_BRANCH_NE
TREE_HEAVY_BRANCH_NS_e
TREE_HEAVY_BRANCH_NS_w
TREE_HEAVY_BRANCH_NS_we
TREE_HEAVY_BRANCH_NS
TREE_HEAVY_BRANCH_SE_w
TREE_HEAVY_BRANCH_SE_n
TREE_HEAVY_BRANCH_SE_nw
TREE_HEAVY_BRANCH_SE
TREE_HEAVY_BRANCH_N_se
TREE_HEAVY_BRANCH_N_sw
TREE_HEAVY_BRANCH_N_swe
TREE_HEAVY_BRANCH_N
TREE_HEAVY_BRANCH_WE_s
TREE_HEAVY_BRANCH_WE_n
TREE_HEAVY_BRANCH_WE_ns
TREE_HEAVY_BRANCH_WE
TREE_HEAVY_BRANCH_S_ne
TREE_HEAVY_BRANCH_S_nw
TREE_HEAVY_BRANCH_S_nwe
TREE_HEAVY_BRANCH_S
TREE_HEAVY_BRANCH_N_e
TREE_HEAVY_BRANCH_N_w
TREE_HEAVY_BRANCH_N_s
TREE_HEAVY_BRANCH_N_we
TREE_HEAVY_BRANCH_W_ne
TREE_HEAVY_BRANCH_W_ns
TREE_HEAVY_BRANCH_W_nse
TREE_HEAVY_BRANCH_W
TREE_HEAVY_BRANCH_S_e
TREE_HEAVY_BRANCH_S_w
TREE_HEAVY_BRANCH_S_n
TREE_HEAVY_BRANCH_S_we
TREE_TRUNK_N_e
TREE_TRUNK_N_w
TREE_TRUNK_N_s
TREE_TRUNK_N_we
TREE_TRUNK_N_se
TREE_TRUNK_N_sw
TREE_TRUNK_N_swe
TREE_TRUNK_WE_s
TREE_TRUNK_W_nse
TREE_TRUNK_S_e
TREE_TRUNK_S_w
TREE_TRUNK_S_n
TREE_TRUNK_S_we
TREE_TRUNK_S_ne
TREE_TRUNK_S_nw
TREE_TRUNK_S_nwe
TREE_TRUNK_E_ns
TREE_TRUNK_E_nsw
TREE_TRUNK_W_e
TREE_TRUNK_W_s
TREE_TRUNK_W_n
TREE_TRUNK_W_se
TREE_TRUNK_W_ne
TREE_TRUNK_W_ns
TREE_TRUNK_SLOPE_TO_N
TREE_TRUNK_THICK_INTERIOR
TREE_TRUNK_NSWE
TREE_TRUNK_E_w
TREE_TRUNK_E_s
TREE_TRUNK_E_n
TREE_TRUNK_E_sw
TREE_TRUNK_E_nw
TREE_TRUNK_SLOPE_SWE
TREE_TRUNK_SLOPE_NWE
TREE_TRUNK_SLOPE_NSE
TREE_TRUNK_SLOPE_NSW
TREE_TRUNK_SLOPE_NSWE
TREE_TRUNK_SLOPE_TO_E
TREE_TRUNK_SLOPE_TO_W
TREE_TRUNK_SLOPE_TO_S
TREE_TRUNK_SLOPE_S
TREE_TRUNK_SLOPE_N
TREE_TRUNK_SLOPE_WE
TREE_TRUNK_SLOPE_SE
TREE_TRUNK_SLOPE_NE
TREE_TRUNK_SLOPE_SW
TREE_TRUNK_SLOPE_NW
TREE_TRUNK_SLOPE_NS
TREE_BRANCH_E
TREE_BRANCH_W
TREE_BRANCH_S
TREE_BRANCH_N
TREE_BRANCH
TREE_TRUNK_SLOPE_TOP
TREE_TRUNK_SLOPE_E
TREE_TRUNK_SLOPE_W
TREE_HEAVY_BRANCH_nse
TREE_HEAVY_BRANCH_nsw
TREE_HEAVY_BRANCH_nswe
TREE_HEAVY_BRANCH
TREE_BRANCH_NSWE
TREE_BRANCH_SWE
TREE_BRANCH_NWE
TREE_BRANCH_WE
TREE_TWIGS_FULL_N
TREE_TWIGS_FULL4
TREE_TWIGS_FULL3
TREE_TWIGS_FULL2
TREE_TWIGS_FULL1
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE
TREE_OVERLEAVES_HEAVY_BRANCH_SWE
TREE_OVERLEAVES_HEAVY_BRANCH_NWE
TREE_TWIGS_NSWE
TREE_TWIGS_FULL_SE
TREE_TWIGS_FULL_SW
TREE_TWIGS_FULL_NE
TREE_TWIGS_FULL_NW
TREE_TWIGS_FULL_E
TREE_TWIGS_FULL_W
TREE_TWIGS_FULL_S
TREE_TWIGS_SW
TREE_TWIGS_NE
TREE_TWIGS_NW
TREE_TWIGS_NS
TREE_TWIGS_NSW
TREE_TWIGS_NSE
TREE_TWIGS_NWE
TREE_TWIGS_SWE
TREE_BASE_TRUNK_N
TREE_BASE_TRUNK_NW
TREE_TWIGS_E
TREE_TWIGS_W
TREE_TWIGS_S
TREE_TWIGS_N
TREE_TWIGS_WE
TREE_TWIGS_SE
TREE_BASE_SHADOW_NW
TREE_BASE_TRUNK_SE
TREE_BASE_TRUNK_S
TREE_BASE_TRUNK_SW
TREE_BASE_TRUNK_E
TREE_BASE_TRUNK
TREE_BASE_TRUNK_W
TREE_BASE_TRUNK_NE
TREE_CAP_WALL_THICK_N
TREE_BASE_SHADOW_SE
TREE_BASE_SHADOW_S
TREE_BASE_SHADOW_SW
TREE_BASE_SHADOW_E
TREE_BASE_SHADOW_W
TREE_BASE_SHADOW_NE
TREE_BASE_SHADOW_N
TREE_CAP_WALL_N_S_E
TREE_CAP_WALL_THICK_SE
TREE_CAP_WALL_THICK_SW
TREE_CAP_WALL_THICK_NE
TREE_CAP_WALL_THICK_NW
TREE_CAP_WALL_THICK_W
TREE_CAP_WALL_THICK_E
TREE_CAP_WALL_THICK_S
TREE_CAP_WALL_N_S
TREE_CAP_WALL_S_E
TREE_CAP_WALL_S_W
TREE_CAP_WALL_N_E
TREE_CAP_WALL_N_W
TREE_CAP_WALL_S_W_E
TREE_CAP_WALL_N_W_E
TREE_CAP_WALL_N_S_W
TREE_HEAVY_BRANCH_E_nw
TREE_HEAVY_BRANCH_E_ns
TREE_HEAVY_BRANCH_E_nsw
TREE_HEAVY_BRANCH_E
TREE_HEAVY_BRANCH_W_e
TREE_HEAVY_BRANCH_W_s
TREE_HEAVY_BRANCH_W_n
TREE_HEAVY_BRANCH_W_se
TREE_LEAFLESS_TWIGS_FULL_W
TREE_LEAFLESS_TWIGS_FULL_S
TREE_LEAFLESS_TWIGS_FULL_N
TREE_HEAVY_BRANCH_NSWE
TREE_HEAVY_BRANCH_E_w
TREE_HEAVY_BRANCH_E_s
TREE_HEAVY_BRANCH_E_n
TREE_HEAVY_BRANCH_E_sw
TREE_LEAFLESS_TWIGS_NWE
TREE_LEAFLESS_TWIGS_SWE
TREE_LEAFLESS_TWIGS_NSWE
TREE_LEAFLESS_TWIGS_FULL_SE
TREE_LEAFLESS_TWIGS_FULL_SW
TREE_LEAFLESS_TWIGS_FULL_NE
TREE_LEAFLESS_TWIGS_FULL_NW
TREE_LEAFLESS_TWIGS_FULL_E
TREE_LEAFLESS_TWIGS_WE
TREE_LEAFLESS_TWIGS_SE
TREE_LEAFLESS_TWIGS_SW
TREE_LEAFLESS_TWIGS_NE
TREE_LEAFLESS_TWIGS_NW
TREE_LEAFLESS_TWIGS_NS
TREE_LEAFLESS_TWIGS_NSW
TREE_LEAFLESS_TWIGS_NSE
TREE_OVERLEAVES_TRUNK_NWE
TREE_OVERLEAVES_TRUNK_NSW
TREE_OVERLEAVES_TRUNK_NSE
TREE_LEAFLESS_TWIGS
TREE_LEAFLESS_TWIGS_E
TREE_LEAFLESS_TWIGS_W
TREE_LEAFLESS_TWIGS_S
TREE_LEAFLESS_TWIGS_N
TREE_OVERLEAVES_TRUNK_N
TREE_OVERLEAVES_TRUNK_WE
TREE_OVERLEAVES_TRUNK_NS
TREE_OVERLEAVES_TRUNK_SE
TREE_OVERLEAVES_TRUNK_SW
TREE_OVERLEAVES_TRUNK_NE
TREE_OVERLEAVES_TRUNK_NW
TREE_OVERLEAVES_TRUNK_SWE
TREE_OVERLEAVES_HEAVY_BRANCH_E
TREE_OVERLEAVES_HEAVY_BRANCH_W
TREE_OVERLEAVES_HEAVY_BRANCH_S
TREE_OVERLEAVES_HEAVY_BRANCH_N
TREE_OVERLEAVES_TRUNK_NSWE
TREE_OVERLEAVES_TRUNK_E
TREE_OVERLEAVES_TRUNK_W
TREE_OVERLEAVES_TRUNK_S
TREE_OVERLEAVES_HEAVY_BRANCH_NSW
TREE_OVERLEAVES_HEAVY_BRANCH_NSE
TREE_OVERLEAVES_HEAVY_BRANCH_SE
TREE_OVERLEAVES_HEAVY_BRANCH_SW
TREE_OVERLEAVES_HEAVY_BRANCH_NE
TREE_OVERLEAVES_HEAVY_BRANCH_NW
TREE_OVERLEAVES_HEAVY_BRANCH_WE
TREE_OVERLEAVES_HEAVY_BRANCH_NS
TREE_OVERLEAVES_HEAVY_BRANCH_NW_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_WE_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_NS_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_E_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_W_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_S_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_N_AUTUMN
TREE_OVERLEAVES_TRUNK_NSWE_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_SE_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_SW_AUTUMN
TREE_OVERLEAVES_HEAVY_BRANCH_NE_AUTUMN
TREE_TWIGS_FULL_W_FRUIT
TREE_TWIGS_FULL_S_FRUIT
TREE_TWIGS_FULL_N_FRUIT
TREE_TWIGS_FULL4_FRUIT
TREE_TWIGS_FULL3_FRUIT
TREE_TWIGS_FULL2_FRUIT
TREE_TWIGS_FULL1_FRUIT
TREE_TWIGS_FRUIT
TREE_TWIGS_NWE_FRUIT
TREE_TWIGS_SWE_FRUIT
TREE_TWIGS_NSWE_FRUIT
TREE_TWIGS_FULL_SE_FRUIT
TREE_TWIGS_FULL_SW_FRUIT
TREE_TWIGS_FULL_NE_FRUIT
TREE_TWIGS_FULL_NW_FRUIT
TREE_TWIGS_FULL_E_FRUIT
TREE_TWIGS_WE_FRUIT
TREE_TWIGS_SE_FRUIT
TREE_TWIGS_SW_FRUIT
TREE_TWIGS_NE_FRUIT
TREE_TWIGS_NW_FRUIT
TREE_TWIGS_NS_FRUIT
TREE_TWIGS_NSW_FRUIT
TREE_TWIGS_NSE_FRUIT
TREE_OVERLEAVES_TRUNK_SWE_FRUIT
TREE_OVERLEAVES_TRUNK_NWE_FRUIT
TREE_OVERLEAVES_TRUNK_NSW_FRUIT
TREE_OVERLEAVES_TRUNK_NSE_FRUIT
TREE_TWIGS_E_FRUIT
TREE_TWIGS_W_FRUIT
TREE_TWIGS_S_FRUIT
TREE_TWIGS_N_FRUIT
TREE_OVERLEAVES_TRUNK_S_FRUIT
TREE_OVERLEAVES_TRUNK_N_FRUIT
TREE_OVERLEAVES_TRUNK_WE_FRUIT
TREE_OVERLEAVES_TRUNK_NS_FRUIT
TREE_OVERLEAVES_TRUNK_SE_FRUIT
TREE_OVERLEAVES_TRUNK_SW_FRUIT
TREE_OVERLEAVES_TRUNK_NE_FRUIT
TREE_OVERLEAVES_TRUNK_NW_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_E_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_W_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_S_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_N_FRUIT
TREE_OVERLEAVES_TRUNK_NSWE_FRUIT
TREE_OVERLEAVES_TRUNK_E_FRUIT
TREE_OVERLEAVES_TRUNK_W_FRUIT
TREE_CAP_RAMP_N_S_W_E
TREE_CAP_FLOOR_4
TREE_CAP_FLOOR_3
TREE_CAP_FLOOR_2
TREE_CAP_FLOOR_1
TREE_CAP_THICK_INTERIOR
TREE_CAP_WALL_N_S_W_E
TREE_CAP_WALL_W_E
TREE_CAP_RAMP_S_E
TREE_CAP_RAMP_S_W
TREE_CAP_RAMP_N_E
TREE_CAP_RAMP_N_W
TREE_CAP_RAMP_S_W_E
TREE_CAP_RAMP_N_W_E
TREE_CAP_RAMP_N_S_W
TREE_CAP_RAMP_N_S_E
TREE_TWIGS_FULL1_AUTUMN
TREE_TWIGS_AUTUMN
TREE_CAP_RAMP_E
TREE_CAP_RAMP_W
TREE_CAP_RAMP_S
TREE_CAP_RAMP_N
TREE_CAP_RAMP_W_E
TREE_CAP_RAMP_N_S
TREE_TWIGS_FULL_NW_AUTUMN
TREE_TWIGS_FULL_E_AUTUMN
TREE_TWIGS_FULL_W_AUTUMN
TREE_TWIGS_FULL_S_AUTUMN
TREE_TWIGS_FULL_N_AUTUMN
TREE_TWIGS_FULL4_AUTUMN
TREE_TWIGS_FULL3_AUTUMN
TREE_TWIGS_FULL2_AUTUMN
TREE_TWIGS_NSW_AUTUMN
TREE_TWIGS_NSE_AUTUMN
TREE_TWIGS_NWE_AUTUMN
TREE_TWIGS_SWE_AUTUMN
TREE_TWIGS_NSWE_AUTUMN
TREE_TWIGS_FULL_SE_AUTUMN
TREE_TWIGS_FULL_SW_AUTUMN
TREE_TWIGS_FULL_NE_AUTUMN
TREE_TWIGS_S_AUTUMN
TREE_TWIGS_N_AUTUMN
TREE_TWIGS_WE_AUTUMN
TREE_TWIGS_SE_AUTUMN
TREE_TWIGS_SW_AUTUMN
TREE_TWIGS_NE_AUTUMN
TREE_TWIGS_NW_AUTUMN
TREE_TWIGS_NS_AUTUMN
TREE_OVERLEAVES_TRUNK_NE_AUTUMN
TREE_OVERLEAVES_TRUNK_NW_AUTUMN
TREE_OVERLEAVES_TRUNK_SWE_AUTUMN
TREE_OVERLEAVES_TRUNK_NWE_AUTUMN
TREE_OVERLEAVES_TRUNK_NSW_AUTUMN
TREE_OVERLEAVES_TRUNK_NSE_AUTUMN
TREE_TWIGS_E_AUTUMN
TREE_TWIGS_W_AUTUMN
TREE_OVERLEAVES_TRUNK_E_AUTUMN
TREE_OVERLEAVES_TRUNK_W_AUTUMN
TREE_OVERLEAVES_TRUNK_S_AUTUMN
TREE_OVERLEAVES_TRUNK_N_AUTUMN
TREE_OVERLEAVES_TRUNK_WE_AUTUMN
TREE_OVERLEAVES_TRUNK_NS_AUTUMN
TREE_OVERLEAVES_TRUNK_SE_AUTUMN
TREE_OVERLEAVES_TRUNK_SW_AUTUMN
GRASS_4
GRASS_3
GRASS_2
GRASS_1
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FLOWER
GRASS_9
GRASS_8
GRASS_7
GRASS_6
GRASS_5D
GRASS_5C
GRASS_5B
GRASS_5
STONE_FLOOR_5D
STONE_FLOOR_5C
STONE_FLOOR_5B
STONE_FLOOR_5
STONE_FLOOR_4
STONE_FLOOR_3
STONE_FLOOR_2
STONE_FLOOR_1
GLASS_GREEN_FLOOR
SMOOTH_ICE_FLOOR
ROUGH_ICE_FLOOR
WOOD_FLOOR
STONE_FLOOR_9
STONE_FLOOR_8
STONE_FLOOR_7
STONE_FLOOR_6
SAND_FLOOR_5B
SAND_FLOOR_5
SAND_FLOOR_4
SAND_FLOOR_3
SAND_FLOOR_2
SAND_FLOOR_1
GLASS_CRYSTAL_FLOOR
GLASS_CLEAR_FLOOR
SAND_YELLOW_FLOOR_2
SAND_YELLOW_FLOOR_1
SAND_FLOOR_9
SAND_FLOOR_8
SAND_FLOOR_7
SAND_FLOOR_6
SAND_FLOOR_5D
SAND_FLOOR_5C
SAND_YELLOW_FLOOR_7
SAND_YELLOW_FLOOR_6
SAND_YELLOW_FLOOR_5D
SAND_YELLOW_FLOOR_5C
SAND_YELLOW_FLOOR_5B
SAND_YELLOW_FLOOR_5
SAND_YELLOW_FLOOR_4
SAND_YELLOW_FLOOR_3
SAND_WHITE_FLOOR_5B
SAND_WHITE_FLOOR_5
SAND_WHITE_FLOOR_4
SAND_WHITE_FLOOR_3
SAND_WHITE_FLOOR_2
SAND_WHITE_FLOOR_1
SAND_YELLOW_FLOOR_9
SAND_YELLOW_FLOOR_8
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FRUIT
TREE_TWIGS_FULL_N_FLOWER
TREE_TWIGS_FULL4_FLOWER
TREE_TWIGS_FULL3_FLOWER
TREE_TWIGS_FULL2_FLOWER
TREE_TWIGS_FULL1_FLOWER
TREE_TWIGS_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_FRUIT
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_FRUIT
TREE_TWIGS_NSWE_FLOWER
TREE_TWIGS_FULL_SE_FLOWER
TREE_TWIGS_FULL_SW_FLOWER
TREE_TWIGS_FULL_NE_FLOWER
TREE_TWIGS_FULL_NW_FLOWER
TREE_TWIGS_FULL_E_FLOWER
TREE_TWIGS_FULL_W_FLOWER
TREE_TWIGS_FULL_S_FLOWER
TREE_TWIGS_SW_FLOWER
TREE_TWIGS_NE_FLOWER
TREE_TWIGS_NW_FLOWER
TREE_TWIGS_NS_FLOWER
TREE_TWIGS_NSW_FLOWER
TREE_TWIGS_NSE_FLOWER
TREE_TWIGS_NWE_FLOWER
TREE_TWIGS_SWE_FLOWER
TREE_OVERLEAVES_TRUNK_NSW_FLOWER
TREE_OVERLEAVES_TRUNK_NSE_FLOWER
TREE_TWIGS_E_FLOWER
TREE_TWIGS_W_FLOWER
TREE_TWIGS_S_FLOWER
TREE_TWIGS_N_FLOWER
TREE_TWIGS_WE_FLOWER
TREE_TWIGS_SE_FLOWER
TREE_OVERLEAVES_TRUNK_WE_FLOWER
TREE_OVERLEAVES_TRUNK_NS_FLOWER
TREE_OVERLEAVES_TRUNK_SE_FLOWER
TREE_OVERLEAVES_TRUNK_SW_FLOWER
TREE_OVERLEAVES_TRUNK_NE_FLOWER
TREE_OVERLEAVES_TRUNK_NW_FLOWER
TREE_OVERLEAVES_TRUNK_SWE_FLOWER
TREE_OVERLEAVES_TRUNK_NWE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_W_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_S_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_N_FLOWER
TREE_OVERLEAVES_TRUNK_NSWE_FLOWER
TREE_OVERLEAVES_TRUNK_E_FLOWER
TREE_OVERLEAVES_TRUNK_W_FLOWER
TREE_OVERLEAVES_TRUNK_S_FLOWER
TREE_OVERLEAVES_TRUNK_N_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_SE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_SW_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_NE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_NW_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_WE_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_NS_FLOWER
TREE_OVERLEAVES_HEAVY_BRANCH_E_FLOWER
OUT_OF_BOUNDS_CURSOR
ERROR_CURSOR_CURSOR
ILLEGAL_JUMP_CURSOR
LEGAL_JUMP_CURSOR
TALK_CURSOR
LOOK_CURSOR
RAMP_DOWN_ARROW
RAMP_UP_ARROW
RECTANGLE_CURSOR_INTERIOR
RECTANGLE_CURSOR_W
RECTANGLE_CURSOR_N_S_E
RECTANGLE_CURSOR_N_S
RECTANGLE_CURSOR_N_S_W
RECTANGLE_CURSOR_N_E
RECTANGLE_CURSOR_N
RECTANGLE_CURSOR_N_W
RECTANGLE_CURSOR_N_S_W_E
RECTANGLE_CURSOR_W_E
RECTANGLE_CURSOR_S_E
RECTANGLE_CURSOR_S
RECTANGLE_CURSOR_S_W
RECTANGLE_CURSOR_S_W_E
RECTANGLE_CURSOR_N_W_E
RECTANGLE_CURSOR_E
RECTANGLE_CURSOR_UNPASSABLE_INTERIOR
RECTANGLE_CURSOR_UNPASSABLE_W
RECTANGLE_CURSOR_UNPASSABLE_N_S_E
RECTANGLE_CURSOR_UNPASSABLE_N_S
RECTANGLE_CURSOR_UNPASSABLE_N_S_W
RECTANGLE_CURSOR_UNPASSABLE_N_E
RECTANGLE_CURSOR_UNPASSABLE_N
RECTANGLE_CURSOR_UNPASSABLE_N_W
RECTANGLE_CURSOR_UNPASSABLE_N_S_W_E
RECTANGLE_CURSOR_UNPASSABLE_W_E
RECTANGLE_CURSOR_UNPASSABLE_S_E
RECTANGLE_CURSOR_UNPASSABLE_S
RECTANGLE_CURSOR_UNPASSABLE_S_W
RECTANGLE_CURSOR_UNPASSABLE_S_W_E
RECTANGLE_CURSOR_UNPASSABLE_N_W_E
RECTANGLE_CURSOR_UNPASSABLE_E
RECTANGLE_CURSOR_WATER_INTERIOR
RECTANGLE_CURSOR_WATER_W
RECTANGLE_CURSOR_WATER_N_S_E
RECTANGLE_CURSOR_WATER_N_S
RECTANGLE_CURSOR_WATER_N_S_W
RECTANGLE_CURSOR_WATER_N_E
RECTANGLE_CURSOR_WATER_N
RECTANGLE_CURSOR_WATER_N_W
RECTANGLE_CURSOR_WATER_N_S_W_E
RECTANGLE_CURSOR_WATER_W_E
RECTANGLE_CURSOR_WATER_S_E
RECTANGLE_CURSOR_WATER_S
RECTANGLE_CURSOR_WATER_S_W
RECTANGLE_CURSOR_WATER_S_W_E
RECTANGLE_CURSOR_WATER_N_W_E
RECTANGLE_CURSOR_WATER_E
RECTANGLE_CURSOR_FAILURE_INTERIOR
RECTANGLE_CURSOR_FAILURE_W
RECTANGLE_CURSOR_FAILURE_N_S_E
RECTANGLE_CURSOR_FAILURE_N_S
RECTANGLE_CURSOR_FAILURE_N_S_W
RECTANGLE_CURSOR_FAILURE_N_E
RECTANGLE_CURSOR_FAILURE_N
RECTANGLE_CURSOR_FAILURE_N_W
SAND_BLACK_FLOOR_2
SAND_BLACK_FLOOR_1
SAND_WHITE_FLOOR_9
SAND_WHITE_FLOOR_8
SAND_WHITE_FLOOR_7
SAND_WHITE_FLOOR_6
SAND_WHITE_FLOOR_5D
SAND_WHITE_FLOOR_5C
SAND_BLACK_FLOOR_7
SAND_BLACK_FLOOR_6
SAND_BLACK_FLOOR_5D
SAND_BLACK_FLOOR_5C
SAND_BLACK_FLOOR_5B
SAND_BLACK_FLOOR_5
SAND_BLACK_FLOOR_4
SAND_BLACK_FLOOR_3
SAND_RED_FLOOR_5B
SAND_RED_FLOOR_5
SAND_RED_FLOOR_4
SAND_RED_FLOOR_3
SAND_RED_FLOOR_2
SAND_RED_FLOOR_1
SAND_BLACK_FLOOR_9
SAND_BLACK_FLOOR_8
PEBBLES_FLOOR_2
PEBBLES_FLOOR_1
SAND_RED_FLOOR_9
SAND_RED_FLOOR_8
SAND_RED_FLOOR_7
SAND_RED_FLOOR_6
SAND_RED_FLOOR_5D
SAND_RED_FLOOR_5C
PEBBLES_FLOOR_7
PEBBLES_FLOOR_6
PEBBLES_FLOOR_5D
PEBBLES_FLOOR_5C
PEBBLES_FLOOR_5B
PEBBLES_FLOOR_5
PEBBLES_FLOOR_4
PEBBLES_FLOOR_3
DIRT_FLOOR_1
FURROWED_SOIL_4
FURROWED_SOIL_3
FURROWED_SOIL_2
FURROWED_SOIL_1
METAL_FLOOR
PEBBLES_FLOOR_9
PEBBLES_FLOOR_8
DIRT_FLOOR_6
DIRT_FLOOR_5D
DIRT_FLOOR_5C
DIRT_FLOOR_5B
DIRT_FLOOR_5
DIRT_FLOOR_4
DIRT_FLOOR_3
DIRT_FLOOR_2
ANGEL_ICON
NIGHT_CREATURE_ICON
DEMON_ICON
TITAN_ICON
FORGOTTEN_BEAST_ICON
DIRT_FLOOR_9
DIRT_FLOOR_8
DIRT_FLOOR_7
OVERLAY_RAMP_WITH_WALL_N_W
OVERLAY_RAMP_WITH_WALL_N_S
OVERLAY_RAMP_WITH_WALL_S_W_E
OVERLAY_RAMP_WITH_WALL_N_W_E
OVERLAY_RAMP_WITH_WALL_N_S_W
OVERLAY_RAMP_WITH_WALL_N_S_E
OVERLAY_RAMP_WITH_WALL_N_S_E_W
VIEWPORT_GRID
OVERLAY_RAMP_WITH_WALL_E
OVERLAY_RAMP_WITH_WALL_W
OVERLAY_RAMP_WITH_WALL_S
OVERLAY_RAMP_WITH_WALL_N
OVERLAY_RAMP_WITH_WALL_W_E
OVERLAY_RAMP_WITH_WALL_S_E
OVERLAY_RAMP_WITH_WALL_S_W
OVERLAY_RAMP_WITH_WALL_N_E
OVERLAY_RAMP_WITH_WALL_NW_SW
OVERLAY_RAMP_WITH_WALL_SW_SE
OVERLAY_RAMP_WITH_WALL_NE_SE
OVERLAY_RAMP_WITH_WALL_NW_NE
OVERLAY_RAMP_WITH_WALL_NE
OVERLAY_RAMP_WITH_WALL_SE
OVERLAY_RAMP_WITH_WALL_SW
OVERLAY_RAMP_WITH_WALL_NW
OVERLAY_RAMP_WITH_WALL_W_NE
OVERLAY_RAMP_WITH_WALL_S_NW
OVERLAY_RAMP_WITH_WALL_E_SW
OVERLAY_RAMP_WITH_WALL_E_NW
OVERLAY_RAMP_WITH_WALL_N_SW
OVERLAY_RAMP_WITH_WALL_W_SE
OVERLAY_RAMP_WITH_WALL_S_NE
OVERLAY_RAMP_OTHER
OVERLAY_RAMP_WITH_WALL_S_NW_NE
OVERLAY_RAMP_WITH_WALL_E_NW_SW
OVERLAY_RAMP_WITH_WALL_N_SW_SE
OVERLAY_RAMP_WITH_WALL_N_E_SW
OVERLAY_RAMP_WITH_WALL_N_W_SE
OVERLAY_RAMP_WITH_WALL_S_W_NE
OVERLAY_RAMP_WITH_WALL_S_E_NW
OVERLAY_RAMP_WITH_WALL_N_SE
OVERLAY_RAMP_WITH_WALL_NE_SW_SE
OVERLAY_RAMP_WITH_WALL_NW_SW_SE
OVERLAY_RAMP_WITH_WALL_NW_NE_SE
OVERLAY_RAMP_WITH_WALL_NW_NE_SW
OVERLAY_RAMP_WITH_WALL_NW_NE_SW_SE
OVERLAY_RAMP_WITH_WALL_NE_SW
OVERLAY_RAMP_WITH_WALL_NW_SE
OVERLAY_RAMP_WITH_WALL_W_NE_SE
GRASS_RAMP_WITH_WALL_N_E
GRASS_RAMP_WITH_WALL_N_W
GRASS_RAMP_WITH_WALL_N_S
GRASS_RAMP_WITH_WALL_S_W_E
GRASS_RAMP_WITH_WALL_N_W_E
GRASS_RAMP_WITH_WALL_N_S_W
GRASS_RAMP_WITH_WALL_N_S_E
GRASS_RAMP_WITH_WALL_N_S_E_W
GRASS_RAMP_WITH_WALL_NW
GRASS_RAMP_WITH_WALL_E
GRASS_RAMP_WITH_WALL_W
GRASS_RAMP_WITH_WALL_S
GRASS_RAMP_WITH_WALL_N
GRASS_RAMP_WITH_WALL_W_E
GRASS_RAMP_WITH_WALL_S_E
GRASS_RAMP_WITH_WALL_S_W
RECTANGLE_CURSOR_FAILURE_N_S_W_E
RECTANGLE_CURSOR_FAILURE_W_E
RECTANGLE_CURSOR_FAILURE_S_E
RECTANGLE_CURSOR_FAILURE_S
RECTANGLE_CURSOR_FAILURE_S_W
RECTANGLE_CURSOR_FAILURE_S_W_E
RECTANGLE_CURSOR_FAILURE_N_W_E
RECTANGLE_CURSOR_FAILURE_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_INTERIOR
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_S_W_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_W_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_S_W_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_N_W_E
RECTANGLE_CURSOR_FAILURE_UNPASSABLE_E
RECTANGLE_CURSOR_FAILURE_WATER_INTERIOR
RECTANGLE_CURSOR_FAILURE_WATER_W
RECTANGLE_CURSOR_FAILURE_WATER_N_S_E
RECTANGLE_CURSOR_FAILURE_WATER_N_S
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W
RECTANGLE_CURSOR_FAILURE_WATER_N_E
RECTANGLE_CURSOR_FAILURE_WATER_N
RECTANGLE_CURSOR_FAILURE_WATER_N_W
RECTANGLE_CURSOR_FAILURE_WATER_N_S_W_E
RECTANGLE_CURSOR_FAILURE_WATER_W_E
RECTANGLE_CURSOR_FAILURE_WATER_S_E
RECTANGLE_CURSOR_FAILURE_WATER_S
RECTANGLE_CURSOR_FAILURE_WATER_S_W
RECTANGLE_CURSOR_FAILURE_WATER_S_W_E
RECTANGLE_CURSOR_FAILURE_WATER_N_W_E
RECTANGLE_CURSOR_FAILURE_WATER_E
RECTANGLE_CURSOR_BAD_INTERIOR
RECTANGLE_CURSOR_BAD_W
RECTANGLE_CURSOR_BAD_N_S_E
RECTANGLE_CURSOR_BAD_N_S
RECTANGLE_CURSOR_BAD_N_S_W
RECTANGLE_CURSOR_BAD_N_E
RECTANGLE_CURSOR_BAD_N
RECTANGLE_CURSOR_BAD_N_W
RECTANGLE_CURSOR_BAD_N_S_W_E
RECTANGLE_CURSOR_BAD_W_E
RECTANGLE_CURSOR_BAD_S_E
RECTANGLE_CURSOR_BAD_S
RECTANGLE_CURSOR_BAD_S_W
RECTANGLE_CURSOR_BAD_S_W_E
RECTANGLE_CURSOR_BAD_N_W_E
RECTANGLE_CURSOR_BAD_E
PATROL_ROUTE_LINE
PATROL_ROUTE_POINT
TARGET_INDICATOR_3
TARGET_INDICATOR_2
TARGET_INDICATOR_1
RECENTER_INDICATOR_3
RECENTER_INDICATOR_2
RECENTER_INDICATOR_1
SOIL_RAMP_WITH_WALL_NW_SE
SOIL_RAMP_WITH_WALL_W_NE_SE
SOIL_RAMP_WITH_WALL_S_NW_NE
SOIL_RAMP_WITH_WALL_E_NW_SW
SOIL_RAMP_WITH_WALL_N_SW_SE
SOIL_RAMP_WITH_WALL_N_E_SW
SOIL_RAMP_WITH_WALL_N_W_SE
SOIL_RAMP_WITH_WALL_S_W_NE
SAND_BEIGE_RAMP_WITH_WALL_N_S_E
SAND_BEIGE_RAMP_WITH_WALL_N_S_E_W
SOIL_RAMP_WITH_WALL_NE_SW_SE
SOIL_RAMP_WITH_WALL_NW_SW_SE
SOIL_RAMP_WITH_WALL_NW_NE_SE
SOIL_RAMP_WITH_WALL_NW_NE_SW
SOIL_RAMP_WITH_WALL_NW_NE_SW_SE
SOIL_RAMP_WITH_WALL_NE_SW
SAND_BEIGE_RAMP_WITH_WALL_S_E
SAND_BEIGE_RAMP_WITH_WALL_S_W
SAND_BEIGE_RAMP_WITH_WALL_N_E
SAND_BEIGE_RAMP_WITH_WALL_N_W
SAND_BEIGE_RAMP_WITH_WALL_N_S
SAND_BEIGE_RAMP_WITH_WALL_S_W_E
SAND_BEIGE_RAMP_WITH_WALL_N_W_E
SAND_BEIGE_RAMP_WITH_WALL_N_S_W
SAND_BEIGE_RAMP_WITH_WALL_SE
SAND_BEIGE_RAMP_WITH_WALL_SW
SAND_BEIGE_RAMP_WITH_WALL_NW
SAND_BEIGE_RAMP_WITH_WALL_E
SAND_BEIGE_RAMP_WITH_WALL_W
SAND_BEIGE_RAMP_WITH_WALL_S
SAND_BEIGE_RAMP_WITH_WALL_N
SAND_BEIGE_RAMP_WITH_WALL_W_E
SAND_BEIGE_RAMP_WITH_WALL_W_SE
SAND_BEIGE_RAMP_WITH_WALL_S_NE
SAND_BEIGE_RAMP_OTHER
SAND_BEIGE_RAMP_WITH_WALL_NW_SW
SAND_BEIGE_RAMP_WITH_WALL_SW_SE
SAND_BEIGE_RAMP_WITH_WALL_NE_SE
SAND_BEIGE_RAMP_WITH_WALL_NW_NE
SAND_BEIGE_RAMP_WITH_WALL_NE
SAND_BEIGE_RAMP_WITH_WALL_S_W_NE
SAND_BEIGE_RAMP_WITH_WALL_S_E_NW
SAND_BEIGE_RAMP_WITH_WALL_N_SE
SAND_BEIGE_RAMP_WITH_WALL_W_NE
SAND_BEIGE_RAMP_WITH_WALL_S_NW
SAND_BEIGE_RAMP_WITH_WALL_E_SW
SAND_BEIGE_RAMP_WITH_WALL_E_NW
SAND_BEIGE_RAMP_WITH_WALL_N_SW
SAND_BEIGE_RAMP_WITH_WALL_NE_SW
SAND_BEIGE_RAMP_WITH_WALL_NW_SE
SAND_BEIGE_RAMP_WITH_WALL_W_NE_SE
SAND_BEIGE_RAMP_WITH_WALL_S_NW_NE
SAND_BEIGE_RAMP_WITH_WALL_E_NW_SW
SAND_BEIGE_RAMP_WITH_WALL_N_SW_SE
SAND_BEIGE_RAMP_WITH_WALL_N_E_SW
SAND_BEIGE_RAMP_WITH_WALL_N_W_SE
SAND_BLACK_RAMP_WITH_WALL_N_S_W
SAND_BLACK_RAMP_WITH_WALL_N_S_E
SAND_BLACK_RAMP_WITH_WALL_N_S_E_W
SAND_BEIGE_RAMP_WITH_WALL_NE_SW_SE
SAND_BEIGE_RAMP_WITH_WALL_NW_SW_SE
SAND_BEIGE_RAMP_WITH_WALL_NW_NE_SE
SAND_BEIGE_RAMP_WITH_WALL_NW_NE_SW
SAND_BEIGE_RAMP_WITH_WALL_NW_NE_SW_SE
GRASS_RAMP_OTHER
GRASS_RAMP_WITH_WALL_NW_SW
GRASS_RAMP_WITH_WALL_SW_SE
GRASS_RAMP_WITH_WALL_NE_SE
GRASS_RAMP_WITH_WALL_NW_NE
GRASS_RAMP_WITH_WALL_NE
GRASS_RAMP_WITH_WALL_SE
GRASS_RAMP_WITH_WALL_SW
GRASS_RAMP_WITH_WALL_N_SE
GRASS_RAMP_WITH_WALL_W_NE
GRASS_RAMP_WITH_WALL_S_NW
GRASS_RAMP_WITH_WALL_E_SW
GRASS_RAMP_WITH_WALL_E_NW
GRASS_RAMP_WITH_WALL_N_SW
GRASS_RAMP_WITH_WALL_W_SE
GRASS_RAMP_WITH_WALL_S_NE
GRASS_RAMP_WITH_WALL_W_NE_SE
GRASS_RAMP_WITH_WALL_S_NW_NE
GRASS_RAMP_WITH_WALL_E_NW_SW
GRASS_RAMP_WITH_WALL_N_SW_SE
GRASS_RAMP_WITH_WALL_N_E_SW
GRASS_RAMP_WITH_WALL_N_W_SE
GRASS_RAMP_WITH_WALL_S_W_NE
GRASS_RAMP_WITH_WALL_S_E_NW
SOIL_RAMP_WITH_WALL_N_S_E_W
GRASS_RAMP_WITH_WALL_NE_SW_SE
GRASS_RAMP_WITH_WALL_NW_SW_SE
GRASS_RAMP_WITH_WALL_NW_NE_SE
GRASS_RAMP_WITH_WALL_NW_NE_SW
GRASS_RAMP_WITH_WALL_NW_NE_SW_SE
GRASS_RAMP_WITH_WALL_NE_SW
GRASS_RAMP_WITH_WALL_NW_SE
SOIL_RAMP_WITH_WALL_S_W
SOIL_RAMP_WITH_WALL_N_E
SOIL_RAMP_WITH_WALL_N_W
SOIL_RAMP_WITH_WALL_N_S
SOIL_RAMP_WITH_WALL_S_W_E
SOIL_RAMP_WITH_WALL_N_W_E
SOIL_RAMP_WITH_WALL_N_S_W
SOIL_RAMP_WITH_WALL_N_S_E
SOIL_RAMP_WITH_WALL_SW
SOIL_RAMP_WITH_WALL_NW
SOIL_RAMP_WITH_WALL_E
SOIL_RAMP_WITH_WALL_W
SOIL_RAMP_WITH_WALL_S
SOIL_RAMP_WITH_WALL_N
SOIL_RAMP_WITH_WALL_W_E
SOIL_RAMP_WITH_WALL_S_E
SOIL_RAMP_WITH_WALL_S_NE
SOIL_RAMP_OTHER
SOIL_RAMP_WITH_WALL_NW_SW
SOIL_RAMP_WITH_WALL_SW_SE
SOIL_RAMP_WITH_WALL_NE_SE
SOIL_RAMP_WITH_WALL_NW_NE
SOIL_RAMP_WITH_WALL_NE
SOIL_RAMP_WITH_WALL_SE
SOIL_RAMP_WITH_WALL_S_E_NW
SOIL_RAMP_WITH_WALL_N_SE
SOIL_RAMP_WITH_WALL_W_NE
SOIL_RAMP_WITH_WALL_S_NW
SOIL_RAMP_WITH_WALL_E_SW
SOIL_RAMP_WITH_WALL_E_NW
SOIL_RAMP_WITH_WALL_N_SW
SOIL_RAMP_WITH_WALL_W_SE
SAND_RED_RAMP_WITH_WALL_E_NW
SAND_RED_RAMP_WITH_WALL_N_SW
SAND_RED_RAMP_WITH_WALL_W_SE
SAND_RED_RAMP_WITH_WALL_S_NE
SAND_RED_RAMP_OTHER
SAND_RED_RAMP_WITH_WALL_NW_SW
SAND_RED_RAMP_WITH_WALL_SW_SE
SAND_RED_RAMP_WITH_WALL_NE_SE
SAND_RED_RAMP_WITH_WALL_N_E_SW
SAND_RED_RAMP_WITH_WALL_N_W_SE
SAND_RED_RAMP_WITH_WALL_S_W_NE
SAND_RED_RAMP_WITH_WALL_S_E_NW
SAND_RED_RAMP_WITH_WALL_N_SE
SAND_RED_RAMP_WITH_WALL_W_NE
SAND_RED_RAMP_WITH_WALL_S_NW
SAND_RED_RAMP_WITH_WALL_E_SW
SAND_RED_RAMP_WITH_WALL_NW_NE_SW
SAND_RED_RAMP_WITH_WALL_NW_NE_SW_SE
SAND_RED_RAMP_WITH_WALL_NE_SW
SAND_RED_RAMP_WITH_WALL_NW_SE
SAND_RED_RAMP_WITH_WALL_W_NE_SE
SAND_RED_RAMP_WITH_WALL_S_NW_NE
SAND_RED_RAMP_WITH_WALL_E_NW_SW
SAND_RED_RAMP_WITH_WALL_N_SW_SE
SAND_TAN_RAMP_WITH_WALL_S_W_E
SAND_TAN_RAMP_WITH_WALL_N_W_E
SAND_TAN_RAMP_WITH_WALL_N_S_W
SAND_TAN_RAMP_WITH_WALL_N_S_E
SAND_TAN_RAMP_WITH_WALL_N_S_E_W
SAND_RED_RAMP_WITH_WALL_NE_SW_SE
SAND_RED_RAMP_WITH_WALL_NW_SW_SE
SAND_RED_RAMP_WITH_WALL_NW_NE_SE
SAND_TAN_RAMP_WITH_WALL_S
SAND_TAN_RAMP_WITH_WALL_N
SAND_TAN_RAMP_WITH_WALL_W_E
SAND_TAN_RAMP_WITH_WALL_S_E
SAND_TAN_RAMP_WITH_WALL_S_W
SAND_TAN_RAMP_WITH_WALL_N_E
SAND_TAN_RAMP_WITH_WALL_N_W
SAND_TAN_RAMP_WITH_WALL_N_S
SAND_TAN_RAMP_WITH_WALL_NE_SE
SAND_TAN_RAMP_WITH_WALL_NW_NE
SAND_TAN_RAMP_WITH_WALL_NE
SAND_TAN_RAMP_WITH_WALL_SE
SAND_TAN_RAMP_WITH_WALL_SW
SAND_TAN_RAMP_WITH_WALL_NW
SAND_TAN_RAMP_WITH_WALL_E
SAND_TAN_RAMP_WITH_WALL_W
SAND_TAN_RAMP_WITH_WALL_E_SW
SAND_TAN_RAMP_WITH_WALL_E_NW
SAND_TAN_RAMP_WITH_WALL_N_SW
SAND_TAN_RAMP_WITH_WALL_W_SE
SAND_TAN_RAMP_WITH_WALL_S_NE
SAND_TAN_RAMP_OTHER
SAND_TAN_RAMP_WITH_WALL_NW_SW
SAND_TAN_RAMP_WITH_WALL_SW_SE
SAND_TAN_RAMP_WITH_WALL_N_SW_SE
SAND_TAN_RAMP_WITH_WALL_N_E_SW
SAND_TAN_RAMP_WITH_WALL_N_W_SE
SAND_TAN_RAMP_WITH_WALL_S_W_NE
SAND_TAN_RAMP_WITH_WALL_S_E_NW
SAND_TAN_RAMP_WITH_WALL_N_SE
SAND_TAN_RAMP_WITH_WALL_W_NE
SAND_TAN_RAMP_WITH_WALL_S_NW
SAND_BLACK_RAMP_WITH_WALL_W_E
SAND_BLACK_RAMP_WITH_WALL_S_E
SAND_BLACK_RAMP_WITH_WALL_S_W
SAND_BLACK_RAMP_WITH_WALL_N_E
SAND_BLACK_RAMP_WITH_WALL_N_W
SAND_BLACK_RAMP_WITH_WALL_N_S
SAND_BLACK_RAMP_WITH_WALL_S_W_E
SAND_BLACK_RAMP_WITH_WALL_N_W_E
SAND_BLACK_RAMP_WITH_WALL_NE
SAND_BLACK_RAMP_WITH_WALL_SE
SAND_BLACK_RAMP_WITH_WALL_SW
SAND_BLACK_RAMP_WITH_WALL_NW
SAND_BLACK_RAMP_WITH_WALL_E
SAND_BLACK_RAMP_WITH_WALL_W
SAND_BLACK_RAMP_WITH_WALL_S
SAND_BLACK_RAMP_WITH_WALL_N
SAND_BLACK_RAMP_WITH_WALL_N_SW
SAND_BLACK_RAMP_WITH_WALL_W_SE
SAND_BLACK_RAMP_WITH_WALL_S_NE
SAND_BLACK_RAMP_OTHER
SAND_BLACK_RAMP_WITH_WALL_NW_SW
SAND_BLACK_RAMP_WITH_WALL_SW_SE
SAND_BLACK_RAMP_WITH_WALL_NE_SE
SAND_BLACK_RAMP_WITH_WALL_NW_NE
SAND_BLACK_RAMP_WITH_WALL_N_W_SE
SAND_BLACK_RAMP_WITH_WALL_S_W_NE
SAND_BLACK_RAMP_WITH_WALL_S_E_NW
SAND_BLACK_RAMP_WITH_WALL_N_SE
SAND_BLACK_RAMP_WITH_WALL_W_NE
SAND_BLACK_RAMP_WITH_WALL_S_NW
SAND_BLACK_RAMP_WITH_WALL_E_SW
SAND_BLACK_RAMP_WITH_WALL_E_NW
SAND_BLACK_RAMP_WITH_WALL_NW_NE_SW_SE
SAND_BLACK_RAMP_WITH_WALL_NE_SW
SAND_BLACK_RAMP_WITH_WALL_NW_SE
SAND_BLACK_RAMP_WITH_WALL_W_NE_SE
SAND_BLACK_RAMP_WITH_WALL_S_NW_NE
SAND_BLACK_RAMP_WITH_WALL_E_NW_SW
SAND_BLACK_RAMP_WITH_WALL_N_SW_SE
SAND_BLACK_RAMP_WITH_WALL_N_E_SW
SAND_RED_RAMP_WITH_WALL_N_W_E
SAND_RED_RAMP_WITH_WALL_N_S_W
SAND_RED_RAMP_WITH_WALL_N_S_E
SAND_RED_RAMP_WITH_WALL_N_S_E_W
SAND_BLACK_RAMP_WITH_WALL_NE_SW_SE
SAND_BLACK_RAMP_WITH_WALL_NW_SW_SE
SAND_BLACK_RAMP_WITH_WALL_NW_NE_SE
SAND_BLACK_RAMP_WITH_WALL_NW_NE_SW
SAND_RED_RAMP_WITH_WALL_N
SAND_RED_RAMP_WITH_WALL_W_E
SAND_RED_RAMP_WITH_WALL_S_E
SAND_RED_RAMP_WITH_WALL_S_W
SAND_RED_RAMP_WITH_WALL_N_E
SAND_RED_RAMP_WITH_WALL_N_W
SAND_RED_RAMP_WITH_WALL_N_S
SAND_RED_RAMP_WITH_WALL_S_W_E
SAND_RED_RAMP_WITH_WALL_NW_NE
SAND_RED_RAMP_WITH_WALL_NE
SAND_RED_RAMP_WITH_WALL_SE
SAND_RED_RAMP_WITH_WALL_SW
SAND_RED_RAMP_WITH_WALL_NW
SAND_RED_RAMP_WITH_WALL_E
SAND_RED_RAMP_WITH_WALL_W
SAND_RED_RAMP_WITH_WALL_S
SAND_YELLOW_RAMP_WITH_WALL_E
SAND_YELLOW_RAMP_WITH_WALL_W
SAND_YELLOW_RAMP_WITH_WALL_S
SAND_YELLOW_RAMP_WITH_WALL_N
SAND_YELLOW_RAMP_WITH_WALL_W_E
SAND_YELLOW_RAMP_WITH_WALL_S_E
SAND_YELLOW_RAMP_WITH_WALL_S_W
SAND_YELLOW_RAMP_WITH_WALL_N_E
SAND_YELLOW_RAMP_WITH_WALL_NW_SW
SAND_YELLOW_RAMP_WITH_WALL_SW_SE
SAND_YELLOW_RAMP_WITH_WALL_NE_SE
SAND_YELLOW_RAMP_WITH_WALL_NW_NE
SAND_YELLOW_RAMP_WITH_WALL_NE
SAND_YELLOW_RAMP_WITH_WALL_SE
SAND_YELLOW_RAMP_WITH_WALL_SW
SAND_YELLOW_RAMP_WITH_WALL_NW
SAND_YELLOW_RAMP_WITH_WALL_W_NE
SAND_YELLOW_RAMP_WITH_WALL_S_NW
SAND_YELLOW_RAMP_WITH_WALL_E_SW
SAND_YELLOW_RAMP_WITH_WALL_E_NW
SAND_YELLOW_RAMP_WITH_WALL_N_SW
SAND_YELLOW_RAMP_WITH_WALL_W_SE
SAND_YELLOW_RAMP_WITH_WALL_S_NE
SAND_YELLOW_RAMP_OTHER
SAND_YELLOW_RAMP_WITH_WALL_S_NW_NE
SAND_YELLOW_RAMP_WITH_WALL_E_NW_SW
SAND_YELLOW_RAMP_WITH_WALL_N_SW_SE
SAND_YELLOW_RAMP_WITH_WALL_N_E_SW
SAND_YELLOW_RAMP_WITH_WALL_N_W_SE
SAND_YELLOW_RAMP_WITH_WALL_S_W_NE
SAND_YELLOW_RAMP_WITH_WALL_S_E_NW
SAND_YELLOW_RAMP_WITH_WALL_N_SE
SAND_YELLOW_RAMP_WITH_WALL_NE_SW_SE
SAND_YELLOW_RAMP_WITH_WALL_NW_SW_SE
SAND_YELLOW_RAMP_WITH_WALL_NW_NE_SE
SAND_YELLOW_RAMP_WITH_WALL_NW_NE_SW
SAND_YELLOW_RAMP_WITH_WALL_NW_NE_SW_SE
SAND_YELLOW_RAMP_WITH_WALL_NE_SW
SAND_YELLOW_RAMP_WITH_WALL_NW_SE
SAND_YELLOW_RAMP_WITH_WALL_W_NE_SE
STONE_RAMP_WITH_WALL_N_E
STONE_RAMP_WITH_WALL_N_W
STONE_RAMP_WITH_WALL_N_S
STONE_RAMP_WITH_WALL_S_W_E
STONE_RAMP_WITH_WALL_N_W_E
STONE_RAMP_WITH_WALL_N_S_W
STONE_RAMP_WITH_WALL_N_S_E
STONE_RAMP_WITH_WALL_N_S_E_W
STONE_RAMP_WITH_WALL_NW
STONE_RAMP_WITH_WALL_E
STONE_RAMP_WITH_WALL_W
STONE_RAMP_WITH_WALL_S
STONE_RAMP_WITH_WALL_N
STONE_RAMP_WITH_WALL_W_E
STONE_RAMP_WITH_WALL_S_E
STONE_RAMP_WITH_WALL_S_W
STONE_RAMP_OTHER
STONE_RAMP_WITH_WALL_NW_SW
STONE_RAMP_WITH_WALL_SW_SE
STONE_RAMP_WITH_WALL_NE_SE
STONE_RAMP_WITH_WALL_NW_NE
STONE_RAMP_WITH_WALL_NE
STONE_RAMP_WITH_WALL_SE
STONE_RAMP_WITH_WALL_SW
SAND_TAN_RAMP_WITH_WALL_NW_NE_SE
SAND_TAN_RAMP_WITH_WALL_NW_NE_SW
SAND_TAN_RAMP_WITH_WALL_NW_NE_SW_SE
SAND_TAN_RAMP_WITH_WALL_NE_SW
SAND_TAN_RAMP_WITH_WALL_NW_SE
SAND_TAN_RAMP_WITH_WALL_W_NE_SE
SAND_TAN_RAMP_WITH_WALL_S_NW_NE
SAND_TAN_RAMP_WITH_WALL_E_NW_SW
SAND_WHITE_RAMP_WITH_WALL_N_S
SAND_WHITE_RAMP_WITH_WALL_S_W_E
SAND_WHITE_RAMP_WITH_WALL_N_W_E
SAND_WHITE_RAMP_WITH_WALL_N_S_W
SAND_WHITE_RAMP_WITH_WALL_N_S_E
SAND_WHITE_RAMP_WITH_WALL_N_S_E_W
SAND_TAN_RAMP_WITH_WALL_NE_SW_SE
SAND_TAN_RAMP_WITH_WALL_NW_SW_SE
SAND_WHITE_RAMP_WITH_WALL_W
SAND_WHITE_RAMP_WITH_WALL_S
SAND_WHITE_RAMP_WITH_WALL_N
SAND_WHITE_RAMP_WITH_WALL_W_E
SAND_WHITE_RAMP_WITH_WALL_S_E
SAND_WHITE_RAMP_WITH_WALL_S_W
SAND_WHITE_RAMP_WITH_WALL_N_E
SAND_WHITE_RAMP_WITH_WALL_N_W
SAND_WHITE_RAMP_WITH_WALL_SW_SE
SAND_WHITE_RAMP_WITH_WALL_NE_SE
SAND_WHITE_RAMP_WITH_WALL_NW_NE
SAND_WHITE_RAMP_WITH_WALL_NE
SAND_WHITE_RAMP_WITH_WALL_SE
SAND_WHITE_RAMP_WITH_WALL_SW
SAND_WHITE_RAMP_WITH_WALL_NW
SAND_WHITE_RAMP_WITH_WALL_E
SAND_WHITE_RAMP_WITH_WALL_S_NW
SAND_WHITE_RAMP_WITH_WALL_E_SW
SAND_WHITE_RAMP_WITH_WALL_E_NW
SAND_WHITE_RAMP_WITH_WALL_N_SW
SAND_WHITE_RAMP_WITH_WALL_W_SE
SAND_WHITE_RAMP_WITH_WALL_S_NE
SAND_WHITE_RAMP_OTHER
SAND_WHITE_RAMP_WITH_WALL_NW_SW
SAND_WHITE_RAMP_WITH_WALL_E_NW_SW
SAND_WHITE_RAMP_WITH_WALL_N_SW_SE
SAND_WHITE_RAMP_WITH_WALL_N_E_SW
SAND_WHITE_RAMP_WITH_WALL_N_W_SE
SAND_WHITE_RAMP_WITH_WALL_S_W_NE
SAND_WHITE_RAMP_WITH_WALL_S_E_NW
SAND_WHITE_RAMP_WITH_WALL_N_SE
SAND_WHITE_RAMP_WITH_WALL_W_NE
SAND_WHITE_RAMP_WITH_WALL_NW_SW_SE
SAND_WHITE_RAMP_WITH_WALL_NW_NE_SE
SAND_WHITE_RAMP_WITH_WALL_NW_NE_SW
SAND_WHITE_RAMP_WITH_WALL_NW_NE_SW_SE
SAND_WHITE_RAMP_WITH_WALL_NE_SW
SAND_WHITE_RAMP_WITH_WALL_NW_SE
SAND_WHITE_RAMP_WITH_WALL_W_NE_SE
SAND_WHITE_RAMP_WITH_WALL_S_NW_NE
SAND_YELLOW_RAMP_WITH_WALL_N_W
SAND_YELLOW_RAMP_WITH_WALL_N_S
SAND_YELLOW_RAMP_WITH_WALL_S_W_E
SAND_YELLOW_RAMP_WITH_WALL_N_W_E
SAND_YELLOW_RAMP_WITH_WALL_N_S_W
SAND_YELLOW_RAMP_WITH_WALL_N_S_E
SAND_YELLOW_RAMP_WITH_WALL_N_S_E_W
SAND_WHITE_RAMP_WITH_WALL_NE_SW_SE
COMBAT_ANIMATION_SWISH
MULTILEVEL_RAMP_WITH_WALL_NE_SW_SE
MULTILEVEL_RAMP_WITH_WALL_NW_SW_SE
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SE
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW
MULTILEVEL_RAMP_WITH_WALL_NW_NE_SW_SE
MULTILEVEL_RAMP_WITH_WALL_NE_SW
MULTILEVEL_RAMP_WITH_WALL_NW_SE
NOT_YOURS
YOURS
UNINTELLIGIBLE_MESS
TRACKING_SYMBOL
COMBAT_ANIMATION_SPARKS
PARRY
MISS
HIT
BEAST_IMPRINT
HUMANOID_IMPRINT
FOOTWEAR_LIQUID_PRINT
BEAST_LIQUID_PRINT
HUMANOID_LIQUID_PRINT
BROKEN_VEGETATION
VAGUE
MID
DIRECT_DOWN
DIRECT
STEALTH_VISION
VAMPIRE_SENSE_MARKER
DODGE_AWAY
MOVE
MOVE_INDICATOR
FOOTWEAR_IMPRINT
RAMP_DOWN
RAMP_UP
UPDOWN
MEMORY_MAP
PERIPHERAL_UP
PERIPHERAL_DOWN
PERIPHERAL
DIRECT_UP
VOCALIZATION_SMALL
COMBAT_LARGE
COMBAT_SMALL
MOVEMENT_LARGE
MOVEMENT_SMALL
SOUND_INDICATOR
AIR
FLOOR
PREACHING
DANCING
MUSICAL_VOICE
POEM_RECITATION
STORYTELLING
GRINDING_MECHANISM_LARGE
GRINDING_MECHANISM_SMALL
VOCALIZATION_LARGE
GRINDING_MECHANISM_LARGE_OLD
GRINDING_MECHANISM_SMALL_OLD
VOCALIZATION_LARGE_OLD
VOCALIZATION_SMALL_OLD
COMBAT_LARGE_OLD
COMBAT_SMALL_OLD
MOVEMENT_LARGE_OLD
MOVEMENT_SMALL_OLD
STONE_RAMP_WITH_WALL_N_SE
STONE_RAMP_WITH_WALL_W_NE
STONE_RAMP_WITH_WALL_S_NW
STONE_RAMP_WITH_WALL_E_SW
STONE_RAMP_WITH_WALL_E_NW
STONE_RAMP_WITH_WALL_N_SW
STONE_RAMP_WITH_WALL_W_SE
STONE_RAMP_WITH_WALL_S_NE
STONE_RAMP_WITH_WALL_W_NE_SE
STONE_RAMP_WITH_WALL_S_NW_NE
STONE_RAMP_WITH_WALL_E_NW_SW
STONE_RAMP_WITH_WALL_N_SW_SE
STONE_RAMP_WITH_WALL_N_E_SW
STONE_RAMP_WITH_WALL_N_W_SE
STONE_RAMP_WITH_WALL_S_W_NE
STONE_RAMP_WITH_WALL_S_E_NW
MULTILEVEL_AIR
STONE_RAMP_WITH_WALL_NE_SW_SE
STONE_RAMP_WITH_WALL_NW_SW_SE
STONE_RAMP_WITH_WALL_NW_NE_SE
STONE_RAMP_WITH_WALL_NW_NE_SW
STONE_RAMP_WITH_WALL_NW_NE_SW_SE
STONE_RAMP_WITH_WALL_NE_SW
STONE_RAMP_WITH_WALL_NW_SE
MULTILEVEL_RAMP_WITH_WALL_N_E
MULTILEVEL_RAMP_WITH_WALL_N_W
MULTILEVEL_RAMP_WITH_WALL_N_S
MULTILEVEL_RAMP_WITH_WALL_S_W_E
MULTILEVEL_RAMP_WITH_WALL_N_W_E
MULTILEVEL_RAMP_WITH_WALL_N_S_W
MULTILEVEL_RAMP_WITH_WALL_N_S_E
MULTILEVEL_RAMP_WITH_WALL_N_S_E_W
MULTILEVEL_RAMP_WITH_WALL_NW
MULTILEVEL_RAMP_WITH_WALL_E
MULTILEVEL_RAMP_WITH_WALL_W
MULTILEVEL_RAMP_WITH_WALL_S
MULTILEVEL_RAMP_WITH_WALL_N
MULTILEVEL_RAMP_WITH_WALL_W_E
MULTILEVEL_RAMP_WITH_WALL_S_E
MULTILEVEL_RAMP_WITH_WALL_S_W
MULTILEVEL_RAMP_OTHER
MULTILEVEL_RAMP_WITH_WALL_NW_SW
MULTILEVEL_RAMP_WITH_WALL_SW_SE
MULTILEVEL_RAMP_WITH_WALL_NE_SE
MULTILEVEL_RAMP_WITH_WALL_NW_NE
MULTILEVEL_RAMP_WITH_WALL_NE
MULTILEVEL_RAMP_WITH_WALL_SE
MULTILEVEL_RAMP_WITH_WALL_SW
MULTILEVEL_RAMP_WITH_WALL_N_SE
MULTILEVEL_RAMP_WITH_WALL_W_NE
MULTILEVEL_RAMP_WITH_WALL_S_NW
MULTILEVEL_RAMP_WITH_WALL_E_SW
MULTILEVEL_RAMP_WITH_WALL_E_NW
MULTILEVEL_RAMP_WITH_WALL_N_SW
MULTILEVEL_RAMP_WITH_WALL_W_SE
MULTILEVEL_RAMP_WITH_WALL_S_NE
MULTILEVEL_RAMP_WITH_WALL_W_NE_SE
MULTILEVEL_RAMP_WITH_WALL_S_NW_NE
MULTILEVEL_RAMP_WITH_WALL_E_NW_SW
MULTILEVEL_RAMP_WITH_WALL_N_SW_SE
MULTILEVEL_RAMP_WITH_WALL_N_E_SW
MULTILEVEL_RAMP_WITH_WALL_N_W_SE
MULTILEVEL_RAMP_WITH_WALL_S_W_NE
MULTILEVEL_RAMP_WITH_WALL_S_E_NW
RIVER_BED_N_E
RIVER_BED_N_W
RIVER_BED_E
RIVER_BED_W
RIVER_BED_S
RIVER_BED_N
RIVER_BED
RIVER_TO_E
RIVER_BED_NE_SW
RIVER_BED_SE
RIVER_BED_SW
RIVER_BED_NE
RIVER_BED_NW
RIVER_BED_SOURCE
RIVER_BED_S_W
RIVER_BED_S_E
BROOK_TO_W
BROOK_TO_S
BROOK_TO_N
BROOK_TO_SE
BROOK_TO_SW
BROOK_TO_NE
BROOK_TO_NW
RIVER_BED_NW_SE
BROOK_BED_N_E
BROOK_BED_N_W
BROOK_BED_E
BROOK_BED_W
BROOK_BED_S
BROOK_BED_N
BROOK_BED
BROOK_TO_E
ITEM_BRANCH
BROOK_BED_SE
BROOK_BED_SW
BROOK_BED_NE
BROOK_BED_NW
BROOK_BED_SOURCE
BROOK_BED_S_W
BROOK_BED_S_E
ITEM_ROUGH_GEM_VALUE_20
ITEM_ROUGH_GEM_VALUE_15
ITEM_ROUGH_GEM_VALUE_10
ITEM_ROUGH_GEM_VALUE_5
ITEM_ROUGH_GEM_VALUE_3
ITEM_ROUGH_GEM_VALUE_2
ITEM_ROUGH_GEM
ITEM_WOOD
ITEM_BARS_SOAP
ITEM_BARS
ITEM_ROCK
ITEM_BOULDER
ITEM_ROUGH_GEM_VALUE_60
ITEM_ROUGH_GEM_VALUE_40
ITEM_ROUGH_GEM_VALUE_30
ITEM_ROUGH_GEM_VALUE_25
ITEM_HATCH_COVER_METAL
ITEM_HATCH_COVER_WOOD_OPEN
ITEM_HATCH_COVER_WOOD
ITEM_HATCH_COVER_STONE_OPEN
ITEM_HATCH_COVER_STONE
ITEM_BLOCKS
ITEM_LARGE_GEM
ITEM_GEMS
SPATTER_BLOOD_CYAN
SPATTER_BLOOD_RED
SPATTER_SNOW
PREACHING_OLD
DANCING_OLD
MUSICAL_VOICE_OLD
POEM_RECITATION_OLD
STORYTELLING_OLD
SPATTER_LEAVES
SPATTER_FRUIT_LARGE
SPATTER_FRUIT_SMALL
SPATTER_FRUIT
SPATTER_DUST
SPATTER_BLOOD_ICHOR
SPATTER_BLOOD_GOO
SPATTER_BLOOD_MAGENTA
FULL_NSWE_C
FULL_NSWE_B
FULL_NSWE_A
SPATTER_WATER
SPATTER_SLIME
SPATTER_VOMIT
SPATTER_MUD
SPATTER_MAGMA
FULL_W
FULL_S
FULL_N
FULL_WE
FULL_NS
FULL_ISOLATED
FULL_NSWE_E
FULL_NSWE_D
FULL_NWE
FULL_NSE
FULL_NSW
FULL_SE
FULL_SW
FULL_NE
FULL_NW
FULL_E
PARTIAL_2C
PARTIAL_2B
PARTIAL_2A
PARTIAL_1D
PARTIAL_1C
PARTIAL_1B
PARTIAL_1A
FULL_SWE
PARTIAL_4C
PARTIAL_4B
PARTIAL_4A
PARTIAL_3D
PARTIAL_3C
PARTIAL_3B
PARTIAL_3A
PARTIAL_2D
RIVER_TO_W
RIVER_TO_S
RIVER_TO_N
RIVER_TO_SE
RIVER_TO_SW
RIVER_TO_NE
RIVER_TO_NW
PARTIAL_4D
ITEM_DOOR_WOOD_CLOSED
ITEM_DOOR_GLASS_OPEN
ITEM_DOOR_GLASS
ITEM_DOOR_METAL_OPEN
ITEM_DOOR_METAL
ITEM_DOOR_WOOD_OPEN
ITEM_DOOR_WOOD
ITEM_DOOR_STONE_OPEN
ITEM_DOOR_ENGRAVING
ITEM_DOOR_STUDS
ITEM_DOOR_RINGS
ITEM_DOOR_SPIKES
ITEM_DOOR_VARIANT
ITEM_DOOR_GLASS_CLOSED
ITEM_DOOR_METAL_CLOSED
ITEM_DOOR_STONE_CLOSED
ITEM_CHAIN_METAL
ITEM_DOOR_FORBIDDEN
ITEM_DOOR_MUD
ITEM_DOOR_WATER
ITEM_DOOR_VOMIT
ITEM_DOOR_BLOOD
ITEM_DOOR_DAMAGE
ITEM_DOOR_BANDS
ITEM_INSTRUMENT_KEYBOARD_BUILDING
ITEM_GOBLET_WOOD
ITEM_GOBLET_STONE
ITEM_GOBLET_METAL
ITEM_FLASK_GLASS
ITEM_FLASK_LEATHER
ITEM_FLASK_METAL
ITEM_CHAIN_ROPE
ITEM_GENERATED_TOOL
ITEM_INSTRUMENT_PERCUSSION_HANDHELD
ITEM_INSTRUMENT_WIND_HANDHELD
ITEM_INSTRUMENT_STRINGED_HANDHELD
ITEM_INSTRUMENT_KEYBOARD_HANDHELD
ITEM_INSTRUMENT_PERCUSSION_BUILDING
ITEM_INSTRUMENT_WIND_BUILDING
ITEM_INSTRUMENT_STRINGED_BUILDING
ITEM_CAGE_GLASS_OCCUPIED
ITEM_CAGE_METAL_OCCUPIED
ITEM_CAGE_WOOD_OCCUPIED
ITEM_CAGE_GLASS
ITEM_CAGE_METAL
ITEM_CAGE_WOOD
ITEM_WINDOW_GEM
ITEM_WINDOW_GLASS
LIQUID_FOR_BARREL_METAL
ITEM_BARREL_METAL_LIQUID
LIQUID_FOR_BARREL_WOOD
ITEM_BARREL_WOOD_LIQUID
ITEM_BARREL_METAL_EMPTY
ITEM_BARREL_WOOD_EMPTY
ITEM_BARREL_METAL
ITEM_BARREL_WOOD
ITEM_BARREL_TOP_FISH
ITEM_BARREL_TOP_MEAT
ITEM_BARREL_TOP_CHEESE
ITEM_BARREL_TOP_MEAL
ITEM_BARREL_TOP_PLANT_SUBTERRANEAN
ITEM_BARREL_TOP_PLANT
ITEM_BARREL_METAL_ITEM
ITEM_BARREL_WOOD_ITEM
ITEM_HATCH_COVER_VARIANT
ITEM_HATCH_COVER_GLASS_CLOSED
ITEM_HATCH_COVER_METAL_CLOSED
ITEM_HATCH_COVER_STONE_CLOSED
ITEM_HATCH_COVER_WOOD_CLOSED
ITEM_HATCH_COVER_GLASS_OPEN
ITEM_HATCH_COVER_GLASS
ITEM_HATCH_COVER_METAL_OPEN
ITEM_HATCH_COVER_VOMIT
ITEM_HATCH_COVER_BLOOD
ITEM_HATCH_COVER_DAMAGE
ITEM_HATCH_COVER_BANDS
ITEM_HATCH_COVER_ENGRAVING
ITEM_HATCH_COVER_STUDS
ITEM_HATCH_COVER_RINGS
ITEM_HATCH_COVER_SPIKES
ITEM_FLOODGATE_WOOD_OPEN
ITEM_FLOODGATE_WOOD
ITEM_FLOODGATE_STONE_OPEN
ITEM_FLOODGATE_STONE
ITEM_GRATE
ITEM_HATCH_COVER_FORBIDDEN
ITEM_HATCH_COVER_MUD
ITEM_HATCH_COVER_WATER
ITEM_FLOODGATE_GLASS_CLOSED
ITEM_FLOODGATE_METAL_CLOSED
ITEM_FLOODGATE_STONE_CLOSED
ITEM_FLOODGATE_WOOD_CLOSED
ITEM_FLOODGATE_GLASS_OPEN
ITEM_FLOODGATE_GLASS
ITEM_FLOODGATE_METAL_OPEN
ITEM_FLOODGATE_METAL
ITEM_FLOODGATE_BLOOD
ITEM_FLOODGATE_DAMAGE
ITEM_FLOODGATE_BANDS
ITEM_FLOODGATE_ENGRAVING
ITEM_FLOODGATE_STUDS
ITEM_FLOODGATE_RINGS
ITEM_FLOODGATE_SPIKES
ITEM_FLOODGATE_VARIANT
ITEM_GRATE_WOOD_FLOOR_CLOSED
ITEM_GRATE_WOOD_FLOOR_OPEN
ITEM_GRATE_WOOD_WALL_CLOSED
ITEM_GRATE_WOOD_WALL_OPEN
ITEM_GRATE_WOOD
ITEM_FLOODGATE_MUD
ITEM_FLOODGATE_WATER
ITEM_FLOODGATE_VOMIT
ITEM_GRATE_METAL_WALL_CLOSED
ITEM_GRATE_METAL_WALL_OPEN
ITEM_GRATE_METAL
ITEM_GRATE_STONE_FLOOR_CLOSED
ITEM_GRATE_STONE_FLOOR_OPEN
ITEM_GRATE_STONE_WALL_CLOSED
ITEM_GRATE_STONE_WALL_OPEN
ITEM_GRATE_STONE
ITEM_DOOR_STONE
ITEM_GRATE_GLASS_FLOOR_CLOSED
ITEM_GRATE_GLASS_FLOOR_OPEN
ITEM_GRATE_GLASS_WALL_CLOSED
ITEM_GRATE_GLASS_WALL_OPEN
ITEM_GRATE_GLASS
ITEM_GRATE_METAL_FLOOR_CLOSED
ITEM_GRATE_METAL_FLOOR_OPEN
ITEM_BIN_TOP_MECHANISMS
ITEM_BIN_TOP_GEMS
ITEM_BIN_TOP_COINS
ITEM_BIN_TOP_POWDERS
ITEM_BIN_TOP_COAL
ITEM_BIN_TOP_BLOCKS
ITEM_BIN_TOP_BARS
ITEM_BIN_TOP_ARMOR_METAL
ITEM_BIN_TOP_WEAPONS
ITEM_BIN_TOP_LEATHER
ITEM_BIN_TOP_CLOTH
ITEM_BIN_TOP_SHEETS
ITEM_BIN_TOP_ROPES
ITEM_BIN_TOP_CHAINS
ITEM_BIN_TOP_BOOKS
ITEM_BIN_TOP_BAGS
SEEDS_FOR_BAG
LEAVES_FOR_BAG
POWDER_FOR_BAG
ITEM_BAG_IN_USE
ITEM_BAG_EMPTY
ITEM_BAG
ITEM_BIN_TOP_CRAFTS
ITEM_BIN_TOP_TRAP_COMPS
ITEM_BOX_RINGS
ITEM_BOX_SPIKES
ITEM_BOX_VARIANT
ITEM_BOX_GLASS
ITEM_BOX_METAL
ITEM_BOX_STONE
ITEM_BOX_WOOD
ITEM_BOX
ITEM_BOX_MUD
ITEM_BOX_WATER
ITEM_BOX_VOMIT
ITEM_BOX_BLOOD
ITEM_BOX_DAMAGE
ITEM_BOX_BANDS
ITEM_BOX_ENGRAVING
ITEM_BOX_STUDS
ITEM_ARMOR_STAND_STONE_EMPTY
ITEM_ARMOR_STAND_WOOD_EMPTY
ITEM_WEAPON_RACK_METAL_FULL
ITEM_WEAPON_RACK_STONE_FULL
ITEM_WEAPON_RACK_WOOD_FULL
ITEM_WEAPON_RACK_METAL_EMPTY
ITEM_WEAPON_RACK_STONE_EMPTY
ITEM_WEAPON_RACK_WOOD_EMPTY
ITEM_CABINET_METAL
ITEM_CABINET_STONE
ITEM_CABINET_WOOD
ITEM_CABINET
ITEM_ARMOR_STAND_METAL_FULL
ITEM_ARMOR_STAND_STONE_FULL
ITEM_ARMOR_STAND_WOOD_FULL
ITEM_ARMOR_STAND_METAL_EMPTY
ITEM_CABINET_DAMAGE
ITEM_CABINET_BANDS
ITEM_CABINET_ENGRAVING
ITEM_CABINET_STUDS
ITEM_CABINET_RINGS
ITEM_CABINET_SPIKES
ITEM_CABINET_VARIANT
ITEM_CABINET_GLASS
ITEM_ANIMAL_TRAP_METAL
ITEM_ANIMAL_TRAP_WOOD
LIQUID_FOR_BUCKET_METAL
ITEM_BUCKET_METAL
LIQUID_FOR_BUCKET_WOOD
ITEM_BUCKET_WOOD
ITEM_BUCKET
ITEM_BARREL_TOP_BAG
ITEM_CHAIR_LEG_VARIANT
ITEM_CHAIR_GLASS
ITEM_CHAIR_METAL
ITEM_CHAIR_STONE
ITEM_CHAIR_WOOD
ITEM_CHAIR
ITEM_ANIMAL_TRAP_METAL_OCCUPIED
ITEM_ANIMAL_TRAP_WOOD_OCCUPIED
ITEM_CHAIR_VOMIT
ITEM_CHAIR_BLOOD
ITEM_CHAIR_DAMAGE
ITEM_CHAIR_BANDS
ITEM_CHAIR_ENGRAVING
ITEM_CHAIR_STUDS
ITEM_CHAIR_RINGS
ITEM_CHAIR_SPIKES
ITEM_COFFIN_WOOD_UNUSED
ITEM_COFFIN_GLASS
ITEM_COFFIN_METAL
ITEM_COFFIN_STONE
ITEM_COFFIN_WOOD
ITEM_COFFIN
ITEM_CHAIR_MUD
ITEM_CHAIR_WATER
ITEM_TABLE_GLASS
ITEM_TABLE_METAL
ITEM_TABLE_STONE
ITEM_TABLE_WOOD
ITEM_TABLE
ITEM_COFFIN_GLASS_UNUSED
ITEM_COFFIN_METAL_UNUSED
ITEM_COFFIN_STONE_UNUSED
ITEM_TABLE_BLOOD
ITEM_TABLE_DAMAGE
ITEM_TABLE_BANDS
ITEM_TABLE_ENGRAVING
ITEM_TABLE_STUDS
ITEM_TABLE_RINGS
ITEM_TABLE_SPIKES
ITEM_TABLE_LEG_VARIANT
ITEM_CRUTCH
ITEM_ORTHOPEDIC_CAST
ITEM_SPLINT
ITEM_QUIVER
ITEM_BACKPACK
ITEM_TABLE_MUD
ITEM_TABLE_WATER
ITEM_TABLE_VOMIT
ITEM_BIN_TOP_ARMOR_LEATHER
ITEM_BIN_TOP_CLOTHING
ITEM_BIN_TOP_AMMO
ITEM_BIN_METAL_IN_USE
ITEM_BIN_WOOD_IN_USE
ITEM_BIN_METAL_EMPTY
ITEM_BIN_WOOD_EMPTY
ITEM_BIN
ITEM_PLANT
ITEM_ROTTEN_PLANT
ITEM_PLANT_GROWTH
ITEM_SEEDS
ITEM_REMAINS
ITEM_TRACTION_BENCH_GLASS_ROPE
ITEM_TRACTION_BENCH_GLASS_CHAIN
ITEM_TRACTION_BENCH_METAL_ROPE
ITEM_PREPARED_MEAL
ITEM_MEAT
ITEM_EGG_SIZE4
ITEM_EGG_SIZE3
ITEM_EGG_SIZE2
ITEM_EGG_SIZE1
ITEM_FISH
ITEM_VERMIN
ITEM_MYTHICAL_REMNANT
ITEM_MYTHICAL_REMNANT_DEFAULT
ITEM_DEFAULT_STATUE_BOTTOM
ITEM_DEFAULT_STATUE_TOP
ITEM_STATUE
ITEM_CORPSE
ITEM_CORPSE_CHUNK
ITEM_CHEESE
ITEM_SLAB_ENGRAVED_SHOP_CLOTH
ITEM_SLAB_ENGRAVED_IMPORTS_GENERAL
ITEM_SLAB_ENGRAVED_IMPORTS_CLOTHING
ITEM_SLAB_ENGRAVED_IMPORTS_FOOD
ITEM_SLAB_ENGRAVED_SECRET
ITEM_SLAB_ENGRAVED_MEMORIAL
ITEM_SLAB_ENGRAVED
ITEM_SLAB_BLANK
ITEM_SLAB_ENGRAVED_SHOP_BLACKSMITH
ITEM_SLAB_ENGRAVED_SHOP_WEAPONSMITH_WOOD
ITEM_SLAB_ENGRAVED_SHOP_WEAPONSMITH_METAL
ITEM_SLAB_ENGRAVED_SHOP_GEM_CUTTER
ITEM_SLAB_ENGRAVED_SHOP_BONE_CARVER
ITEM_SLAB_ENGRAVED_SHOP_CLOTHING_LEATHER
ITEM_SLAB_ENGRAVED_SHOP_CLOTHING_CLOTH
ITEM_SLAB_ENGRAVED_SHOP_TANNING
ITEM_SLAB_ENGRAVED_TRUE_NAME
ITEM_SLAB_ENGRAVED_TAVERN
ITEM_SLAB_ENGRAVED_SHOP_FURNITURE_METAL
ITEM_SLAB_ENGRAVED_SHOP_FURNITURE_STONE
ITEM_SLAB_ENGRAVED_SHOP_FURNITURE_WOOD
ITEM_SLAB_ENGRAVED_SHOP_LEATHER_ACCESSORIES
ITEM_SLAB_ENGRAVED_SHOP_METAL_CRAFTER
ITEM_SLAB_ENGRAVED_SHOP_ARMORSMITH
ITEM_STATUE_SPIKES
ITEM_STATUE_GLASS
ITEM_STATUE_METAL
ITEM_STATUE_STONE
ITEM_STATUE_WOOD
ITEM_STATUE_ITEM
ITEM_MILLSTONE
ITEM_QUERN
ITEM_STATUE_WATER
ITEM_STATUE_VOMIT
ITEM_STATUE_BLOOD
ITEM_STATUE_DAMAGE
ITEM_STATUE_BANDS
ITEM_STATUE_ENGRAVING
ITEM_STATUE_STUDS
ITEM_STATUE_RINGS
ITEM_CLOTH
ITEM_THREAD
ITEM_WEB_THICK
ITEM_WEB_HARMLESS
ITEM_CABINET_MUD
ITEM_CABINET_WATER
ITEM_CABINET_VOMIT
ITEM_CABINET_BLOOD
ITEM_MECHANISMS
ITEM_POWDER
ITEM_LIQUID
ITEM_BOOK_METAL
ITEM_BOOK_WOOD
ITEM_TOTEM
ITEM_TANNED_SKIN
ITEM_SHEET
ITEM_COINS_SINGLE
ITEM_BALLISTA_ARROW
ITEM_BALLISTA_ARROWHEAD
ITEM_ANVIL
ITEM_BALLISTA_PARTS
ITEM_CATAPULT_PARTS
ITEM_TRAP_COMPONENT
ITEM_PIPE_SECTION
ITEM_CROWN_METAL
ITEM_SCEPTER_METAL
ITEM_AMULET_METAL
ITEM_FIGURINE_METAL
ITEM_COINS_PILE_4
ITEM_COINS_PILE_3
ITEM_COINS_PILE_2
ITEM_COINS_PILE_1
ITEM_RING_WOOD
ITEM_CROWN_WOOD
ITEM_SCEPTER_WOOD
ITEM_AMULET_WOOD
ITEM_FIGURINE_WOOD
ITEM_EARRING_METAL
ITEM_BRACELET_METAL
ITEM_RING_METAL
ITEM_BED_SHEET_VARIANT
ITEM_BED_GLASS
ITEM_BED_METAL
ITEM_BED_STONE
ITEM_BED_WOOD
ITEM_BED
ITEM_EARRING_WOOD
ITEM_BRACELET_WOOD
ITEM_BED_BLOOD
ITEM_BED_DAMAGE
ITEM_BED_BANDS
ITEM_BED_ENGRAVING
ITEM_BED_STUDS
ITEM_BED_RINGS
ITEM_BED_SPIKES
ITEM_BED_PILLOW_VARIANT
ITEM_TRACTION_BENCH_METAL_CHAIN
ITEM_TRACTION_BENCH_WOODEN_ROPE
ITEM_TRACTION_BENCH_WOODEN_CHAIN
ITEM_TRACTION_BENCH_STONE_ROPE
ITEM_TRACTION_BENCH_STONE_CHAIN
ITEM_BED_MUD
ITEM_BED_WATER
ITEM_BED_VOMIT
BLD_CHAIN_METAL_SE
BLD_CHAIN_METAL_SW
BLD_CHAIN_METAL_NE
BLD_CHAIN_METAL_NW
BLD_CHAIN_METAL_E
BLD_CHAIN_METAL_W
BLD_CHAIN_METAL_S
BLD_CHAIN_METAL_N
BLD_CHAIN_METAL_SE_UNDER_ANIMAL
BLD_CHAIN_METAL_SW_UNDER_ANIMAL
BLD_CHAIN_METAL_NE_UNDER_ANIMAL
BLD_CHAIN_METAL_NW_UNDER_ANIMAL
BLD_CHAIN_METAL_E_UNDER_ANIMAL
BLD_CHAIN_METAL_W_UNDER_ANIMAL
BLD_CHAIN_METAL_S_UNDER_ANIMAL
BLD_CHAIN_METAL_N_UNDER_ANIMAL
BLD_CHAIN_ROPE_SW
BLD_CHAIN_ROPE_NE
BLD_CHAIN_ROPE_NW
BLD_CHAIN_ROPE_E
BLD_CHAIN_ROPE_W
BLD_CHAIN_ROPE_S
BLD_CHAIN_ROPE_N
BLD_CHAIN_ROPE
BLD_CHAIN_ROPE_SW_UNDER_ANIMAL
BLD_CHAIN_ROPE_NE_UNDER_ANIMAL
BLD_CHAIN_ROPE_NW_UNDER_ANIMAL
BLD_CHAIN_ROPE_E_UNDER_ANIMAL
BLD_CHAIN_ROPE_W_UNDER_ANIMAL
BLD_CHAIN_ROPE_S_UNDER_ANIMAL
BLD_CHAIN_ROPE_N_UNDER_ANIMAL
BLD_CHAIN_ROPE_SE
BLD_WELL
BLD_ARCHERY_TARGET_WOOD
BLD_ARCHERY_TARGET_METAL
BLD_ARCHERY_TARGET_STONE
BLD_SUPPORT_METAL
BLD_SUPPORT_STONE
BLD_SUPPORT_WOOD
BLD_CHAIN_ROPE_SE_UNDER_ANIMAL
BLD_WELL_BUCKET_FULL_ROPE
BLD_WELL_BUCKET_FULL_CHAIN
BLD_WELL_BUCKET_EMPTY_ROPE
BLD_WELL_BUCKET_EMPTY_CHAIN
BLD_WELL_CHAIN
BLD_WELL_ROPE
BLD_WELL_WITH_CHAIN
BLD_WELL_WITH_ROPE
BLD_VERTICAL_BARS_S
BLD_VERTICAL_BARS_N_BACK
BLD_VERTICAL_BARS_N_UP
BLD_VERTICAL_BARS_E
BLD_VERTICAL_BARS_W
BLD_DIRT_ROAD
BLD_PAVED_ROAD
BLD_FLOOR_BARS
BLD_BRIDGE_WOOD_NS_E
BLD_BRIDGE_WOOD_NS_W
BLD_BRIDGE_WOOD_NS_1
BLD_BRIDGE_WOOD_NS_CENTER
BLD_BRIDGE_WOOD_1x1_RAISE_S
BLD_BRIDGE_WOOD_1x1_RAISE_N
BLD_BRIDGE_WOOD_1x1_RAISE_W
BLD_BRIDGE_WOOD_1x1_RAISE_E
ITEM_STATUE_GENERIC_DUEL_BOTTOM
ITEM_STATUE_GENERIC_DUEL_TOP
ITEM_STATUE_GENERIC_SHAPE_BOTTOM
ITEM_STATUE_GENERIC_SHAPE_TOP
ITEM_STATUE_GENERIC_EVENT_BOTTOM
ITEM_STATUE_GENERIC_EVENT_TOP
ITEM_STATUE_ARTIFACT
ITEM_STATUE_MUD
ITEM_STATUE_GENERIC_SHOT_BOTTOM
ITEM_STATUE_GENERIC_SHOT_TOP
ITEM_STATUE_GENERIC_STRIKE_DOWN_BOTTOM
ITEM_STATUE_GENERIC_STRIKE_DOWN_TOP
ITEM_STATUE_GENERIC_CIVILIZED_BOTTOM
ITEM_STATUE_GENERIC_CIVILIZED_TOP
ITEM_STATUE_GENERIC_TRIUMPH_BOTTOM
ITEM_STATUE_GENERIC_TRIUMPH_TOP
ITEM_STATUE_GENERIC_BATTLE_BOTTOM
ITEM_STATUE_GENERIC_BATTLE_TOP
ITEM_STATUE_GENERIC_SHRUB_BOTTOM
ITEM_STATUE_GENERIC_SHRUB_TOP
ITEM_STATUE_GENERIC_TREE_BOTTOM
ITEM_STATUE_GENERIC_TREE_TOP
ITEM_STATUE_GENERIC_ITEM_CREATION_BOTTOM
ITEM_STATUE_GENERIC_ITEM_CREATION_TOP
BODYPART_INTESTINES
BODYPART_HEART
BODYPART_LUNG
BODYPART_CARTILAGE
BODYPART_EYE
BODYPART_FAT
ITEM_STATUE_GENERIC_SITE_BOTTOM
ITEM_STATUE_GENERIC_SITE_TOP
BODYPART_BRAIN
BODYPART_NERVOUS_TISSUE
BODYPART_HAIR
BODYPART_KIDNEY
BODYPART_SPLEEN
BODYPART_SWEETBREAD
BODYPART_TRIPE
BODYPART_LIVER
BODYPART_TEETH
BODYPART_BONE
BODYPART_HOOF
BODYPART_HORN
BODYPART_MEAT
BODYPART_SKIN
BODYPART_SKULL_2
BODYPART_SKULL_1
BODYPART_SCALE
BODYPART_SHELL
BODYPART_SMALL_3
BODYPART_SMALL_2
BODYPART_SMALL_1
BODYPART_LARGE_3
BODYPART_LARGE_2
BODYPART_LARGE_1
BLD_CHAIN_METAL
NATURAL_NEST
BODYPART_GIZZARD_STONE
BODYPART_GIZZARD
BODYPART_ANTLER
BODYPART_WOOL
BODYPART_CHITIN_2
BODYPART_CHITIN_1
BLD_BRIDGE_STONE_1x1_RAISE_N
BLD_BRIDGE_STONE_1x1_RAISE_W
BLD_BRIDGE_STONE_1x1_RAISE_E
BLD_BRIDGE_WOOD_RETRACT_SE
BLD_BRIDGE_WOOD_RETRACT_SW
BLD_BRIDGE_WOOD_RETRACT_NW
BLD_BRIDGE_WOOD_RETRACT_NE
BLD_BRIDGE_WOOD_RETRACT_NSE
BLD_BRIDGE_STONE_WE_N
BLD_BRIDGE_STONE_WE_1
BLD_BRIDGE_STONE_WE_CENTER
BLD_BRIDGE_STONE_NS_E
BLD_BRIDGE_STONE_NS_W
BLD_BRIDGE_STONE_NS_1
BLD_BRIDGE_STONE_NS_CENTER
BLD_BRIDGE_STONE_1x1_RAISE_S
BLD_BRIDGE_STONE_RAISE_S_W
BLD_BRIDGE_STONE_RAISE_S_1
BLD_BRIDGE_STONE_RAISE_S_CENTER
BLD_BRIDGE_STONE_RAISE_N_E
BLD_BRIDGE_STONE_RAISE_N_W
BLD_BRIDGE_STONE_RAISE_N_1
BLD_BRIDGE_STONE_RAISE_N_CENTER
BLD_BRIDGE_STONE_WE_S
BLD_BRIDGE_STONE_RAISE_E_N
BLD_BRIDGE_STONE_RAISE_E_1
BLD_BRIDGE_STONE_RAISE_E_CENTER
BLD_BRIDGE_STONE_RAISE_W_S
BLD_BRIDGE_STONE_RAISE_W_N
BLD_BRIDGE_STONE_RAISE_W_1
BLD_BRIDGE_STONE_RAISE_W_CENTER
BLD_BRIDGE_STONE_RAISE_S_E
BLD_BRIDGE_STONE_RAISE_S_END_W
BLD_BRIDGE_STONE_RAISE_S_END_1
BLD_BRIDGE_STONE_RAISE_S_END_CENTER
BLD_BRIDGE_STONE_RAISE_N_END_E
BLD_BRIDGE_STONE_RAISE_N_END_W
BLD_BRIDGE_STONE_RAISE_N_END_1
BLD_BRIDGE_STONE_RAISE_N_END_CENTER
BLD_BRIDGE_STONE_RAISE_E_S
BLD_BRIDGE_STONE_RAISE_E_END_N
BLD_BRIDGE_STONE_RAISE_E_END_1
BLD_BRIDGE_STONE_RAISE_E_END_CENTER
BLD_BRIDGE_STONE_RAISE_W_END_S
BLD_BRIDGE_STONE_RAISE_W_END_N
BLD_BRIDGE_STONE_RAISE_W_END_1
BLD_BRIDGE_STONE_RAISE_W_END_CENTER
BLD_BRIDGE_STONE_RAISE_S_END_E
BLD_BRIDGE_STONE_RAISED_E_N
BLD_BRIDGE_STONE_RAISED_W_S
BLD_BRIDGE_STONE_RAISED_W_N
BLD_BRIDGE_STONE_RAISED_N_CENTER
BLD_BRIDGE_STONE_RAISED_S_CENTER
BLD_BRIDGE_STONE_RAISED_E_CENTER
BLD_BRIDGE_STONE_RAISED_W_CENTER
BLD_BRIDGE_STONE_RAISE_E_END_S
BLD_BRIDGE_STONE_RAISED_S_1
BLD_BRIDGE_STONE_RAISED_E_1
BLD_BRIDGE_STONE_RAISED_W_1
BLD_BRIDGE_STONE_RAISED_N_E
BLD_BRIDGE_STONE_RAISED_N_W
BLD_BRIDGE_STONE_RAISED_S_E
BLD_BRIDGE_STONE_RAISED_S_W
BLD_BRIDGE_STONE_RAISED_E_S
BLD_BRIDGE_WOOD_RAISE_N_E
BLD_BRIDGE_WOOD_RAISE_N_W
BLD_BRIDGE_WOOD_RAISE_N_1
BLD_BRIDGE_WOOD_RAISE_N_CENTER
BLD_BRIDGE_WOOD_WE_S
BLD_BRIDGE_WOOD_WE_N
BLD_BRIDGE_WOOD_WE_1
BLD_BRIDGE_WOOD_WE_CENTER
BLD_BRIDGE_WOOD_RAISE_W_S
BLD_BRIDGE_WOOD_RAISE_W_N
BLD_BRIDGE_WOOD_RAISE_W_1
BLD_BRIDGE_WOOD_RAISE_W_CENTER
BLD_BRIDGE_WOOD_RAISE_S_E
BLD_BRIDGE_WOOD_RAISE_S_W
BLD_BRIDGE_WOOD_RAISE_S_1
BLD_BRIDGE_WOOD_RAISE_S_CENTER
BLD_BRIDGE_WOOD_RAISE_N_END_E
BLD_BRIDGE_WOOD_RAISE_N_END_W
BLD_BRIDGE_WOOD_RAISE_N_END_1
BLD_BRIDGE_WOOD_RAISE_N_END_CENTER
BLD_BRIDGE_WOOD_RAISE_E_S
BLD_BRIDGE_WOOD_RAISE_E_N
BLD_BRIDGE_WOOD_RAISE_E_1
BLD_BRIDGE_WOOD_RAISE_E_CENTER
BLD_BRIDGE_WOOD_RAISE_W_END_S
BLD_BRIDGE_WOOD_RAISE_W_END_N
BLD_BRIDGE_WOOD_RAISE_W_END_1
BLD_BRIDGE_WOOD_RAISE_W_END_CENTER
BLD_BRIDGE_WOOD_RAISE_S_END_E
BLD_BRIDGE_WOOD_RAISE_S_END_W
BLD_BRIDGE_WOOD_RAISE_S_END_1
BLD_BRIDGE_WOOD_RAISE_S_END_CENTER
BLD_BRIDGE_WOOD_RAISED_N_CENTER
BLD_BRIDGE_WOOD_RAISED_S_CENTER
BLD_BRIDGE_WOOD_RAISED_E_CENTER
BLD_BRIDGE_WOOD_RAISED_W_CENTER
BLD_BRIDGE_WOOD_RAISE_E_END_S
BLD_BRIDGE_WOOD_RAISE_E_END_N
BLD_BRIDGE_WOOD_RAISE_E_END_1
BLD_BRIDGE_WOOD_RAISE_E_END_CENTER
BLD_BRIDGE_WOOD_RAISED_N_E
BLD_BRIDGE_WOOD_RAISED_N_W
BLD_BRIDGE_WOOD_RAISED_S_E
BLD_BRIDGE_WOOD_RAISED_S_W
BLD_BRIDGE_WOOD_RAISED_E_S
BLD_BRIDGE_WOOD_RAISED_E_N
BLD_BRIDGE_WOOD_RAISED_W_S
BLD_BRIDGE_WOOD_RAISED_W_N
BLD_BRIDGE_WOOD_RETRACT_WE
BLD_BRIDGE_WOOD_RETRACT_CENTER
BLD_BRIDGE_WOOD_RETRACT_1x1
BLD_BRIDGE_WOOD_CONSTRUCTION
BLD_BRIDGE_WOOD_RAISED_N_1
BLD_BRIDGE_WOOD_RAISED_S_1
BLD_BRIDGE_WOOD_RAISED_E_1
BLD_BRIDGE_WOOD_RAISED_W_1
BLD_BRIDGE_WOOD_RETRACT_NSW
BLD_BRIDGE_WOOD_RETRACT_SWE
BLD_BRIDGE_WOOD_RETRACT_NWE
BLD_BRIDGE_WOOD_RETRACT_S
BLD_BRIDGE_WOOD_RETRACT_N
BLD_BRIDGE_WOOD_RETRACT_NS
BLD_BRIDGE_WOOD_RETRACT_E
BLD_BRIDGE_WOOD_RETRACT_W
BLD_BRIDGE_METAL_RAISED_S_E
BLD_BRIDGE_METAL_RAISED_S_W
BLD_BRIDGE_METAL_RAISED_E_S
BLD_BRIDGE_METAL_RAISED_E_N
BLD_BRIDGE_METAL_RAISED_W_S
BLD_BRIDGE_METAL_RAISED_W_N
BLD_BRIDGE_METAL_RAISED_N_CENTER
BLD_BRIDGE_METAL_RAISED_S_CENTER
BLD_BRIDGE_METAL_RETRACT_1x1
BLD_BRIDGE_METAL_CONSTRUCTION
BLD_BRIDGE_METAL_RAISED_N_1
BLD_BRIDGE_METAL_RAISED_S_1
BLD_BRIDGE_METAL_RAISED_E_1
BLD_BRIDGE_METAL_RAISED_W_1
BLD_BRIDGE_METAL_RAISED_N_E
BLD_BRIDGE_METAL_RAISED_N_W
BLD_BRIDGE_METAL_RETRACT_NWE
BLD_BRIDGE_METAL_RETRACT_S
BLD_BRIDGE_METAL_RETRACT_N
BLD_BRIDGE_METAL_RETRACT_NS
BLD_BRIDGE_METAL_RETRACT_E
BLD_BRIDGE_METAL_RETRACT_W
BLD_BRIDGE_METAL_RETRACT_WE
BLD_BRIDGE_METAL_RETRACT_CENTER
BLD_BRIDGE_GLASS_1x1_RAISE_E
BLD_BRIDGE_METAL_RETRACT_SE
BLD_BRIDGE_METAL_RETRACT_SW
BLD_BRIDGE_METAL_RETRACT_NW
BLD_BRIDGE_METAL_RETRACT_NE
BLD_BRIDGE_METAL_RETRACT_NSE
BLD_BRIDGE_METAL_RETRACT_NSW
BLD_BRIDGE_METAL_RETRACT_SWE
BLD_BRIDGE_GLASS_WE_CENTER
BLD_BRIDGE_GLASS_NS_E
BLD_BRIDGE_GLASS_NS_W
BLD_BRIDGE_GLASS_NS_1
BLD_BRIDGE_GLASS_NS_CENTER
BLD_BRIDGE_GLASS_1x1_RAISE_S
BLD_BRIDGE_GLASS_1x1_RAISE_N
BLD_BRIDGE_GLASS_1x1_RAISE_W
BLD_BRIDGE_GLASS_RAISE_S_CENTER
BLD_BRIDGE_GLASS_RAISE_N_E
BLD_BRIDGE_GLASS_RAISE_N_W
BLD_BRIDGE_GLASS_RAISE_N_1
BLD_BRIDGE_GLASS_RAISE_N_CENTER
BLD_BRIDGE_GLASS_WE_S
BLD_BRIDGE_GLASS_WE_N
BLD_BRIDGE_GLASS_WE_1
BLD_BRIDGE_GLASS_RAISE_E_CENTER
BLD_BRIDGE_GLASS_RAISE_W_S
BLD_BRIDGE_GLASS_RAISE_W_N
BLD_BRIDGE_GLASS_RAISE_W_1
BLD_BRIDGE_GLASS_RAISE_W_CENTER
BLD_BRIDGE_GLASS_RAISE_S_E
BLD_BRIDGE_GLASS_RAISE_S_W
BLD_BRIDGE_GLASS_RAISE_S_1
BLD_BRIDGE_GLASS_RAISE_S_END_CENTER
BLD_BRIDGE_GLASS_RAISE_N_END_E
BLD_BRIDGE_GLASS_RAISE_N_END_W
BLD_BRIDGE_GLASS_RAISE_N_END_1
BLD_BRIDGE_GLASS_RAISE_N_END_CENTER
BLD_BRIDGE_GLASS_RAISE_E_S
BLD_BRIDGE_GLASS_RAISE_E_N
BLD_BRIDGE_GLASS_RAISE_E_1
BLD_BRIDGE_STONE_RETRACT_NS
BLD_BRIDGE_STONE_RETRACT_E
BLD_BRIDGE_STONE_RETRACT_W
BLD_BRIDGE_STONE_RETRACT_WE
BLD_BRIDGE_STONE_RETRACT_CENTER
BLD_BRIDGE_STONE_RETRACT_1x1
BLD_BRIDGE_STONE_CONSTRUCTION
BLD_BRIDGE_STONE_RAISED_N_1
BLD_BRIDGE_STONE_RETRACT_NW
BLD_BRIDGE_STONE_RETRACT_NE
BLD_BRIDGE_STONE_RETRACT_NSE
BLD_BRIDGE_STONE_RETRACT_NSW
BLD_BRIDGE_STONE_RETRACT_SWE
BLD_BRIDGE_STONE_RETRACT_NWE
BLD_BRIDGE_STONE_RETRACT_S
BLD_BRIDGE_STONE_RETRACT_N
BLD_BRIDGE_METAL_NS_1
BLD_BRIDGE_METAL_NS_CENTER
BLD_BRIDGE_METAL_1x1_RAISE_S
BLD_BRIDGE_METAL_1x1_RAISE_N
BLD_BRIDGE_METAL_1x1_RAISE_W
BLD_BRIDGE_METAL_1x1_RAISE_E
BLD_BRIDGE_STONE_RETRACT_SE
BLD_BRIDGE_STONE_RETRACT_SW
BLD_BRIDGE_METAL_RAISE_N_1
BLD_BRIDGE_METAL_RAISE_N_CENTER
BLD_BRIDGE_METAL_WE_S
BLD_BRIDGE_METAL_WE_N
BLD_BRIDGE_METAL_WE_1
BLD_BRIDGE_METAL_WE_CENTER
BLD_BRIDGE_METAL_NS_E
BLD_BRIDGE_METAL_NS_W
BLD_BRIDGE_METAL_RAISE_W_1
BLD_BRIDGE_METAL_RAISE_W_CENTER
BLD_BRIDGE_METAL_RAISE_S_E
BLD_BRIDGE_METAL_RAISE_S_W
BLD_BRIDGE_METAL_RAISE_S_1
BLD_BRIDGE_METAL_RAISE_S_CENTER
BLD_BRIDGE_METAL_RAISE_N_E
BLD_BRIDGE_METAL_RAISE_N_W
BLD_BRIDGE_METAL_RAISE_N_END_1
BLD_BRIDGE_METAL_RAISE_N_END_CENTER
BLD_BRIDGE_METAL_RAISE_E_S
BLD_BRIDGE_METAL_RAISE_E_N
BLD_BRIDGE_METAL_RAISE_E_1
BLD_BRIDGE_METAL_RAISE_E_CENTER
BLD_BRIDGE_METAL_RAISE_W_S
BLD_BRIDGE_METAL_RAISE_W_N
BLD_BRIDGE_METAL_RAISE_W_END_1
BLD_BRIDGE_METAL_RAISE_W_END_CENTER
BLD_BRIDGE_METAL_RAISE_S_END_E
BLD_BRIDGE_METAL_RAISE_S_END_W
BLD_BRIDGE_METAL_RAISE_S_END_1
BLD_BRIDGE_METAL_RAISE_S_END_CENTER
BLD_BRIDGE_METAL_RAISE_N_END_E
BLD_BRIDGE_METAL_RAISE_N_END_W
BLD_BRIDGE_METAL_RAISED_E_CENTER
BLD_BRIDGE_METAL_RAISED_W_CENTER
BLD_BRIDGE_METAL_RAISE_E_END_S
BLD_BRIDGE_METAL_RAISE_E_END_N
BLD_BRIDGE_METAL_RAISE_E_END_1
BLD_BRIDGE_METAL_RAISE_E_END_CENTER
BLD_BRIDGE_METAL_RAISE_W_END_S
BLD_BRIDGE_METAL_RAISE_W_END_N
RAMP_SHADOW_ON_FLOOR_NW_OF_CORNER_SE
WALL_SHADOW_END_OF_WALL_E
WALL_SHADOW_END_OF_WALL_W
WALL_SHADOW_END_OF_WALL_S
WALL_SHADOW_END_OF_WALL_N
WALL_SHADOW_AT_CORNER_SE
WALL_SHADOW_AT_CORNER_NE
WALL_SHADOW_AT_CORNER_SW
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_SW
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_SE
RAMP_SHADOW_ON_FLOOR_W_OF_CORNER_SE
RAMP_SHADOW_ON_RAMP_S
RAMP_SHADOW_ON_FLOOR_NE_OF_CORNER_SW
RAMP_SHADOW_ON_FLOOR_N_OF_CORNER_SW
RAMP_SHADOW_ON_FLOOR_N_OF_S
RAMP_SHADOW_ON_FLOOR_N_OF_CORNER_SE
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_NW
RAMP_SHADOW_ON_RAMP_INSIDE_CORNER_NE
RAMP_SHADOW_ON_FLOOR_W_OF_CORNER_NE
RAMP_SHADOW_ON_FLOOR_E_OF_W
RAMP_SHADOW_ON_RAMP_W
RAMP_SHADOW_ON_RAMP_E
RAMP_SHADOW_ON_FLOOR_W_OF_E
RAMP_SHADOW_ON_FLOOR_E_OF_CORNER_SW
RAMP_SHADOW_ON_RAMP_CORNER_NW_W_TRI_LIGHT
RAMP_SHADOW_ON_FLOOR_SE_OF_CORNER_NW
RAMP_SHADOW_ON_FLOOR_S_OF_CORNER_NW
RAMP_SHADOW_ON_FLOOR_S_OF_N
RAMP_SHADOW_ON_FLOOR_S_OF_CORNER_NE
RAMP_SHADOW_ON_FLOOR_SW_OF_CORNER_NE
RAMP_SHADOW_ON_RAMP_N
RAMP_SHADOW_ON_FLOOR_E_OF_CORNER_NW
RAMP_SHADOW_ON_RAMP_CORNER_SW_W_TRI_LIGHT
RAMP_SHADOW_ON_RAMP_CORNER_NE_N_TRI_HEAVY
RAMP_SHADOW_ON_RAMP_CORNER_NE_N_TRI_LIGHT
RAMP_SHADOW_ON_RAMP_CORNER_NE_E_TRI_HEAVY
RAMP_SHADOW_ON_RAMP_CORNER_NE_E_TRI_LIGHT
RAMP_SHADOW_ON_RAMP_CORNER_NW_N_TRI_HEAVY
RAMP_SHADOW_ON_RAMP_CORNER_NW_N_TRI_LIGHT
RAMP_SHADOW_ON_RAMP_CORNER_NW_W_TRI_HEAVY
DESIGNATION_DIG_STAIR_UPDOWN
RAMP_SHADOW_ON_RAMP_CORNER_SE_S_TRI_HEAVY
RAMP_SHADOW_ON_RAMP_CORNER_SE_S_TRI_LIGHT
RAMP_SHADOW_ON_RAMP_CORNER_SE_E_TRI_HEAVY
RAMP_SHADOW_ON_RAMP_CORNER_SE_E_TRI_LIGHT
RAMP_SHADOW_ON_RAMP_CORNER_SW_S_TRI_HEAVY
RAMP_SHADOW_ON_RAMP_CORNER_SW_S_TRI_LIGHT
RAMP_SHADOW_ON_RAMP_CORNER_SW_W_TRI_HEAVY
DESIGNATION_GATHER
DESIGNATION_CHOP
DESIGNATION_DIG_STANDARD
DESIGNATION_DIG_REMOVE_CONSTRUCTION
DESIGNATION_DIG_CHANNEL
DESIGNATION_DIG_RAMP
DESIGNATION_DIG_STAIR_DOWN
DESIGNATION_DIG_STAIR_UP
DESIGNATION_TRACK_NS
DESIGNATION_TRACK_E
DESIGNATION_TRACK_W
DESIGNATION_TRACK_S
DESIGNATION_TRACK_N
DESIGNATION_FORTIFY
DESIGNATION_ENGRAVE
DESIGNATION_SMOOTH
BLD_BRIDGE_GLASS_RAISE_E_END_CENTER
BLD_BRIDGE_GLASS_RAISE_W_END_S
BLD_BRIDGE_GLASS_RAISE_W_END_N
BLD_BRIDGE_GLASS_RAISE_W_END_1
BLD_BRIDGE_GLASS_RAISE_W_END_CENTER
BLD_BRIDGE_GLASS_RAISE_S_END_E
BLD_BRIDGE_GLASS_RAISE_S_END_W
BLD_BRIDGE_GLASS_RAISE_S_END_1
BLD_BRIDGE_GLASS_RAISED_W_N
BLD_BRIDGE_GLASS_RAISED_N_CENTER
BLD_BRIDGE_GLASS_RAISED_S_CENTER
BLD_BRIDGE_GLASS_RAISED_E_CENTER
BLD_BRIDGE_GLASS_RAISED_W_CENTER
BLD_BRIDGE_GLASS_RAISE_E_END_S
BLD_BRIDGE_GLASS_RAISE_E_END_N
BLD_BRIDGE_GLASS_RAISE_E_END_1
BLD_BRIDGE_GLASS_RAISED_W_1
BLD_BRIDGE_GLASS_RAISED_N_E
BLD_BRIDGE_GLASS_RAISED_N_W
BLD_BRIDGE_GLASS_RAISED_S_E
BLD_BRIDGE_GLASS_RAISED_S_W
BLD_BRIDGE_GLASS_RAISED_E_S
BLD_BRIDGE_GLASS_RAISED_E_N
BLD_BRIDGE_GLASS_RAISED_W_S
BLD_BRIDGE_GLASS_RETRACT_W
BLD_BRIDGE_GLASS_RETRACT_WE
BLD_BRIDGE_GLASS_RETRACT_CENTER
BLD_BRIDGE_GLASS_RETRACT_1x1
BLD_BRIDGE_GLASS_CONSTRUCTION
BLD_BRIDGE_GLASS_RAISED_N_1
BLD_BRIDGE_GLASS_RAISED_S_1
BLD_BRIDGE_GLASS_RAISED_E_1
BLD_BRIDGE_GLASS_RETRACT_NSE
BLD_BRIDGE_GLASS_RETRACT_NSW
BLD_BRIDGE_GLASS_RETRACT_SWE
BLD_BRIDGE_GLASS_RETRACT_NWE
BLD_BRIDGE_GLASS_RETRACT_S
BLD_BRIDGE_GLASS_RETRACT_N
BLD_BRIDGE_GLASS_RETRACT_NS
BLD_BRIDGE_GLASS_RETRACT_E
VERMIN_LIGHT_SWARM_LARGE
VERMIN_SWARM_SMALL
VERMIN_SWARM_MEDIUM
VERMIN_SWARM_LARGE
BLD_BRIDGE_GLASS_RETRACT_SE
BLD_BRIDGE_GLASS_RETRACT_SW
BLD_BRIDGE_GLASS_RETRACT_NW
BLD_BRIDGE_GLASS_RETRACT_NE
WALL_SHADOW_NEAR_N_OPEN_NW
WALL_SHADOW_STRAIGHT_E
WALL_SHADOW_STRAIGHT_W
WALL_SHADOW_STRAIGHT_S
WALL_SHADOW_STRAIGHT_N
VERMIN_LIGHT
VERMIN_LIGHT_SWARM_SMALL
VERMIN_LIGHT_SWARM_MEDIUM
WALL_SHADOW_AT_CORNER_NW
WALL_SHADOW_NEAR_E_OPEN_SE
WALL_SHADOW_NEAR_E_OPEN_NE
WALL_SHADOW_NEAR_W_OPEN_SW
WALL_SHADOW_NEAR_W_OPEN_NW
WALL_SHADOW_NEAR_S_OPEN_SE
WALL_SHADOW_NEAR_S_OPEN_SW
WALL_SHADOW_NEAR_N_OPEN_NE
SWAMP_EVILSAV
MARSH_GOOD
MARSH_GOODSAV
MARSH_EVIL
MARSH_EVILSAV
MARSH
TUNDRA_GOOD
TUNDRA_GOODSAV
BADLANDS_GOOD
BADLANDS_GOODSAV
BADLANDS_EVIL
BADLANDS_EVILSAV
BADLANDS
SWAMP_GOOD
SWAMP_GOODSAV
SWAMP_EVIL
ROCKY_PLAINS_EVIL
ROCKY_PLAINS_EVILSAV
ROCKY_PLAINS
ROCKY_HILLS_GOOD
ROCKY_HILLS_GOODSAV
ROCKY_HILLS_EVIL
ROCKY_HILLS_EVILSAV
ROCKY_HILLS
SAND_DESERT_EVILSAV
SAND_DESERT_RED
SAND_DESERT_BLACK
SAND_DESERT_WHITE
SAND_DESERT_YELLOW
SAND_DESERT
ROCKY_PLAINS_GOOD
ROCKY_PLAINS_GOODSAV
BEACH_GOOD
BEACH_GOODSAV
BEACH_EVIL
BEACH_EVILSAV
BEACH
SAND_DESERT_GOOD
SAND_DESERT_GOODSAV
SAND_DESERT_EVIL
LAKE_GOOD
LAKE_GOODSAV
LAKE_EVIL
LAKE_EVILSAV
GLACIER_GOOD
GLACIER_GOODSAV
GLACIER_EVIL
GLACIER_EVILSAV
OCEAN_DEEP_GOODSAV
OCEAN_DEEP_EVIL
OCEAN_DEEP_EVILSAV
OCEAN_DEEP
OCEAN_GOOD
OCEAN_GOODSAV
OCEAN_EVIL
OCEAN_EVILSAV
FOREST_BROADLEAF_TROP_DRY_EVILSAV
FOREST_BROADLEAF_TROP_DRY
FROZEN_OCEAN_GOOD
FROZEN_OCEAN_GOODSAV
FROZEN_OCEAN_EVIL
FROZEN_OCEAN_EVILSAV
FROZEN_OCEAN
OCEAN_DEEP_GOOD
DESIGNATION_TRACK_NWE
DESIGNATION_TRACK_NSE
DESIGNATION_TRACK_NSW
DESIGNATION_TRACK_WE
DESIGNATION_TRACK_SE
DESIGNATION_TRACK_SW
DESIGNATION_TRACK_NE
DESIGNATION_TRACK_NW
DESIGNATION_ITEM_FORBIDDEN_MELT
DESIGNATION_ITEM_HIDDEN
DESIGNATION_ITEM_FORBIDDEN
DESIGNATION_ITEM_DUMP
DESIGNATION_ITEM_MELT
DESIGNATION_PRIORITY
DESIGNATION_TRACK_NSWE
DESIGNATION_TRACK_SWE
MISSING_ITEM
MISSING_CREATURE
WARM_STONE_WARNING
DAMP_STONE_WARNING
DESIGNATION_TRAFFIC_RESTRICTED
DESIGNATION_TRAFFIC_LOW
DESIGNATION_TRAFFIC_HIGH
DESIGNATION_ITEM_FORBIDDEN_DUMP
WORLD_EL_MOUNTAINS
WORLD_EL_MID
WORLD_EL_OCEAN
EMBARK_OVERLAY_FIND_RESULT_PARTIAL
EMBARK_OVERLAY_FIND_RESULT
EMBARK_OVERLAY_GOOD
EMBARK_OVERLAY_RESTRICTED
MISSING_BUILDING
GRASSLAND_TROP_EVILSAV
GRASSLAND_TROP
GRASSLAND_TEMP_GOOD
GRASSLAND_TEMP_GOODSAV
GRASSLAND_TEMP_EVIL
GRASSLAND_TEMP_EVILSAV
GRASSLAND_TEMP
WORLD_CLIFF
SHRUBLAND
HILLS_GOOD
HILLS_GOODSAV
HILLS_EVIL
HILLS_EVILSAV
GRASSLAND_TROP_GOOD
GRASSLAND_TROP_GOODSAV
GRASSLAND_TROP_EVIL
SAVANNA_TEMP_GOODSAV
SAVANNA_TEMP_EVIL
SAVANNA_TEMP_EVILSAV
SAVANNA_TEMP
SHRUBLAND_GOOD
SHRUBLAND_GOODSAV
SHRUBLAND_EVIL
SHRUBLAND_EVILSAV
TUNDRA_EVIL
TUNDRA_EVILSAV
SAVANNA_TROP_GOOD
SAVANNA_TROP_GOODSAV
SAVANNA_TROP_EVIL
SAVANNA_TROP_EVILSAV
SAVANNA_TROP
SAVANNA_TEMP_GOOD
SITE_MAP_BUILDINGS_ROAD_SE
SITE_MAP_BUILDINGS_ROAD_SW
SITE_MAP_BUILDINGS_ROAD_NE
SITE_MAP_BUILDINGS_ROAD_NW
SITE_MAP_BUILDINGS_ROAD_NS
SITE_MAP_BUILDINGS_ROAD_NSW
SITE_MAP_BUILDINGS_ROAD_NSE
SITE_MAP_BUILDINGS_ROAD_NWE
SITE_MAP_BUILDINGS_ROAD_NWE_TOP
SITE_MAP_BUILDINGS_ROAD_SWE_TOP
SITE_MAP_BUILDINGS_ROAD_NSWE_TOP
SITE_MAP_BUILDINGS_ROAD_E
SITE_MAP_BUILDINGS_ROAD_W
SITE_MAP_BUILDINGS_ROAD_S
SITE_MAP_BUILDINGS_ROAD_N
SITE_MAP_BUILDINGS_ROAD_WE
SITE_MAP_BUILDINGS_ROAD_WE_TOP
SITE_MAP_BUILDINGS_ROAD_SE_TOP
SITE_MAP_BUILDINGS_ROAD_SW_TOP
SITE_MAP_BUILDINGS_ROAD_NE_TOP
SITE_MAP_BUILDINGS_ROAD_NW_TOP
SITE_MAP_BUILDINGS_ROAD_NS_TOP
SITE_MAP_BUILDINGS_ROAD_NSW_TOP
SITE_MAP_BUILDINGS_ROAD_NSE_TOP
SITE_MAP_TEMPLE_11
SITE_MAP_MEAD_HALL_11_TOP
SITE_MAP_MEAD_HALL_11
SITE_MAP_ISOLATED_BUILDING
SITE_MAP_BUILDINGS_ROAD_E_TOP
SITE_MAP_BUILDINGS_ROAD_W_TOP
SITE_MAP_BUILDINGS_ROAD_S_TOP
SITE_MAP_BUILDINGS_ROAD_N_TOP
SITE_MAP_TAVERN_11
SITE_MAP_TEMPLE_22_TOP
SITE_MAP_TEMPLE_22
SITE_MAP_TEMPLE_12_TOP
SITE_MAP_TEMPLE_12
SITE_MAP_TEMPLE_21_TOP
SITE_MAP_TEMPLE_21
SITE_MAP_TEMPLE_11_TOP
SITE_MAP_BLD_TOWER
SITE_MAP_TAVERN_22_TOP
SITE_MAP_TAVERN_22
SITE_MAP_TAVERN_12_TOP
SITE_MAP_TAVERN_12
SITE_MAP_TAVERN_21_TOP
SITE_MAP_TAVERN_21
SITE_MAP_TAVERN_11_TOP
SITE_MAP_LIBRARY_12
SITE_MAP_LIBRARY_21_TOP
SITE_MAP_LIBRARY_21
SITE_MAP_LIBRARY_11_TOP
SITE_MAP_LIBRARY_11
SITE_MAP_GARDEN_TOP
SITE_MAP_GARDEN
SITE_MAP_BLD_TOWER_TOP
SITE_MAP_COUNTING_HOUSE_12
SITE_MAP_COUNTING_HOUSE_21_TOP
SITE_MAP_COUNTING_HOUSE_21
SITE_MAP_COUNTING_HOUSE_11_TOP
SITE_MAP_COUNTING_HOUSE_11
SITE_MAP_LIBRARY_22_TOP
SITE_MAP_LIBRARY_22
SITE_MAP_LIBRARY_12_TOP
FOREST_BROADLEAF_TROP_MOIST_GOOD
FOREST_BROADLEAF_TROP_MOIST_GOODSAV
FOREST_BROADLEAF_TROP_MOIST_EVIL
FOREST_BROADLEAF_TROP_MOIST_EVILSAV
FOREST_BROADLEAF_TROP_MOIST
FOREST_BROADLEAF_TROP_DRY_GOOD
FOREST_BROADLEAF_TROP_DRY_GOODSAV
FOREST_BROADLEAF_TROP_DRY_EVIL
FOREST_CONIFER_TEMP_EVIL
FOREST_CONIFER_TEMP_EVILSAV
FOREST_CONIFER_TEMP
FOREST_BROADLEAF_TEMP_GOOD
FOREST_BROADLEAF_TEMP_GOODSAV
FOREST_BROADLEAF_TEMP_EVIL
FOREST_BROADLEAF_TEMP_EVILSAV
FOREST_BROADLEAF_TEMP
FOREST_TAIGA_EVILSAV
FOREST_CONIFER_TROP_GOOD
FOREST_CONIFER_TROP_GOODSAV
FOREST_CONIFER_TROP_EVIL
FOREST_CONIFER_TROP_EVILSAV
FOREST_CONIFER_TROP
FOREST_CONIFER_TEMP_GOOD
FOREST_CONIFER_TEMP_GOODSAV
MOUNTAIN_LOW
MOUNTAIN_MID
MOUNTAIN_HIGH
VOLCANO
MOUNTAIN_PEAK
FOREST_TAIGA_GOOD
FOREST_TAIGA_GOODSAV
FOREST_TAIGA_EVIL
MOUNTAIN_HIGH_EVIL
VOLCANO_EVIL
MOUNTAIN_PEAK_EVIL
MOUNTAIN_LOW_EVILSAV
MOUNTAIN_MID_EVILSAV
MOUNTAIN_HIGH_EVILSAV
VOLCANO_EVILSAV
MOUNTAIN_PEAK_EVILSAV
MOUNTAIN_PEAK_GOOD
MOUNTAIN_LOW_GOODSAV
MOUNTAIN_MID_GOODSAV
MOUNTAIN_HIGH_GOODSAV
VOLCANO_GOODSAV
MOUNTAIN_PEAK_GOODSAV
MOUNTAIN_LOW_EVIL
MOUNTAIN_MID_EVIL
SITE_MAP_CROPS_FALLOW
SITE_MAP_CROPS
SITE_MAP_MUDDY
SITE_MAP_GRASSY
MOUNTAIN_LOW_GOOD
MOUNTAIN_MID_GOOD
MOUNTAIN_HIGH_GOOD
VOLCANO_GOOD
SITE_MAP_BUILDINGS_ROAD_SWE
SITE_MAP_BUILDINGS_ROAD_NSWE
SITE_MAP_SOLID_BUILDINGS_TOP
SITE_MAP_SOLID_BUILDINGS
SITE_MAP_ORCHARD
SITE_MAP_INNER_YARD
SITE_MAP_PASTURE
SITE_MAP_MEADOW
SITE_MAP_BRIDGE_BROOK_NS
SITE_MAP_BRIDGE_BROOK_WE
SITE_MAP_WOODEN_KEEP_TOP
SITE_MAP_WOODEN_KEEP
SITE_MAP_WOODEN_WALL_WE
SITE_MAP_WOODEN_WALL_SE
SITE_MAP_WOODEN_WALL_SW
SITE_MAP_WOODEN_WALL_NE
SITE_MAP_STONE_GATE_TOWER_TOP
SITE_MAP_STONE_GATE_TOWER
SITE_MAP_WOODEN_GATE_TOWER_TOP
SITE_MAP_WOODEN_GATE_TOWER
SITE_MAP_GATE_WE
SITE_MAP_GATE_NS
SITE_MAP_BRIDGE_RIVER_NS
SITE_MAP_BRIDGE_RIVER_WE
SITE_MAP_TRENCH_SWE
SITE_MAP_TRENCH_NSWE
SITE_MAP_DARK_TOWER_TOP
SITE_MAP_DARK_TOWER
SITE_MAP_GREAT_DARK_TOWER_Z_TOP
SITE_MAP_GREAT_DARK_TOWER_Z
SITE_MAP_GREAT_DARK_TOWER_TOP
SITE_MAP_GREAT_DARK_TOWER
SITE_MAP_TRENCH_SE
SITE_MAP_TRENCH_SW
SITE_MAP_TRENCH_NE
SITE_MAP_TRENCH_NW
SITE_MAP_TRENCH_NS
SITE_MAP_TRENCH_NSW
SITE_MAP_TRENCH_NSE
SITE_MAP_TRENCH_NWE
SITE_MAP_HILLOCK_HALL
SITE_MAP_HILLOCK_HOUSE
SITE_MAP_TRENCH
SITE_MAP_TRENCH_E
SITE_MAP_TRENCH_W
SITE_MAP_TRENCH_S
SITE_MAP_TRENCH_N
SITE_MAP_TRENCH_WE
SITE_MAP_TREE_INDUSTRY_TOP
SITE_MAP_TREE_INDUSTRY
SITE_MAP_TREE_HOME_TOP
SITE_MAP_TREE_HOME
SITE_MAP_TREE_RESIDENTIAL_TOP
SITE_MAP_TREE_RESIDENTIAL
SITE_MAP_HILLOCK_CIVIC
SITE_MAP_HILLOCK_TAVERN
SITE_MAP_TREE_BUILDING_TOP
SITE_MAP_TREE_BUILDING
SITE_MAP_TREE_LIBRARY_TOP
SITE_MAP_TREE_LIBRARY
SITE_MAP_TREE_INN_TOP
SITE_MAP_TREE_INN
SITE_MAP_TREE_MARKET_TOP
SITE_MAP_TREE_MARKET
SITE_MAP_MYTHICAL_3
SITE_MAP_VAULT_Z_TOP
SITE_MAP_VAULT_Z
SITE_MAP_VAULT_TOP
SITE_MAP_VAULT
SITE_MAP_BUILDING
SITE_MAP_TOWER_UNDEAD_TOP
SITE_MAP_TOWER_UNDEAD
SITE_MAP_GUILDHALL_12
SITE_MAP_GUILDHALL_21_TOP
SITE_MAP_GUILDHALL_21
SITE_MAP_GUILDHALL_11_TOP
SITE_MAP_GUILDHALL_11
SITE_MAP_COUNTING_HOUSE_22_TOP
SITE_MAP_COUNTING_HOUSE_22
SITE_MAP_COUNTING_HOUSE_12_TOP
SITE_MAP_ROAD_PAVED_NWE
SITE_MAP_ROAD_PAVED_SWE
SITE_MAP_ROAD_PAVED_NSWE
SITE_MAP_DIRT_FIELD
SITE_MAP_PLAZA
SITE_MAP_GUILDHALL_22_TOP
SITE_MAP_GUILDHALL_22
SITE_MAP_GUILDHALL_12_TOP
SITE_MAP_ROAD_PAVED_WE
SITE_MAP_ROAD_PAVED_SE
SITE_MAP_ROAD_PAVED_SW
SITE_MAP_ROAD_PAVED_NE
SITE_MAP_ROAD_PAVED_NW
SITE_MAP_ROAD_PAVED_NS
SITE_MAP_ROAD_PAVED_NSW
SITE_MAP_ROAD_PAVED_NSE
SITE_MAP_ROAD_DIRT_NSE
SITE_MAP_ROAD_DIRT_NWE
SITE_MAP_ROAD_DIRT_SWE
SITE_MAP_ROAD_DIRT_NSWE
SITE_MAP_ROAD_PAVED_E
SITE_MAP_ROAD_PAVED_W
SITE_MAP_ROAD_PAVED_S
SITE_MAP_ROAD_PAVED_N
SITE_MAP_ROAD_DIRT_N
SITE_MAP_ROAD_DIRT_WE
SITE_MAP_ROAD_DIRT_SE
SITE_MAP_ROAD_DIRT_SW
SITE_MAP_ROAD_DIRT_NE
SITE_MAP_ROAD_DIRT_NW
SITE_MAP_ROAD_DIRT_NS
SITE_MAP_ROAD_DIRT_NSW
SITE_MAP_CASTLE_WALL_NSE
SITE_MAP_CASTLE_WALL_NWE
SITE_MAP_CASTLE_WALL_SWE
SITE_MAP_CASTLE_WALL_NSWE
SITE_MAP_CASTLE
SITE_MAP_ROAD_DIRT_E
SITE_MAP_ROAD_DIRT_W
SITE_MAP_ROAD_DIRT_S
SITE_MAP_CASTLE_KEEP
SITE_MAP_CASTLE_WALL_WE
SITE_MAP_CASTLE_WALL_SE
SITE_MAP_CASTLE_WALL_SW
SITE_MAP_CASTLE_WALL_NE
SITE_MAP_CASTLE_WALL_NW
SITE_MAP_CASTLE_WALL_NS
SITE_MAP_CASTLE_WALL_NSW
SITE_MAP_WOODEN_WALL_NW
SITE_MAP_WOODEN_WALL_NS
SITE_MAP_WOODEN_WALL_NSW
SITE_MAP_WOODEN_WALL_NSE
SITE_MAP_WOODEN_WALL_NWE
SITE_MAP_WOODEN_WALL_SWE
SITE_MAP_WOODEN_WALL_NSWE
SITE_MAP_CASTLE_KEEP_TOP
RIVER_WE
RIVER_NS
BROOK_MOUTH_NARROW_E
BROOK_MOUTH_NARROW_W
BROOK_MOUTH_NARROW_N
BROOK_MOUTH_NARROW_S
BROOK_E
BROOK_W
RIVER_NSW
RIVER_NWE
RIVER_SWE
RIVER_NSE
RIVER_NW
RIVER_NE
RIVER_SW
RIVER_SE
RIVER_MOUTH_NARROW_N
RIVER_MOUTH_NARROW_S
RIVER_E
RIVER_W
RIVER_N
RIVER_S
RIVER_0
RIVER_NSWE
RIVER_MAJOR_NW
RIVER_MAJOR_NE
RIVER_MAJOR_SW
RIVER_MAJOR_SE
RIVER_MAJOR_WE
RIVER_MAJOR_NS
RIVER_MOUTH_NARROW_E
RIVER_MOUTH_NARROW_W
RIVER_MAJOR_N
RIVER_MAJOR_S
RIVER_MAJOR_0
RIVER_MAJOR_NSWE
RIVER_MAJOR_NSW
RIVER_MAJOR_NWE
RIVER_MAJOR_SWE
RIVER_MAJOR_NSE
SITE_LABYRINTH
SITE_CAVE
RIVER_MAJOR_MOUTH_NARROW_E
RIVER_MAJOR_MOUTH_NARROW_W
RIVER_MAJOR_MOUTH_NARROW_N
RIVER_MAJOR_MOUTH_NARROW_S
RIVER_MAJOR_E
RIVER_MAJOR_W
MAP_ATTACK
MAP_HOSTILE
MAP_NEUTRAL
MAP_YOUR_CIV
MAP_YOUR_FORT
MAP_CURSOR
SITE_LAIR_BURROW
SITE_SHRINE_TITAN
MAP_MARKET_DEPENDENCE
MAP_TRIBUTARY
MAP_OCCUPIED_TRIBUTARY
MAP_VASSAL
MAP_HOLDING
MAP_OCCUPIED_HOLDING
MAP_MISSION_MARKER
MAP_MISSION_PATH
TUNNEL_NW
TUNNEL_NE
TUNNEL_SW
TUNNEL_SE
TUNNEL_WE
TUNNEL_NS
SITE_MAP_MYTHICAL_1
SITE_MAP_MYTHICAL_2
TUNNEL_N
TUNNEL_S
TUNNEL_0
TUNNEL_NSWE
TUNNEL_NSW
TUNNEL_NWE
TUNNEL_SWE
TUNNEL_NSE
ROAD_PAVED_NW
ROAD_PAVED_NE
ROAD_PAVED_SW
ROAD_PAVED_SE
ROAD_PAVED_WE
ROAD_PAVED_NS
TUNNEL_E
TUNNEL_W
ROAD_PAVED_N
ROAD_PAVED_S
ROAD_PAVED_0
ROAD_PAVED_NSWE
ROAD_PAVED_NSW
ROAD_PAVED_NWE
ROAD_PAVED_SWE
ROAD_PAVED_NSE
ROAD_DIRT_NW
ROAD_DIRT_NE
ROAD_DIRT_SW
ROAD_DIRT_SE
ROAD_DIRT_WE
ROAD_DIRT_NS
ROAD_PAVED_E
ROAD_PAVED_W
ROAD_DIRT_N
ROAD_DIRT_S
ROAD_DIRT_0
ROAD_DIRT_NSWE
ROAD_DIRT_NSW
ROAD_DIRT_NWE
ROAD_DIRT_SWE
ROAD_DIRT_NSE
BROOK_NW
BROOK_NE
BROOK_SW
BROOK_SE
BROOK_WE
BROOK_NS
ROAD_DIRT_E
ROAD_DIRT_W
BROOK_N
BROOK_S
BROOK_0
BROOK_NSWE
BROOK_NSW
BROOK_NWE
BROOK_SWE
BROOK_NSE
MAP_DRAWN_ROAD_WE
MAP_DRAWN_ROAD_NS
MAP_DRAWN_ROAD_SWE
MAP_DRAWN_ROAD_NWE
MAP_DRAWN_ROAD_NSE
MAP_DRAWN_ROAD_NSW
MAP_DRAWN_ROAD_NSWE
MAP_DRAWN_DESERT_SAND
MAP_DRAWN_ROAD_E
MAP_DRAWN_ROAD_W
MAP_DRAWN_ROAD_S
MAP_DRAWN_ROAD_N
MAP_DRAWN_ROAD_SE
MAP_DRAWN_ROAD_SW
MAP_DRAWN_ROAD_NE
MAP_DRAWN_ROAD_NW
MAP_DRAWN_RIVER_NW
MAP_DRAWN_RIVER_WE
MAP_DRAWN_RIVER_NS
MAP_DRAWN_RIVER_SWE
MAP_DRAWN_RIVER_NWE
MAP_DRAWN_RIVER_NSE
MAP_DRAWN_RIVER_NSW
MAP_DRAWN_RIVER_NSWE
MAP_DRAWN_SITE_LABYRINTH
MAP_DRAWN_RIVER_E
MAP_DRAWN_RIVER_W
MAP_DRAWN_RIVER_S
MAP_DRAWN_RIVER_N
MAP_DRAWN_RIVER_SE
MAP_DRAWN_RIVER_SW
MAP_DRAWN_RIVER_NE
MAP_DRAWN_SITE_MOUNTAIN_RUIN
MAP_DRAWN_SITE_FORTRESS
MAP_DRAWN_SITE_HILLOCKS
MAP_DRAWN_SITE_MOUNTAIN_HOME
MAP_DRAWN_SITE_CAMP
MAP_DRAWN_SITE_CAVE
MAP_DRAWN_SITE_LAIR
MAP_DRAWN_SITE_SHRINE
MAP_DRAWN_SITE_NECROTOWER
MAP_DRAWN_SITE_CASTLE_RUIN
MAP_DRAWN_SITE_FOREST_RUIN
MAP_DRAWN_SITE_FOREST_RETREAT
MAP_DRAWN_SITE_HOME_TREE
MAP_DRAWN_SITE_EVIL_RUIN
MAP_DRAWN_SITE_DARK_PITS
MAP_DRAWN_SITE_DARK_FORTRESS
MAP_DRAWN_SITE_CITY_RUIN
MAP_DRAWN_SITE_TOWN
MAP_DRAWN_SITE_CITY
MAP_DRAWN_SITE_TOMB
MAP_DRAWN_SITE_VAULT
MAP_DRAWN_SITE_CASTLE
MAP_DRAWN_SITE_MONASTERY
MAP_DRAWN_SITE_FORT
WORLD_EDGE_SHAPE_STRAIGHT_W
WORLD_EDGE_SHAPE_STRAIGHT_S
WORLD_EDGE_SHAPE_STRAIGHT_N
MAP_DRAWN_SITE_MYTHICAL_1
MAP_DRAWN_SITE_MYTHICAL_2
MAP_DRAWN_SITE_MYTHICAL_3
MAP_DRAWN_SITE_VILLAGE_RUIN
MAP_DRAWN_SITE_VILLAGE
SITE_CITY_2
SITE_CITY_1
SITE_VILLAGE
SITE_MOUNTAINHOME
SITE_HILLOCKS
SITE_FORTRESS
SITE_CAMP
MAP_ALLY
SITE_FORT
SITE_MONASTERY
SITE_CASTLE
SITE_NECROTOWER
SITE_FOREST_RETREAT_1
SITE_FOREST_RETREAT_2
SITE_CITY_4
SITE_CITY_3
SITE_RUIN
SITE_DARK_FORTRESS_1
SITE_DARK_FORTRESS_2
SITE_TOMB
SITE_MYTHICAL_1
SITE_MYTHICAL_2
SITE_MYTHICAL_3
SITE_VAULT
ELEVATION_INDICATOR
SITE_RUIN_GOBLIN
SITE_RUIN_CASTLE
SITE_RUIN_FOREST_RETREAT_1
SITE_RUIN_FOREST_RETREAT_2
SITE_RUIN_CITY
SITE_RUIN_VILLAGE
SITE_RUIN_DWARF
ARMY_MONSTERS_MEDIUM
ARMY_MONSTERS_SMALL
ARMY_SOLDIERS_LARGE
ARMY_SOLDIERS_MEDIUM
ARMY_SOLDIERS_SMALL
ARMY_GROUP_LARGE
ARMY_GROUP_MEDIUM
ARMY_GROUP_SMALL
MAP_CUMULUS_MED
MAP_CUMULUS_MULTI
MAP_CUMULUS_NIMBUS
MAP_STRATUS_ALTO
MAP_STRATUS_PROPER
MAP_STRATUS_NIMBUS
MAP_ADV_YOU_TRAVEL
ARMY_MONSTERS_LARGE
MAP_DRAWN_FOREST_CONIFER
MAP_DRAWN_OCEAN
MAP_DRAWN_GRASSLAND
MAP_DRAWN_BACKGROUND
MAP_FOG_MIST
MAP_FOG_NORMAL
MAP_FOG_THICK
MAP_CIRRUS
MAP_DRAWN_DESERT_BADLANDS
MAP_DRAWN_DESERT_ROCK
MAP_DRAWN_SITE
MAP_DRAWN_GLACIER
MAP_DRAWN_MARSH
MAP_DRAWN_MOUNTAINS
MAP_DRAWN_HILLS
MAP_DRAWN_FOREST_BROADLEAF
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_N
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_NW
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_SE
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_SW
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_NE
WORLD_EDGE_GRASS_TEMP_EVIL_THICK_CORNER_NW
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_E
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_W
WORLD_EDGE_GRASS_TEMP_EVIL_STRAIGHT_S
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NSW
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_SE
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_SW
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_NE
WORLD_EDGE_GRASS_TEMP_EVIL_TINY_CORNER_NW
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_SE
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_SW
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_NE
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_S_E
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_S_W
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_N_E
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_N_W
WORLD_EDGE_GRASS_TEMP_EVIL_SURROUND
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_SWE
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NWE
WORLD_EDGE_GRASS_TEMP_EVIL_INLET_NSE
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_E_S
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_E_N
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_W_S
WORLD_EDGE_GRASS_TEMP_EVIL_THINNING_W_N
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_E
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_W
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_S
WORLD_EDGE_GRASS_TEMP_GOOD_STRAIGHT_N
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GRASS_TEMP_EVIL_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_SE
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_SW
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_NE
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_NW
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_SE
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_SW
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_NE
WORLD_EDGE_GRASS_TEMP_GOOD_THICK_CORNER_NW
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_SWE
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_NWE
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_NSE
WORLD_EDGE_GRASS_TEMP_GOOD_INLET_NSW
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_SE
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_SW
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_NE
WORLD_EDGE_GRASS_TEMP_GOOD_TINY_CORNER_NW
WORLD_EDGE_SHAPE_THIN_CORNER_SW
WORLD_EDGE_SHAPE_THIN_CORNER_NE
WORLD_EDGE_SHAPE_THIN_CORNER_NW
WORLD_EDGE_SHAPE_THICK_CORNER_SE
WORLD_EDGE_SHAPE_THICK_CORNER_SW
WORLD_EDGE_SHAPE_THICK_CORNER_NE
WORLD_EDGE_SHAPE_THICK_CORNER_NW
WORLD_EDGE_SHAPE_STRAIGHT_E
WORLD_EDGE_SHAPE_INLET_NWE
WORLD_EDGE_SHAPE_INLET_NSE
WORLD_EDGE_SHAPE_INLET_NSW
WORLD_EDGE_SHAPE_TINY_CORNER_SE
WORLD_EDGE_SHAPE_TINY_CORNER_SW
WORLD_EDGE_SHAPE_TINY_CORNER_NE
WORLD_EDGE_SHAPE_TINY_CORNER_NW
WORLD_EDGE_SHAPE_THIN_CORNER_SE
WORLD_EDGE_SHAPE_THINNING_W_S
WORLD_EDGE_SHAPE_THINNING_W_N
WORLD_EDGE_SHAPE_THINNING_S_E
WORLD_EDGE_SHAPE_THINNING_S_W
WORLD_EDGE_SHAPE_THINNING_N_E
WORLD_EDGE_SHAPE_THINNING_N_W
WORLD_EDGE_SHAPE_SURROUND
WORLD_EDGE_SHAPE_INLET_SWE
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_SHAPE_THINNING_E_S
WORLD_EDGE_SHAPE_THINNING_E_N
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_NE
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_NW
WORLD_EDGE_GRASS_TEMP_STRAIGHT_E
WORLD_EDGE_GRASS_TEMP_STRAIGHT_W
WORLD_EDGE_GRASS_TEMP_STRAIGHT_S
WORLD_EDGE_GRASS_TEMP_STRAIGHT_N
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_NE
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_NW
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_SE
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_SW
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_NE
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_NW
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_SE
WORLD_EDGE_GRASS_TEMP_THICK_CORNER_SW
WORLD_EDGE_GRASS_TEMP_THINNING_N_W
WORLD_EDGE_GRASS_TEMP_SURROUND
WORLD_EDGE_GRASS_TEMP_INLET_SWE
WORLD_EDGE_GRASS_TEMP_INLET_NWE
WORLD_EDGE_GRASS_TEMP_INLET_NSE
WORLD_EDGE_GRASS_TEMP_INLET_NSW
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_SE
WORLD_EDGE_GRASS_TEMP_TINY_CORNER_SW
WORLD_EDGE_GRASS_TEMP_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GRASS_TEMP_THINNING_E_S
WORLD_EDGE_GRASS_TEMP_THINNING_E_N
WORLD_EDGE_GRASS_TEMP_THINNING_W_S
WORLD_EDGE_GRASS_TEMP_THINNING_W_N
WORLD_EDGE_GRASS_TEMP_THINNING_S_E
WORLD_EDGE_GRASS_TEMP_THINNING_S_W
WORLD_EDGE_GRASS_TEMP_THINNING_N_E
WORLD_EDGE_GRASS_TROP_EVIL_INLET_NSE
WORLD_EDGE_GRASS_TROP_EVIL_INLET_NSW
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_SE
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_SW
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_NE
WORLD_EDGE_GRASS_TROP_EVIL_TINY_CORNER_NW
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_SE
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_SW
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_W_N
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_S_E
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_S_W
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_N_E
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_N_W
WORLD_EDGE_GRASS_TROP_EVIL_SURROUND
WORLD_EDGE_GRASS_TROP_EVIL_INLET_SWE
WORLD_EDGE_GRASS_TROP_EVIL_INLET_NWE
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_E_S
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_E_N
WORLD_EDGE_GRASS_TROP_EVIL_THINNING_W_S
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_NW
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_E
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_W
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_S
WORLD_EDGE_GRASS_TROP_GOOD_STRAIGHT_N
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GRASS_TROP_EVIL_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_NW
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_SE
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_SW
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_NE
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_NW
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_SE
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_SW
WORLD_EDGE_GRASS_TROP_GOOD_THICK_CORNER_NE
WORLD_EDGE_GRASS_TROP_GOOD_SURROUND
WORLD_EDGE_GRASS_TROP_GOOD_INLET_SWE
WORLD_EDGE_GRASS_TROP_GOOD_INLET_NWE
WORLD_EDGE_GRASS_TROP_GOOD_INLET_NSE
WORLD_EDGE_GRASS_TROP_GOOD_INLET_NSW
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_SE
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_SW
WORLD_EDGE_GRASS_TROP_GOOD_TINY_CORNER_NE
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_E_S
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_E_N
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_W_S
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_W_N
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_S_E
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_S_W
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_N_E
WORLD_EDGE_GRASS_TROP_GOOD_THINNING_N_W
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GRASS_TROP_GOOD_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_E_N
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_W_S
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_W_N
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_S_E
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_S_W
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_N_E
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_N_W
WORLD_EDGE_GRASS_TEMP_GOOD_SURROUND
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GRASS_TEMP_GOOD_THINNING_E_S
WORLD_EDGE_GRASS_TROP_THICK_CORNER_SW
WORLD_EDGE_GRASS_TROP_THICK_CORNER_NE
WORLD_EDGE_GRASS_TROP_THICK_CORNER_NW
WORLD_EDGE_GRASS_TROP_STRAIGHT_E
WORLD_EDGE_GRASS_TROP_STRAIGHT_W
WORLD_EDGE_GRASS_TROP_STRAIGHT_S
WORLD_EDGE_GRASS_TROP_STRAIGHT_N
WORLD_EDGE_GRASS_TEMP_GOOD_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GRASS_TROP_TINY_CORNER_SW
WORLD_EDGE_GRASS_TROP_TINY_CORNER_NE
WORLD_EDGE_GRASS_TROP_TINY_CORNER_NW
WORLD_EDGE_GRASS_TROP_THIN_CORNER_SE
WORLD_EDGE_GRASS_TROP_THIN_CORNER_SW
WORLD_EDGE_GRASS_TROP_THIN_CORNER_NE
WORLD_EDGE_GRASS_TROP_THIN_CORNER_NW
WORLD_EDGE_GRASS_TROP_THICK_CORNER_SE
WORLD_EDGE_GRASS_TROP_THINNING_N_E
WORLD_EDGE_GRASS_TROP_THINNING_N_W
WORLD_EDGE_GRASS_TROP_SURROUND
WORLD_EDGE_GRASS_TROP_INLET_SWE
WORLD_EDGE_GRASS_TROP_INLET_NWE
WORLD_EDGE_GRASS_TROP_INLET_NSE
WORLD_EDGE_GRASS_TROP_INLET_NSW
WORLD_EDGE_GRASS_TROP_TINY_CORNER_SE
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GRASS_TROP_THINNING_E_S
WORLD_EDGE_GRASS_TROP_THINNING_E_N
WORLD_EDGE_GRASS_TROP_THINNING_W_S
WORLD_EDGE_GRASS_TROP_THINNING_W_N
WORLD_EDGE_GRASS_TROP_THINNING_S_E
WORLD_EDGE_GRASS_TROP_THINNING_S_W
WORLD_EDGE_GRASS_TROP_EVIL_STRAIGHT_S
WORLD_EDGE_GRASS_TROP_EVIL_STRAIGHT_N
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GRASS_TROP_THIN_CORNER_TRANSITION_NE_N
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WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_SAND_DESERT_YELLOW_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_SE
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_SW
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_NE
WORLD_EDGE_SAND_DESERT_WHITE_THICK_CORNER_NW
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_E
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_W
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_S
WORLD_EDGE_SAND_DESERT_WHITE_STRAIGHT_N
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_SE
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_SW
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_NE
WORLD_EDGE_SAND_DESERT_WHITE_TINY_CORNER_NW
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_SE
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_SW
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_NE
WORLD_EDGE_SAND_DESERT_WHITE_THIN_CORNER_NW
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_S_W
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_N_E
WORLD_EDGE_SAND_DESERT_WHITE_THINNING_N_W
WORLD_EDGE_SAND_DESERT_WHITE_SURROUND
WORLD_EDGE_SAND_DESERT_WHITE_INLET_SWE
WORLD_EDGE_SAND_DESERT_WHITE_INLET_NWE
WORLD_EDGE_SAND_DESERT_WHITE_INLET_NSE
WORLD_EDGE_SAND_DESERT_WHITE_INLET_NSW
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_SE
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_SW
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_NE
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_NW
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_SE
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_SW
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_NE
WORLD_EDGE_SAND_DESERT_GOOD_THICK_CORNER_NW
WORLD_EDGE_SAND_DESERT_GOOD_INLET_SWE
WORLD_EDGE_SAND_DESERT_GOOD_INLET_NWE
WORLD_EDGE_SAND_DESERT_GOOD_INLET_NSE
WORLD_EDGE_SAND_DESERT_GOOD_INLET_NSW
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_SE
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_SW
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_NE
WORLD_EDGE_SAND_DESERT_GOOD_TINY_CORNER_NW
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_E_N
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_W_S
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_W_N
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_S_E
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_S_W
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_N_E
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_N_W
WORLD_EDGE_SAND_DESERT_GOOD_SURROUND
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_SAND_DESERT_GOOD_THINNING_E_S
WORLD_EDGE_DESERT_THICK_CORNER_SW
WORLD_EDGE_DESERT_THICK_CORNER_NE
WORLD_EDGE_DESERT_THICK_CORNER_NW
WORLD_EDGE_DESERT_STRAIGHT_E
WORLD_EDGE_DESERT_STRAIGHT_W
WORLD_EDGE_DESERT_STRAIGHT_S
WORLD_EDGE_DESERT_STRAIGHT_N
WORLD_EDGE_SAND_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_DESERT_TINY_CORNER_SW
WORLD_EDGE_DESERT_TINY_CORNER_NE
WORLD_EDGE_DESERT_TINY_CORNER_NW
WORLD_EDGE_DESERT_THIN_CORNER_SE
WORLD_EDGE_DESERT_THIN_CORNER_SW
WORLD_EDGE_DESERT_THIN_CORNER_NE
WORLD_EDGE_DESERT_THIN_CORNER_NW
WORLD_EDGE_DESERT_THICK_CORNER_SE
WORLD_EDGE_DESERT_THINNING_N_E
WORLD_EDGE_DESERT_THINNING_N_W
WORLD_EDGE_DESERT_SURROUND
WORLD_EDGE_DESERT_INLET_SWE
WORLD_EDGE_DESERT_INLET_NWE
WORLD_EDGE_DESERT_INLET_NSE
WORLD_EDGE_DESERT_INLET_NSW
WORLD_EDGE_DESERT_TINY_CORNER_SE
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_DESERT_THINNING_E_S
WORLD_EDGE_DESERT_THINNING_E_N
WORLD_EDGE_DESERT_THINNING_W_S
WORLD_EDGE_DESERT_THINNING_W_N
WORLD_EDGE_DESERT_THINNING_S_E
WORLD_EDGE_DESERT_THINNING_S_W
WORLD_EDGE_SAND_DESERT_RED_THINNING_N_W
WORLD_EDGE_SAND_DESERT_RED_SURROUND
WORLD_EDGE_SAND_DESERT_RED_INLET_SWE
WORLD_EDGE_SAND_DESERT_RED_INLET_NWE
WORLD_EDGE_SAND_DESERT_RED_INLET_NSE
WORLD_EDGE_SAND_DESERT_RED_INLET_NSW
WORLD_EDGE_SAND_DESERT_RED_TINY_CORNER_SE
WORLD_EDGE_SAND_DESERT_RED_TINY_CORNER_SW
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_SAND_DESERT_RED_THINNING_E_S
WORLD_EDGE_SAND_DESERT_RED_THINNING_E_N
WORLD_EDGE_SAND_DESERT_RED_THINNING_W_S
WORLD_EDGE_SAND_DESERT_RED_THINNING_W_N
WORLD_EDGE_SAND_DESERT_RED_THINNING_S_E
WORLD_EDGE_SAND_DESERT_RED_THINNING_S_W
WORLD_EDGE_SAND_DESERT_RED_THINNING_N_E
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_N
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_SAND_DESERT_RED_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_NW
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_SE
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_SW
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_NE
WORLD_EDGE_SAND_DESERT_EVIL_THICK_CORNER_NW
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_E
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_W
WORLD_EDGE_SAND_DESERT_EVIL_STRAIGHT_S
WORLD_EDGE_SAND_DESERT_EVIL_INLET_NSW
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_SE
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_SW
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_NE
WORLD_EDGE_SAND_DESERT_EVIL_TINY_CORNER_NW
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_SE
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_SW
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_NE
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_S_E
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_S_W
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_N_E
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_N_W
WORLD_EDGE_SAND_DESERT_EVIL_SURROUND
WORLD_EDGE_SAND_DESERT_EVIL_INLET_SWE
WORLD_EDGE_SAND_DESERT_EVIL_INLET_NWE
WORLD_EDGE_SAND_DESERT_EVIL_INLET_NSE
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_E_S
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_E_N
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_W_S
WORLD_EDGE_SAND_DESERT_EVIL_THINNING_W_N
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_E
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_W
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_S
WORLD_EDGE_SAND_DESERT_GOOD_STRAIGHT_N
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_SAND_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_DESERT_GOOD_THINNING_E_S
WORLD_EDGE_DESERT_GOOD_THINNING_E_N
WORLD_EDGE_DESERT_GOOD_THINNING_W_S
WORLD_EDGE_DESERT_GOOD_THINNING_W_N
WORLD_EDGE_DESERT_GOOD_THINNING_S_E
WORLD_EDGE_DESERT_GOOD_THINNING_S_W
WORLD_EDGE_DESERT_GOOD_THINNING_N_E
WORLD_EDGE_DESERT_GOOD_THINNING_N_W
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_TUNDRA_THICK_CORNER_SE
WORLD_EDGE_TUNDRA_THICK_CORNER_SW
WORLD_EDGE_TUNDRA_THICK_CORNER_NE
WORLD_EDGE_TUNDRA_THICK_CORNER_NW
WORLD_EDGE_TUNDRA_STRAIGHT_E
WORLD_EDGE_TUNDRA_STRAIGHT_W
WORLD_EDGE_TUNDRA_STRAIGHT_S
WORLD_EDGE_TUNDRA_STRAIGHT_N
WORLD_EDGE_TUNDRA_TINY_CORNER_SE
WORLD_EDGE_TUNDRA_TINY_CORNER_SW
WORLD_EDGE_TUNDRA_TINY_CORNER_NE
WORLD_EDGE_TUNDRA_TINY_CORNER_NW
WORLD_EDGE_TUNDRA_THIN_CORNER_SE
WORLD_EDGE_TUNDRA_THIN_CORNER_SW
WORLD_EDGE_TUNDRA_THIN_CORNER_NE
WORLD_EDGE_TUNDRA_THIN_CORNER_NW
WORLD_EDGE_TUNDRA_THINNING_S_W
WORLD_EDGE_TUNDRA_THINNING_N_E
WORLD_EDGE_TUNDRA_THINNING_N_W
WORLD_EDGE_TUNDRA_SURROUND
WORLD_EDGE_TUNDRA_INLET_SWE
WORLD_EDGE_TUNDRA_INLET_NWE
WORLD_EDGE_TUNDRA_INLET_NSE
WORLD_EDGE_TUNDRA_INLET_NSW
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_TUNDRA_THINNING_E_S
WORLD_EDGE_TUNDRA_THINNING_E_N
WORLD_EDGE_TUNDRA_THINNING_W_S
WORLD_EDGE_TUNDRA_THINNING_W_N
WORLD_EDGE_TUNDRA_THINNING_S_E
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_W
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_S
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_N
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_TUNDRA_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_SW
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_NE
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_NW
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_SE
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_SW
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_NE
WORLD_EDGE_TUNDRA_EVIL_THICK_CORNER_NW
WORLD_EDGE_TUNDRA_EVIL_STRAIGHT_E
WORLD_EDGE_DESERT_EVIL_STRAIGHT_S
WORLD_EDGE_DESERT_EVIL_STRAIGHT_N
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_DESERT_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_NE
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_NW
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_SE
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_SW
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_NE
WORLD_EDGE_DESERT_EVIL_THICK_CORNER_NW
WORLD_EDGE_DESERT_EVIL_STRAIGHT_E
WORLD_EDGE_DESERT_EVIL_STRAIGHT_W
WORLD_EDGE_DESERT_EVIL_INLET_NSE
WORLD_EDGE_DESERT_EVIL_INLET_NSW
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_SE
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_SW
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_NE
WORLD_EDGE_DESERT_EVIL_TINY_CORNER_NW
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_SE
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_SW
WORLD_EDGE_DESERT_EVIL_THINNING_W_N
WORLD_EDGE_DESERT_EVIL_THINNING_S_E
WORLD_EDGE_DESERT_EVIL_THINNING_S_W
WORLD_EDGE_DESERT_EVIL_THINNING_N_E
WORLD_EDGE_DESERT_EVIL_THINNING_N_W
WORLD_EDGE_DESERT_EVIL_SURROUND
WORLD_EDGE_DESERT_EVIL_INLET_SWE
WORLD_EDGE_DESERT_EVIL_INLET_NWE
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_DESERT_EVIL_THINNING_E_S
WORLD_EDGE_DESERT_EVIL_THINNING_E_N
WORLD_EDGE_DESERT_EVIL_THINNING_W_S
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_NW
WORLD_EDGE_DESERT_GOOD_STRAIGHT_E
WORLD_EDGE_DESERT_GOOD_STRAIGHT_W
WORLD_EDGE_DESERT_GOOD_STRAIGHT_S
WORLD_EDGE_DESERT_GOOD_STRAIGHT_N
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_DESERT_EVIL_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_NW
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_SE
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_SW
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_NE
WORLD_EDGE_DESERT_GOOD_THIN_CORNER_NW
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_SE
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_SW
WORLD_EDGE_DESERT_GOOD_THICK_CORNER_NE
WORLD_EDGE_DESERT_GOOD_SURROUND
WORLD_EDGE_DESERT_GOOD_INLET_SWE
WORLD_EDGE_DESERT_GOOD_INLET_NWE
WORLD_EDGE_DESERT_GOOD_INLET_NSE
WORLD_EDGE_DESERT_GOOD_INLET_NSW
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_SE
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_SW
WORLD_EDGE_DESERT_GOOD_TINY_CORNER_NE
WORLD_EDGE_GLACIER_THIN_CORNER_NW
WORLD_EDGE_GLACIER_THICK_CORNER_SE
WORLD_EDGE_GLACIER_THICK_CORNER_SW
WORLD_EDGE_GLACIER_THICK_CORNER_NE
WORLD_EDGE_GLACIER_THICK_CORNER_NW
WORLD_EDGE_GLACIER_STRAIGHT_E
WORLD_EDGE_GLACIER_STRAIGHT_W
WORLD_EDGE_GLACIER_STRAIGHT_S
WORLD_EDGE_GLACIER_INLET_NSW
WORLD_EDGE_GLACIER_TINY_CORNER_SE
WORLD_EDGE_GLACIER_TINY_CORNER_SW
WORLD_EDGE_GLACIER_TINY_CORNER_NE
WORLD_EDGE_GLACIER_TINY_CORNER_NW
WORLD_EDGE_GLACIER_THIN_CORNER_SE
WORLD_EDGE_GLACIER_THIN_CORNER_SW
WORLD_EDGE_GLACIER_THIN_CORNER_NE
WORLD_EDGE_GLACIER_THINNING_S_E
WORLD_EDGE_GLACIER_THINNING_S_W
WORLD_EDGE_GLACIER_THINNING_N_E
WORLD_EDGE_GLACIER_THINNING_N_W
WORLD_EDGE_GLACIER_SURROUND
WORLD_EDGE_GLACIER_INLET_SWE
WORLD_EDGE_GLACIER_INLET_NWE
WORLD_EDGE_GLACIER_INLET_NSE
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GLACIER_THINNING_E_S
WORLD_EDGE_GLACIER_THINNING_E_N
WORLD_EDGE_GLACIER_THINNING_W_S
WORLD_EDGE_GLACIER_THINNING_W_N
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_E
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_W
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_S
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_N
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_SE
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_SW
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_NE
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_NW
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_SE
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_SW
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_NE
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_NW
WORLD_EDGE_GLACIER_EVIL_INLET_SWE
WORLD_EDGE_GLACIER_EVIL_INLET_NWE
WORLD_EDGE_GLACIER_EVIL_INLET_NSE
WORLD_EDGE_GLACIER_EVIL_INLET_NSW
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_SE
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_SW
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_NE
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_NW
WORLD_EDGE_GLACIER_EVIL_THINNING_E_N
WORLD_EDGE_GLACIER_EVIL_THINNING_W_S
WORLD_EDGE_GLACIER_EVIL_THINNING_W_N
WORLD_EDGE_GLACIER_EVIL_THINNING_S_E
WORLD_EDGE_GLACIER_EVIL_THINNING_S_W
WORLD_EDGE_GLACIER_EVIL_THINNING_N_E
WORLD_EDGE_GLACIER_EVIL_THINNING_N_W
WORLD_EDGE_GLACIER_EVIL_SURROUND
WORLD_EDGE_TUNDRA_EVIL_INLET_NWE
WORLD_EDGE_TUNDRA_EVIL_INLET_NSE
WORLD_EDGE_TUNDRA_EVIL_INLET_NSW
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_SE
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_SW
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_NE
WORLD_EDGE_TUNDRA_EVIL_TINY_CORNER_NW
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_SE
WORLD_EDGE_TUNDRA_EVIL_THINNING_W_S
WORLD_EDGE_TUNDRA_EVIL_THINNING_W_N
WORLD_EDGE_TUNDRA_EVIL_THINNING_S_E
WORLD_EDGE_TUNDRA_EVIL_THINNING_S_W
WORLD_EDGE_TUNDRA_EVIL_THINNING_N_E
WORLD_EDGE_TUNDRA_EVIL_THINNING_N_W
WORLD_EDGE_TUNDRA_EVIL_SURROUND
WORLD_EDGE_TUNDRA_EVIL_INLET_SWE
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_TUNDRA_EVIL_THINNING_E_S
WORLD_EDGE_TUNDRA_EVIL_THINNING_E_N
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_NE
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_NW
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_E
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_W
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_S
WORLD_EDGE_TUNDRA_GOOD_STRAIGHT_N
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_TUNDRA_EVIL_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_NE
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_NW
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_SE
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_SW
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_NE
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_NW
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_SE
WORLD_EDGE_TUNDRA_GOOD_THICK_CORNER_SW
WORLD_EDGE_TUNDRA_GOOD_THINNING_N_W
WORLD_EDGE_TUNDRA_GOOD_SURROUND
WORLD_EDGE_TUNDRA_GOOD_INLET_SWE
WORLD_EDGE_TUNDRA_GOOD_INLET_NWE
WORLD_EDGE_TUNDRA_GOOD_INLET_NSE
WORLD_EDGE_TUNDRA_GOOD_INLET_NSW
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_SE
WORLD_EDGE_TUNDRA_GOOD_TINY_CORNER_SW
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_TUNDRA_GOOD_THINNING_E_S
WORLD_EDGE_TUNDRA_GOOD_THINNING_E_N
WORLD_EDGE_TUNDRA_GOOD_THINNING_W_S
WORLD_EDGE_TUNDRA_GOOD_THINNING_W_N
WORLD_EDGE_TUNDRA_GOOD_THINNING_S_E
WORLD_EDGE_TUNDRA_GOOD_THINNING_S_W
WORLD_EDGE_TUNDRA_GOOD_THINNING_N_E
WORLD_EDGE_GLACIER_STRAIGHT_N
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_TUNDRA_GOOD_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GLACIER_EVILSAV_THINNING_W_N
WORLD_EDGE_GLACIER_EVILSAV_THINNING_S_E
WORLD_EDGE_GLACIER_EVILSAV_THINNING_S_W
WORLD_EDGE_GLACIER_EVILSAV_THINNING_N_E
WORLD_EDGE_GLACIER_EVILSAV_THINNING_N_W
WORLD_EDGE_GLACIER_EVILSAV_SURROUND
WORLD_EDGE_GLACIER_EVILSAV_INLET_SWE
WORLD_EDGE_GLACIER_EVILSAV_INLET_NWE
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GLACIER_EVILSAV_THINNING_E_S
WORLD_EDGE_GLACIER_EVILSAV_THINNING_E_N
WORLD_EDGE_GLACIER_EVILSAV_THINNING_W_S
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_NW
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_E
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_W
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_S
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_N
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_NW
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_SE
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_SW
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_NE
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_NW
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_SE
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_SW
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_NE
WORLD_EDGE_GLACIER_GOODSAV_SURROUND
WORLD_EDGE_GLACIER_GOODSAV_INLET_SWE
WORLD_EDGE_GLACIER_GOODSAV_INLET_NWE
WORLD_EDGE_GLACIER_GOODSAV_INLET_NSE
WORLD_EDGE_GLACIER_GOODSAV_INLET_NSW
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_SE
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_SW
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_NE
WORLD_EDGE_GLACIER_GOODSAV_THINNING_E_S
WORLD_EDGE_GLACIER_GOODSAV_THINNING_E_N
WORLD_EDGE_GLACIER_GOODSAV_THINNING_W_S
WORLD_EDGE_GLACIER_GOODSAV_THINNING_W_N
WORLD_EDGE_GLACIER_GOODSAV_THINNING_S_E
WORLD_EDGE_GLACIER_GOODSAV_THINNING_S_W
WORLD_EDGE_GLACIER_GOODSAV_THINNING_N_E
WORLD_EDGE_GLACIER_GOODSAV_THINNING_N_W
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_WATER_THICK_CORNER_SE
WORLD_EDGE_WATER_THICK_CORNER_SW
WORLD_EDGE_WATER_THICK_CORNER_NE
WORLD_EDGE_WATER_THICK_CORNER_NW
WORLD_EDGE_WATER_STRAIGHT_E
WORLD_EDGE_WATER_STRAIGHT_W
WORLD_EDGE_WATER_STRAIGHT_S
WORLD_EDGE_WATER_STRAIGHT_N
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GLACIER_EVIL_THINNING_E_S
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_SW
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_NE
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_NW
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_E
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_W
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_S
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_N
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_SW
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_NE
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_NW
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_SE
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_SW
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_NE
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_NW
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_SE
WORLD_EDGE_GLACIER_GOOD_THINNING_N_E
WORLD_EDGE_GLACIER_GOOD_THINNING_N_W
WORLD_EDGE_GLACIER_GOOD_SURROUND
WORLD_EDGE_GLACIER_GOOD_INLET_SWE
WORLD_EDGE_GLACIER_GOOD_INLET_NWE
WORLD_EDGE_GLACIER_GOOD_INLET_NSE
WORLD_EDGE_GLACIER_GOOD_INLET_NSW
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_SE
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_GLACIER_GOOD_THINNING_E_S
WORLD_EDGE_GLACIER_GOOD_THINNING_E_N
WORLD_EDGE_GLACIER_GOOD_THINNING_W_S
WORLD_EDGE_GLACIER_GOOD_THINNING_W_N
WORLD_EDGE_GLACIER_GOOD_THINNING_S_E
WORLD_EDGE_GLACIER_GOOD_THINNING_S_W
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_S
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_N
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_NE
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_NW
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_SE
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_SW
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_NE
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_NW
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_E
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_W
WORLD_EDGE_GLACIER_EVILSAV_INLET_NSE
WORLD_EDGE_GLACIER_EVILSAV_INLET_NSW
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_SE
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_SW
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_NE
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_NW
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_SE
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_SW
WORLD_EDGE_WATER_GOOD_THICK_CORNER_NE
WORLD_EDGE_WATER_GOOD_THICK_CORNER_NW
WORLD_EDGE_WATER_GOOD_STRAIGHT_E
WORLD_EDGE_WATER_GOOD_STRAIGHT_W
WORLD_EDGE_WATER_GOOD_STRAIGHT_S
WORLD_EDGE_WATER_GOOD_STRAIGHT_N
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_WATER_GOOD_TINY_CORNER_NE
WORLD_EDGE_WATER_GOOD_TINY_CORNER_NW
WORLD_EDGE_WATER_GOOD_THIN_CORNER_SE
WORLD_EDGE_WATER_GOOD_THIN_CORNER_SW
WORLD_EDGE_WATER_GOOD_THIN_CORNER_NE
WORLD_EDGE_WATER_GOOD_THIN_CORNER_NW
WORLD_EDGE_WATER_GOOD_THICK_CORNER_SE
WORLD_EDGE_WATER_GOOD_THICK_CORNER_SW
WORLD_EDGE_WATER_GOOD_THINNING_N_W
WORLD_EDGE_WATER_GOOD_SURROUND
WORLD_EDGE_WATER_GOOD_INLET_SWE
WORLD_EDGE_WATER_GOOD_INLET_NWE
WORLD_EDGE_WATER_GOOD_INLET_NSE
WORLD_EDGE_WATER_GOOD_INLET_NSW
WORLD_EDGE_WATER_GOOD_TINY_CORNER_SE
WORLD_EDGE_WATER_GOOD_TINY_CORNER_SW
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_WATER_GOOD_THINNING_E_S
WORLD_EDGE_WATER_GOOD_THINNING_E_N
WORLD_EDGE_WATER_GOOD_THINNING_W_S
WORLD_EDGE_WATER_GOOD_THINNING_W_N
WORLD_EDGE_WATER_GOOD_THINNING_S_E
WORLD_EDGE_WATER_GOOD_THINNING_S_W
WORLD_EDGE_WATER_GOOD_THINNING_N_E
WORLD_EDGE_BEACH_LINE_STRAIGHT_N
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_WATER_GOOD_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_BEACH_LINE_THIN_CORNER_NW
WORLD_EDGE_BEACH_LINE_THICK_CORNER_SE
WORLD_EDGE_BEACH_LINE_THICK_CORNER_SW
WORLD_EDGE_BEACH_LINE_THICK_CORNER_NE
WORLD_EDGE_BEACH_LINE_THICK_CORNER_NW
WORLD_EDGE_BEACH_LINE_STRAIGHT_E
WORLD_EDGE_BEACH_LINE_STRAIGHT_W
WORLD_EDGE_BEACH_LINE_STRAIGHT_S
WORLD_EDGE_BEACH_LINE_INLET_NSW
WORLD_EDGE_BEACH_LINE_TINY_CORNER_SE
WORLD_EDGE_BEACH_LINE_TINY_CORNER_SW
WORLD_EDGE_BEACH_LINE_TINY_CORNER_NE
WORLD_EDGE_BEACH_LINE_TINY_CORNER_NW
WORLD_EDGE_BEACH_LINE_THIN_CORNER_SE
WORLD_EDGE_BEACH_LINE_THIN_CORNER_SW
WORLD_EDGE_BEACH_LINE_THIN_CORNER_NE
WORLD_EDGE_BEACH_LINE_THINNING_S_E
WORLD_EDGE_BEACH_LINE_THINNING_S_W
WORLD_EDGE_BEACH_LINE_THINNING_N_E
WORLD_EDGE_BEACH_LINE_THINNING_N_W
WORLD_EDGE_BEACH_LINE_SURROUND
WORLD_EDGE_BEACH_LINE_INLET_SWE
WORLD_EDGE_BEACH_LINE_INLET_NWE
WORLD_EDGE_BEACH_LINE_INLET_NSE
WORLD_EDGE_WATER_TINY_CORNER_SE
WORLD_EDGE_WATER_TINY_CORNER_SW
WORLD_EDGE_WATER_TINY_CORNER_NE
WORLD_EDGE_WATER_TINY_CORNER_NW
WORLD_EDGE_WATER_THIN_CORNER_SE
WORLD_EDGE_WATER_THIN_CORNER_SW
WORLD_EDGE_WATER_THIN_CORNER_NE
WORLD_EDGE_WATER_THIN_CORNER_NW
WORLD_EDGE_WATER_THINNING_S_W
WORLD_EDGE_WATER_THINNING_N_E
WORLD_EDGE_WATER_THINNING_N_W
WORLD_EDGE_WATER_SURROUND
WORLD_EDGE_WATER_INLET_SWE
WORLD_EDGE_WATER_INLET_NWE
WORLD_EDGE_WATER_INLET_NSE
WORLD_EDGE_WATER_INLET_NSW
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_WATER_THINNING_E_S
WORLD_EDGE_WATER_THINNING_E_N
WORLD_EDGE_WATER_THINNING_W_S
WORLD_EDGE_WATER_THINNING_W_N
WORLD_EDGE_WATER_THINNING_S_E
WORLD_EDGE_WATER_EVIL_STRAIGHT_W
WORLD_EDGE_WATER_EVIL_STRAIGHT_S
WORLD_EDGE_WATER_EVIL_STRAIGHT_N
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_WATER_EVIL_THIN_CORNER_SW
WORLD_EDGE_WATER_EVIL_THIN_CORNER_NE
WORLD_EDGE_WATER_EVIL_THIN_CORNER_NW
WORLD_EDGE_WATER_EVIL_THICK_CORNER_SE
WORLD_EDGE_WATER_EVIL_THICK_CORNER_SW
WORLD_EDGE_WATER_EVIL_THICK_CORNER_NE
WORLD_EDGE_WATER_EVIL_THICK_CORNER_NW
WORLD_EDGE_WATER_EVIL_STRAIGHT_E
WORLD_EDGE_WATER_EVIL_INLET_NWE
WORLD_EDGE_WATER_EVIL_INLET_NSE
WORLD_EDGE_WATER_EVIL_INLET_NSW
WORLD_EDGE_WATER_EVIL_TINY_CORNER_SE
WORLD_EDGE_WATER_EVIL_TINY_CORNER_SW
WORLD_EDGE_WATER_EVIL_TINY_CORNER_NE
WORLD_EDGE_WATER_EVIL_TINY_CORNER_NW
WORLD_EDGE_WATER_EVIL_THIN_CORNER_SE
WORLD_EDGE_WATER_EVIL_THINNING_W_S
WORLD_EDGE_WATER_EVIL_THINNING_W_N
WORLD_EDGE_WATER_EVIL_THINNING_S_E
WORLD_EDGE_WATER_EVIL_THINNING_S_W
WORLD_EDGE_WATER_EVIL_THINNING_N_E
WORLD_EDGE_WATER_EVIL_THINNING_N_W
WORLD_EDGE_WATER_EVIL_SURROUND
WORLD_EDGE_WATER_EVIL_INLET_SWE
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_SW_S
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_WATER_EVIL_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_WATER_EVIL_THINNING_E_S
WORLD_EDGE_WATER_EVIL_THINNING_E_N
TISSUE_MAY_HAVE_COLOR
TISSUE_MAY_HAVE_SHAPING
TISSUE_MAX_DENSITY
TISSUE_MIN_DENSITY
TISSUE_MAX_LENGTH
TISSUE_MIN_LENGTH
TISSUE_NOT_SHAPED
BP_APPEARANCE_MODIFIER_RANGE
CONDITION_TISSUE_LAYER failed: 
CONDITION_TISSUE_LAYER
CONDITION_BP
USE_PALETTE
USE_STANDARD_PALETTE_FROM_ITEM
LARGE_IMAGE
IF_MIN_CURLY
TISSUE_SWAP
ANY_HELD
WIELD
SHUT_OFF_IF_ITEM_PRESENT
CONDITION_ITEM_WORN
CONDITION_CASTE
CONDITION_GHOST
CONDITION_SYN_CLASS
CONDITION_RANDOM_PART_INDEX
Unrecognized helm type in CONDITION_ITEM_WORN: 
Unrecognized gloves type in CONDITION_ITEM_WORN: 
Unrecognized shoes type in CONDITION_ITEM_WORN: 
Unrecognized weapon type in CONDITION_ITEM_WORN: 
Unrecognized pants type in CONDITION_ITEM_WORN: 
Unrecognized armor type in CONDITION_ITEM_WORN: 
Unrecognized tool type in CONDITION_ITEM_WORN: 
Unrecognized item type in CONDITION_ITEM_WORN: 
CONDITION_PROFESSION_CATEGORY
CONDITION_NOT_CHILD
CONDITION_CHILD
CONDITION_HAUL_COUNT_MAX
CONDITION_HAUL_COUNT_MIN
Body part not found in caste(s): 
No items found in CONDITION_ITEM_WORN: 
Unrecognized shield type in CONDITION_ITEM_WORN: 
LS_PALETTE_DEFAULT
LS_PALETTE_FILE
Unrecognized condition material flag: 
CONDITION_MATERIAL_FLAG
CONDITION_MATERIAL_TYPE: 
CONDITION_MATERIAL_TYPE
CONDITION_NOT_DYED
CONDITION_DYE
LAYER_SET had no token
LAYER_SET
CDI_LIST_ICON creature interaction not found 
Cannot use LG_CONDITION_BP outside LAYER_GROUP
LG_CONDITION_BP
END_LAYER_GROUP
LAYER_GROUP
LS_PALETTE
GLOW_RIGHT_GONE
GLOW_LEFT_GONE
GLOW
, final token missing
, had unit type
, had site link type
, had entity link type
Failed to add LAYER_SET 
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NE_E
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NE_N
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NW_W
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NW_N
WORLD_EDGE_BEACH_LINE_THINNING_E_S
WORLD_EDGE_BEACH_LINE_THINNING_E_N
WORLD_EDGE_BEACH_LINE_THINNING_W_S
WORLD_EDGE_BEACH_LINE_THINNING_W_N
Invalid ASCII GRAPHICS 
ASCII_GRAPHICS
ASCII_RECTANGLE
Unrecognized tile: 
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SE_E
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SE_S
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SW_W
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SW_S
Failed to find CREATURE_CASTE_GRAPHICS creature caste 
CREATURE_CASTE_GRAPHICS
Failed to find CREATURE_GRAPHICS creature 
CREATURE_GRAPHICS
Failed to find INTERACTION_GRAPHICS interaction 
INTERACTION_GRAPHICS
Failed to find PLANT_GRAPHICS plant 
PLANT_GRAPHICS
GROWTH_1
STANDARD_FLOWERS_2
STANDARD_FLOWERS_1
STANDARD_FRUIT_3
STANDARD_FRUIT_2
STANDARD_FRUIT_1
STANDARD_LEAVES
Failed to find CREATURE_CASTE_GRAPHICS creature 
CUSTOM_EDGE_N
SOIL_BACKGROUND
CUSTOM_RAMP
CUSTOM_EDGING
GROWTH_PICKED
GROWTH_4
GROWTH_3
GROWTH_2
SHRUB_PICKED
CUSTOM_EDGE_SE
CUSTOM_EDGE_SW
CUSTOM_EDGE_NE
CUSTOM_EDGE_NW
CUSTOM_EDGE_E
CUSTOM_EDGE_W
CUSTOM_EDGE_S
Tree tile token not recognized: 
SHRUB_DEAD
CROP_SPROUT
CROP_R
CROP_M
CROP_L
CROP
PICKED
BP_SCARRED
BP_MISSING
BP_PRESENT
ITEM_DAMAGE
ITEM_QUALITY_RANGE
ITEM_QUALITY
CDI_LIST_ICON cdi interaction syndrome effect not found 
CDI_LIST_ICON
Unrecognized Graphics Token: 
PAGE_DIM
PAGE_DIM_PIXELS
TILE_DIM
PALETTE_COLOR
PALETTE_DEFAULT
SKELETON_WITH_SKULL
GLOW_CHILD
LIGHT_INSIDE_DUSK
LIGHT_INSIDE_DAY
LIGHT_INSIDE_DAWN
RAIN_WEIRD
RAIN_BLOOD
SNOW
TEMP_COOL
TEMP_COLD
FOG_HEAVY
CLOUD_CUMULUS_PUFFS
CLOUD_CIRRUS
CLOUD_CUMULUS_LIGHT
CLOUD_STRATUS_LIGHT
CLOUD_STRATUS_DARK
CLOUD_CUMULUS_DARK
LIGHT_INSIDE_NIGHT
WIND_DIR_E
WIND_DIR_NE
WIND_DIR_N
WIND_SPEED_4
WIND_SPEED_3
WIND_SPEED_2
WIND_SPEED_1
WIND_SPEED_NONE
SUN_UP_2
SUN_UP_1
SUN_DAWN
WIND_DIR_NW
WIND_DIR_W
WIND_DIR_SW
WIND_DIR_S
WIND_DIR_SE
MOON_HALF_WAX
MOON_CRESCENT_WAX
SUN_DUSK
SUN_DOWN_3
SUN_DOWN_2
SUN_DOWN_1
SUN_NOON
SUN_UP_3
LIGHT_EERIE
LIGHT_UNDERWORLD
MOON_NEW
MOON_CRESCENT_WANE
MOON_HALF_WANE
MOON_GIBBOUS_WANE
MOON_FULL
MOON_GIBBOUS_WAX
MOON_FULL_MOON
MOON_WAXING_GIBBOUS
MOON_WAXING_HALF_MOON
MOON_WAXING_CRESCENT
DOUBLE
MOON_HIDDEN_DARK
MOON_HIDDEN_MID
MOON_HIDDEN_BRIGHT
CALENDAR_MONTH
ANNOUNCEMENT_ALERT
MOON_RAIN
MOON_SNOW
MOON_NEW_MOON
MOON_WANING_CRESCENT
MOON_WANING_HALF_MOON
MOON_WANING_GIBBOUS
ODOR_BUG_INNARDS
ODOR_MUD
ODOR_SMOKE
ODOR_BLOOD
ODOR_BRIMSTONE
ODOR_FRESHLY_BAKED_GOODS
ODOR_SOIL
ODOR_VOMIT
ODOR_SOOT
ODOR_FILTH
ODOR_DEATH
ODOR_COOKED_FLESH
TEMP_FREEZING
TEMP_DEATHLY_COLD
TEMP_WARM
TEMP_HOT
TEMP_SCORCHING
TEMP_BURNING
TEMP_FIXED
TEMP_NEUTRAL
ZONE_TYPE_ACTIVE
ZONE_TYPE_INACTIVE
BUTTON_ZONE_REMOVE
BUILDING_PLACEMENT_ROLLERS_SPEED_5
BUILDING_PLACEMENT_ROLLERS_SPEED_4
BUILDING_PLACEMENT_ROLLERS_SPEED_3
BUILDING_PLACEMENT_ROLLERS_SPEED_2
BUILDING_PLACEMENT_ROLLERS_SPEED_1
ZONE_REMOVE_EXISTING
ZONE_SUSPEND_INACTIVE
ZONE_SUSPEND
ZONE_ERASE_ACTIVE
ZONE_ERASE_INACTIVE
ZONE_REPAINT
ZONE_NEXT
ZONE_PREVIOUS
ZONE_PIT_INACTIVE
ZONE_GATHER_FALLEN_ACTIVE
ZONE_GATHER_FALLEN_INACTIVE
ZONE_GATHER_SHRUB_ACTIVE
ZONE_GATHER_SHRUB_INACTIVE
ZONE_GATHER_TREE_ACTIVE
ZONE_GATHER_TREE_INACTIVE
ZONE_PICK_ANIMALS
ZONE_SHOOT_LEFT_ACTIVE
ZONE_SQUAD_LIST
ZONE_ASSIGN_UNIT
ZONE_LOCATION_DETAILS
ZONE_LOCATION_ASSIGN
ZONE_POND_ACTIVE
ZONE_POND_INACTIVE
ZONE_PIT_ACTIVE
ZONE_SQUAD_SLEEP_ACTIVE
ZONE_SHOOT_DOWN_INACTIVE
ZONE_SHOOT_UP_INACTIVE
ZONE_SHOOT_RIGHT_INACTIVE
ZONE_SHOOT_LEFT_INACTIVE
ZONE_SHOOT_DOWN_ACTIVE
ZONE_SHOOT_UP_ACTIVE
ZONE_SHOOT_RIGHT_ACTIVE
ZONE_TOMB_CITIZEN_BURIAL_ACTIVE
ZONE_SQUAD_SQUAD_EQ_INACTIVE
ZONE_SQUAD_INDIV_EQ_INACTIVE
ZONE_SQUAD_TRAIN_INACTIVE
ZONE_SQUAD_SLEEP_INACTIVE
ZONE_SQUAD_SQUAD_EQ_ACTIVE
ZONE_SQUAD_INDIV_EQ_ACTIVE
ZONE_SQUAD_TRAIN_ACTIVE
ASSIGN_TRADE_SORT_BY_VALUE_ON
ASSIGN_TRADE_SORT_BY_DISTANCE_OFF
ASSIGN_TRADE_SORT_BY_DISTANCE_ON
ASSIGN_TRADE_CULLING_MANDATES_OFF
ASSIGN_TRADE_CULLING_MANDATES_ON
ZONE_TOMB_PET_BURIAL_INACTIVE
ZONE_TOMB_PET_BURIAL_ACTIVE
ZONE_TOMB_CITIZEN_BURIAL_INACTIVE
STOCKPILE_CONNECTIONS_WORKSHOP_GIVE_LINK
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_TAKE_LINK
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_GIVE_LINK
STOCKPILE_CONNECTIONS_TAKE_LINK
STOCKPILE_CONNECTIONS_GIVE_LINK
STOCKPILE_CONNECTIONS_ADD_TAKE_LINK
STOCKPILE_CONNECTIONS_ADD_GIVE_LINK
ASSIGN_TRADE_SORT_BY_VALUE_OFF
BORDER_RIGHT_INTERSECTION
BORDER_LEFT_INTERSECTION
BORDER_BOTTOM_INTERSECTION
BORDER_TOP_INTERSECTION
BORDER_BOTTOM_RIGHT
BORDER_BOTTOM_LEFT
BORDER_TOP_RIGHT
BORDER_TOP_LEFT
BUILDING_PLACEMENT_BRIDGE_W
BUILDING_PLACEMENT_BRIDGE_S
BUILDING_PLACEMENT_BRIDGE_N
BUILDING_PLACEMENT_ACTIVE_BUTTON
BUILDING_PLACEMENT_INACTIVE_BUTTON
HOVER_TAB
HOVER_CLOSE
HOVER_RECTANGLE
BUILDING_PLACEMENT_SCREW_PUMP_E
BUILDING_PLACEMENT_SCREW_PUMP_W
BUILDING_PLACEMENT_SCREW_PUMP_S
BUILDING_PLACEMENT_SCREW_PUMP_N
BUILDING_PLACEMENT_WE
BUILDING_PLACEMENT_NS
BUILDING_PLACEMENT_BRIDGE_RETRACT
BUILDING_PLACEMENT_BRIDGE_E
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_INACTIVE_TRIGGER
BUILDING_PLACEMENT_PRESSURE_PLATE_ACTIVE_TRIGGER
BUILDING_PLACEMENT_E
BUILDING_PLACEMENT_W
BUILDING_PLACEMENT_S
BUILDING_PLACEMENT_N
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_ON
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_ON
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGHEST
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGH
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_MIDDLE
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOW
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOWEST
BUILDING_PLACEMENT_TRACK_STOP_NO_DUMPING
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_OFF
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_OFF
WORK_ORDERS_REMOVE
WORK_ORDERS_DETAILS
WORK_ORDERS_CONDITIONS
WORK_ORDERS_PRIORITY_DOWN
WORK_ORDERS_PRIORITY_UP
WORK_ORDERS_NOT_VALIDATED
WORK_ORDERS_VALIDATED
WORK_ORDERS_READY
WORK_ORDERS_ENTER_AMOUNT
WORK_ORDERS_CHANGE_FREQUENCY
WORK_ORDERS_ADD_SUGGESTED_CONDITION
WORK_ORDERS_CHANGE_ADJ
WORK_ORDERS_CHANGE_MAT
WORK_ORDERS_CHANGE_TYPE
WORK_ORDERS_ADD_ORDER_CONDITION
WORK_ORDERS_ADD_ITEM_CONDITION
NOBLES_BEDROOM_MISSING
NOBLES_BEDROOM_NA
NOBLES_ASSIGN_SYMBOL
WORK_ORDERS_ADJECTIVE_NOT_SELECTED
WORK_ORDERS_ADJECTIVE_SELECTED
WORK_ORDERS_CHANGE_ORDER_CONDITION_CHECK_TYPE
WORK_ORDERS_DECREASE_AMOUNT
WORK_ORDERS_INCREASE_AMOUNT
NOBLES_DINING_MISSING
NOBLES_DINING_NA
NOBLES_OFFICE_GOOD
NOBLES_OFFICE_PARTIAL
NOBLES_OFFICE_MISSING
NOBLES_OFFICE_NA
NOBLES_BEDROOM_GOOD
NOBLES_BEDROOM_PARTIAL
NOBLES_DEMANDS_NA
NOBLES_ADD
NOBLES_TOMB_GOOD
NOBLES_TOMB_PARTIAL
NOBLES_TOMB_MISSING
NOBLES_TOMB_NA
NOBLES_DINING_GOOD
NOBLES_DINING_PARTIAL
NOBLES_MANDATES_TIME_WARN_2
NOBLES_MANDATES_TIME_WARN_1
NOBLES_MANDATES_TIME_GOOD
NOBLES_MANDATES_NA
NOBLES_DEMANDS_TIME_WARN_3
NOBLES_DEMANDS_TIME_WARN_2
NOBLES_DEMANDS_TIME_WARN_1
NOBLES_DEMANDS_TIME_GOOD
NOBLES_ACCOUNTING_3_INACTIVE
NOBLES_ACCOUNTING_2_INACTIVE
NOBLES_ACCOUNTING_1_INACTIVE
NOBLES_FURN_GOOD
NOBLES_FURN_PARTIAL
NOBLES_FURN_MISSING
NOBLES_FURN_NA
NOBLES_MANDATES_TIME_WARN_3
LABOR_KITCHEN_COOK_CANNOT
NOBLES_ACCOUNTING_5_ACTIVE
NOBLES_ACCOUNTING_4_ACTIVE
NOBLES_ACCOUNTING_3_ACTIVE
NOBLES_ACCOUNTING_2_ACTIVE
NOBLES_ACCOUNTING_1_ACTIVE
NOBLES_ACCOUNTING_5_INACTIVE
NOBLES_ACCOUNTING_4_INACTIVE
STOCKPILE_TAKE_FROM_ANYWHERE
STOCKPILE_CONNECTIONS_REMOVE
STOCKPILE_SET_CONNECTIONS
BUTTON_STOCKPILE_REMOVE
BUTTON_STOCKPILE_NEW
BUTTON_STOCKPILE_ACTIVE
BUTTON_STOCKPILE_INACTIVE
STOCKPILE_CONNECTIONS_WORKSHOP_TAKE_LINK
STOCKPILE_TOOL_SETTINGS
STOCKPILE_REMOVE_EXISTING
STOCKPILE_ERASE_ACTIVE
STOCKPILE_ERASE_INACTIVE
STOCKPILE_REPAINT
STOCKPILE_TYPE_ACTIVE
STOCKPILE_TYPE_INACTIVE
STOCKPILE_TAKE_FROM_LINKS_ONLY
CUSTOM_STOCKPILE_ORGANIC_OFF
CUSTOM_STOCKPILE_ORGANIC_ON
STOCKPILE_OFF
STOCKPILE_PARTIAL
STOCKPILE_ON
STOCKPILE_TOOLS_DECREASE_AMOUNT
STOCKPILE_TOOLS_INCREASE_AMOUNT
STOCKPILE_TOOLS_ENTER_AMOUNT
CUSTOM_STOCKPILE_PREPARED_FOOD_OFF
CUSTOM_STOCKPILE_PREPARED_FOOD_ON
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_OFF
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_ON
CUSTOM_STOCKPILE_EMPTY_CAGE_OFF
CUSTOM_STOCKPILE_EMPTY_CAGE_ON
CUSTOM_STOCKPILE_INORGANIC_OFF
CUSTOM_STOCKPILE_INORGANIC_ON
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_OFF
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_ON
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_OFF
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_ON
CUSTOM_STOCKPILE_USABLE_WEAPON_OFF
CUSTOM_STOCKPILE_USABLE_WEAPON_ON
CUSTOM_STOCKPILE_USABLE_ARMOR_OFF
CUSTOM_STOCKPILE_USABLE_ARMOR_ON
BUTTON_INFO_NOBLES
BUTTON_INFO_WORK_ORDERS
BUTTON_INFO_LABOR
BUTTON_INFO_PLACES
BUTTON_INFO_TASKS
BUTTON_INFO_CREATURES
CUSTOM_STOCKPILE_CORPSES_OFF
CUSTOM_STOCKPILE_CORPSES_ON
BUTTON_INFO_NOBLES_ACTIVE
BUTTON_INFO_WORK_ORDERS_ACTIVE
BUTTON_INFO_LABOR_ACTIVE
BUTTON_INFO_PLACES_ACTIVE
BUTTON_INFO_TASKS_ACTIVE
BUTTON_INFO_CREATURES_ACTIVE
BUTTON_INFO_JUSTICE
BUTTON_INFO_OBJECTS
WORK_ORDERS_CHECKING
WORK_ORDERS_WAITING
WORK_ORDERS_ACTIVE
WORK_ORDERS_CREATE_NEW
BUTTON_WORLD
BUTTON_SQUADS
BUTTON_INFO_JUSTICE_ACTIVE
BUTTON_INFO_OBJECTS_ACTIVE
HAULING_DELETE_ROUTE
HAULING_RENAME_STOP
HAULING_RENAME_ROUTE
HAULING_STOP_CONDITIONS
HAULING_STOP_LINKS
HAULING_STOP_ITEMS
HAULING_VEHICLE_TROUBLED
HAULING_VEHICLE_MOVING
HAULING_STOP_CONDITIONS_NEW
HAULING_STOP_LINKS_ADD_EXCHANGE_WITH_STOCKPILE
HAULING_STOP_LINKS_ADD_TAKE_FROM_STOCKPILE
HAULING_STOP_LINKS_ADD_GIVE_TO_STOCKPILE
HAULING_STOP_LINKS_EXCHANGE_WITH_STOCKPILE
HAULING_STOP_LINKS_TAKE_FROM_STOCKPILE
HAULING_STOP_LINKS_GIVE_TO_STOCKPILE
HAULING_DELETE_STOP
HAULING_STOP_CONDITIONS_GUIDE
HAULING_STOP_CONDITIONS_PUSH_OFF
HAULING_STOP_CONDITIONS_E
HAULING_STOP_CONDITIONS_W
HAULING_STOP_CONDITIONS_S
HAULING_STOP_CONDITIONS_N
HAULING_STOP_CONDITIONS_DECREASE
HAULING_STOP_CONDITIONS_INCREASE
UNIT_SELECTOR_UNASSIGNED
UNIT_SELECTOR_ASSIGNED
HAULING_STOP_CONDITIONS_DELETE
HAULING_STOP_CONDITIONS_ANY_ITEMS
HAULING_STOP_CONDITIONS_DESIRED_ITEMS
HAULING_STOP_CONDITIONS_AT_LEAST
HAULING_STOP_CONDITIONS_AT_MOST
HAULING_STOP_CONDITIONS_RIDE
SQUADS_MOVE_ORDER
SQUADS_KILL_ORDER
SQUADS_NOT_SELECTED
SQUADS_SELECTED
SQUADS_POSITIONS
SQUADS_RECENTER
BURROW_WORKSHOPS_BURROW_ONLY
BURROW_WORKSHOPS_EVERYWHERE
SQUADS_LEFT_ACTIVE
SQUADS_DISBAND
SQUADS_INSPECT
SQUADS_CHANGE_ALERT
SQUADS_CANCEL_ORDER
SQUADS_TRAIN_ORDER
SQUADS_DEFEND_BURROW_ORDER
SQUADS_PATROL_ORDER
SQUADS_EQUIPMENT_HELMET_GOOD
SQUADS_EQUIPMENT_PANTS_GOOD
SQUADS_EQUIPMENT_ARMOR_GOOD
SQUADS_EQUIPMENT_SHIELD_GOOD
SQUADS_EQUIPMENT_WEAPON_GOOD
SQUADS_RIGHT_INACTIVE
SQUADS_LEFT_INACTIVE
SQUADS_RIGHT_ACTIVE
SQUADS_EQUIPMENT_SHIELD_WARNING
SQUADS_EQUIPMENT_WEAPON_WARNING
SQUADS_EQUIPMENT_FLASK_GOOD
SQUADS_EQUIPMENT_BACKPACK_GOOD
SQUADS_EQUIPMENT_AMMO_GOOD
SQUADS_EQUIPMENT_QUIVER_GOOD
SQUADS_EQUIPMENT_SHOES_GOOD
SQUADS_EQUIPMENT_GLOVES_GOOD
LABOR_STONE_USE_ALLOWED
LABOR_STONE_USE_MAGMA_UNSAFE
LABOR_STONE_USE_MAGMA_SAFE
LABOR_KITCHEN_BREW_RESTRICTED
LABOR_KITCHEN_BREW_ALLOWED
LABOR_KITCHEN_BREW_CANNOT
LABOR_KITCHEN_COOK_RESTRICTED
LABOR_KITCHEN_COOK_ALLOWED
LABOR_EDIT_WORK_DETAIL
LABOR_WORKER_ASSIGNED_NOBODY
LABOR_WORKER_ASSIGNED_EVERYBODY
LABOR_WORKER_UNASSIGNED
LABOR_WORKER_ASSIGNED
WORKER_DO_ANY_AVAILABLE_JOB
WORKER_ONLY_DO_ASSIGNED_JOBS
LABOR_STONE_USE_RESTRICTED
WORK_DETAIL_PLANT_GATHERERS
WORK_DETAIL_ENGRAVERS
WORK_DETAIL_STONECUTTERS
WORK_DETAIL_FISHERMEN
WORK_DETAIL_PLANTERS
WORK_DETAIL_HUNTERS
WORK_DETAIL_WOODCUTTERS
WORK_DETAIL_MINERS
WORK_DETAIL_CUSTOM_6
WORK_DETAIL_CUSTOM_5
WORK_DETAIL_CUSTOM_4
WORK_DETAIL_CUSTOM_3
WORK_DETAIL_CUSTOM_2
WORK_DETAIL_CUSTOM_1
WORK_DETAIL_ORDERLIES
WORK_DETAIL_HAULERS
LOCATION_OCCUPATION_PERFORMER
LOCATION_OCCUPATION_TAVERN_KEEPER
LOCATION_ASSIGN_OCCUPATION
LOCATION_RESERVED_ENTER_AMOUNT
LOCATION_RESERVED_DECREASE_AMOUNT
LOCATION_RESERVED_INCREASE_AMOUNT
WORK_DETAIL_CUSTOM_8
WORK_DETAIL_CUSTOM_7
LOCATION_PERMISSION_ON_RESIDENTS
LOCATION_PERMISSION_ON_VISITORS
LOCATION_POSITION_TEMPLE
LOCATION_OCCUPATION_DOCTOR
LOCATION_OCCUPATION_SCRIBE
LOCATION_OCCUPATION_SCHOLAR
LOCATION_OCCUPATION_MONSTER_SLAYER
LOCATION_OCCUPATION_MERCENARY
BURROW_RECENTER
LOCATION_OCCUPATION_REMOVE_WORKER
LOCATION_PERMISSION_OFF_MEMBERS
LOCATION_PERMISSION_OFF_CITIZENS
LOCATION_PERMISSION_OFF_RESIDENTS
LOCATION_PERMISSION_OFF_VISITORS
LOCATION_PERMISSION_ON_MEMBERS
LOCATION_PERMISSION_ON_CITIZENS
HAULING_VEHICLE_GOOD
HAULING_ADD_VEHICLE
HAULING_ADD_STOP
BURROW_ADD_UNIT
BURROW_DELETE
BURROW_REPAINT
BURROW_SUSPEND_INACTIVE
BURROW_SUSPEND_ACTIVE
ADVENTURE_COMPANIONS_ASSUME_CONTROL
ADVENTURE_COMPANIONS
ADVENTURE_ABILITY
ADVENTURE_SHOOT
ADVENTURE_WRESTLE
ADVENTURE_STRIKE
ADVENTURE_PERFORM
ADVENTURE_TALK
ADVENTURE_GO_DOWN_RAMP_W
ADVENTURE_GO_DOWN_RAMP_S
ADVENTURE_GO_DOWN_RAMP_N
ADVENTURE_GO_DOWN_STAIRS
ADVENTURE_GO_UP_STAIRS
ADVENTURE_RECENTER
ADVENTURE_COMPANIONS_MANUAL_CONTROL
ADVENTURE_COMPANIONS_FOLLOW_LEADER
ADVENTURE_WEAPONS_SHEATHED
ADVENTURE_YIELDED_NO
ADVENTURE_YIELDED_YES
ADVENTURE_GO_DOWN_RAMP_SE
ADVENTURE_GO_DOWN_RAMP_SW
ADVENTURE_GO_DOWN_RAMP_NE
ADVENTURE_GO_DOWN_RAMP_NW
ADVENTURE_GO_DOWN_RAMP_E
ADVENTURE_TRAVEL_GO_DOWN
ADVENTURE_TRAVEL_GO_UP
ADVENTURE_PRONE
ADVENTURE_STANDING
ADVENTURE_YOU_ARE_RIDING
ADVENTURE_YOU_ARE_PROJECTILE
ADVENTURE_WEAPONS_NONE
ADVENTURE_WEAPONS_DRAWN
ADVENTURE_TRAVEL_TRACKS_ON
ADVENTURE_TRAVEL_CLOUDS_OFF
ADVENTURE_TRAVEL_CLOUDS_ON
ADVENTURE_TRAVEL_SLEEP
ADVENTURE_TRAVEL_MAP
ADVENTURE_TRAVEL_SNEAK_OFF
ADVENTURE_TRAVEL_SNEAK_ON
ADVENTURE_TRAVEL_STOP_TRAVELING
ADVENTURE_TRAVEL
ADVENTURE_COMBAT_OPTIONS
ADVENTURE_MOVEMENT_OPTIONS
ADVENTURE_INVENTORY
ADVENTURE_LOG
ADVENTURE_STATUS
ADVENTURE_TRAVEL_LOG
ADVENTURE_TRAVEL_TRACKS_OFF
ADVENTURE_INVENTORY_REMOVE_ACTIVE
ADVENTURE_INVENTORY_REMOVE_INACTIVE
ADVENTURE_INVENTORY_WEAR_ACTIVE
ADVENTURE_INVENTORY_WEAR_INACTIVE
ADVENTURE_INVENTORY_DROP_ACTIVE
ADVENTURE_INVENTORY_DROP_INACTIVE
ADVENTURE_BUILD
ADVENTURE_SLEEP
COMBAT_ICON_GRAB
COMBAT_ICON_WRESTLE
ADVENTURE_INVENTORY_INTERACT_ACTIVE
ADVENTURE_INVENTORY_INTERACT_INACTIVE
ADVENTURE_INVENTORY_EAT_DRINK_ACTIVE
ADVENTURE_INVENTORY_EAT_DRINK_INACTIVE
ADVENTURE_INVENTORY_PUT_INTO_ACTIVE
ADVENTURE_INVENTORY_PUT_INTO_INACTIVE
SQUADS_EQUIPMENT_BACKPACK_WARNING
SQUADS_EQUIPMENT_AMMO_WARNING
SQUADS_EQUIPMENT_QUIVER_WARNING
SQUADS_EQUIPMENT_SHOES_WARNING
SQUADS_EQUIPMENT_GLOVES_WARNING
SQUADS_EQUIPMENT_HELMET_WARNING
SQUADS_EQUIPMENT_PANTS_WARNING
SQUADS_EQUIPMENT_ARMOR_WARNING
SQUADS_EQUIPMENT_SHOES_MISSING
SQUADS_EQUIPMENT_GLOVES_MISSING
SQUADS_EQUIPMENT_HELMET_MISSING
SQUADS_EQUIPMENT_PANTS_MISSING
SQUADS_EQUIPMENT_ARMOR_MISSING
SQUADS_EQUIPMENT_SHIELD_MISSING
SQUADS_EQUIPMENT_WEAPON_MISSING
SQUADS_EQUIPMENT_FLASK_WARNING
BUTTON_PAINT_RECTANGLE_INACTIVE
BUTTON_PAINT_RECTANGLE_ACTIVE
BUTTON_FREE_PAINT_INACTIVE
BUTTON_FREE_PAINT_ACTIVE
SQUADS_EQUIPMENT_FLASK_MISSING
SQUADS_EQUIPMENT_BACKPACK_MISSING
SQUADS_EQUIPMENT_AMMO_MISSING
SQUADS_EQUIPMENT_QUIVER_MISSING
BUILDING_SHEET_FARM_INACTIVE_OPTION
BUILDING_SHEET_FARM_ACTIVE_OPTION
BUTTON_PAINT_RECTANGLE_BORDER_INACTIVE
BUTTON_PAINT_RECTANGLE_BORDER_ACTIVE
BUTTON_FREE_PAINT_BORDER_INACTIVE
BUTTON_FREE_PAINT_BORDER_ACTIVE
BUTTON_CLICK_INACTIVE
BUTTON_CLICK_ACTIVE
RECENTER_REMOVE_OR_CLEAR
RECENTER_SET_LOCATION
RECENTER_RECENTER
RECENTER_DEEPEST
RECENTER_SURFACE
RECENTER_HOTKEYS
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_OFF
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_ON
ARENA_CONDITION_UNASSIGNED
ARENA_CONDITION_ASSIGNED
ARENA_DECREASE_EQUIPMENT
ARENA_INCREASE_EQUIPMENT
ARENA_DECREASE_SKILL
ARENA_INCREASE_SKILL
ARENA_DECREASE_TEAM
ARENA_INCREASE_TEAM
ARENA_FLUIDS_SNOW_SELECTED
ARENA_FLUIDS_SNOW_UNSELECTED
ARENA_FLUIDS_REMOVE_SELECTED
ARENA_FLUIDS_REMOVE_UNSELECTED
ARENA_FLUIDS_MAGMA_SELECTED
ARENA_FLUIDS_MAGMA_UNSELECTED
ARENA_FLUIDS_WATER_SELECTED
ARENA_FLUIDS_WATER_UNSELECTED
ADVENTURE_JUMP
ADVENTURE_CLIMB
ADVENTURE_CRAFT
ADVENTURE_SEARCH
ADVENTURE_INTERACT
ARENA_ENTER_AMOUNT
ARENA_FLUIDS_MUD_SELECTED
ARENA_FLUIDS_MUD_UNSELECTED
CONTRACT_LIST
ADVENTURE_INTERACTION_ICON_ROOT_AROUND
ADVENTURE_INTERACTION_ICON_UNRETRACT_FROM_BP
ADVENTURE_INTERACTION_ICON_RETRACT_INTO_BP
ADVENTURE_COMBAT_PREF_CHARGE_DEF_ACCORDING_OFF
ADVENTURE_COMBAT_PREF_CHARGE_DEF_STAND_OFF
ADVENTURE_COMBAT_PREF_CHARGE_DEF_MOVE_OFF
ADVENTURE_COMBAT_PREF_DODGE_STAND_OFF
BUTTON_ZONE_INACTIVE
BUTTON_BUILDING_ACTIVE
BUTTON_BUILDING_INACTIVE
BUTTON_LOWER_MENU
BUTTON_DIG
EXPAND_LIST_SMALL
CONTRACT_LIST_SMALL
EXPAND_LIST
BUTTON_DIG_STAIRS_ACTIVE
BUTTON_DIG_DIG_INACTIVE
BUTTON_DIG_DIG_ACTIVE
BUTTON_HAULING_ACTIVE
BUTTON_HAULING_INACTIVE
BUTTON_BURROW_ACTIVE
BUTTON_BURROW_INACTIVE
BUTTON_ZONE_ACTIVE
BUTTON_DIG_MODE_ALL_ACTIVE
BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE
BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE
BUTTON_DIG_CHANNEL_INACTIVE
BUTTON_DIG_CHANNEL_ACTIVE
BUTTON_DIG_RAMP_INACTIVE
BUTTON_DIG_RAMP_ACTIVE
BUTTON_DIG_STAIRS_INACTIVE
BUTTON_PRIORITY_1_ACTIVE
BUTTON_DIG_MODE_ONLY_GEM_INACTIVE
BUTTON_DIG_MODE_ONLY_GEM_ACTIVE
BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE
BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE
BUTTON_DIG_MODE_AUTO_INACTIVE
BUTTON_DIG_MODE_AUTO_ACTIVE
BUTTON_DIG_MODE_ALL_INACTIVE
BUTTON_PRIORITY_5_ACTIVE
BUTTON_PRIORITY_4_INACTIVE
BUTTON_PRIORITY_4_ACTIVE
BUTTON_PRIORITY_3_INACTIVE
BUTTON_PRIORITY_3_ACTIVE
BUTTON_PRIORITY_2_INACTIVE
BUTTON_PRIORITY_2_ACTIVE
BUTTON_PRIORITY_1_INACTIVE
BUTTON_DES_TO_BLUEPRINT_ACTIVE
BUTTON_DES_BLUEPRINT_INACTIVE
BUTTON_DES_BLUEPRINT_ACTIVE
BUTTON_PRIORITY_7_INACTIVE
BUTTON_PRIORITY_7_ACTIVE
BUTTON_PRIORITY_6_INACTIVE
BUTTON_PRIORITY_6_ACTIVE
BUTTON_PRIORITY_5_INACTIVE
BUTTON_DES_SMOOTH_ACTIVE
BUTTON_DES_GATHER_INACTIVE
BUTTON_DES_GATHER_ACTIVE
BUTTON_DES_CHOP_INACTIVE
BUTTON_DES_CHOP_ACTIVE
BUTTON_DES_FROM_BLUEPRINT_INACTIVE
BUTTON_DES_TO_BLUEPRINT_INACTIVE
BUTTON_DES_FROM_BLUEPRINT_ACTIVE
COMBAT_ICON_LOOSEN
COMBAT_ICON_BREAK
COMBAT_ICON_GOUGE
COMBAT_ICON_PINCH
COMBAT_ICON_THROW
COMBAT_ICON_TAKEDOWN
COMBAT_ICON_CHOKE
COMBAT_ICON_JOINT_LOCK
COMBAT_ICON_BP_LOWERBODY
COMBAT_ICON_BP_UPPERBODY
COMBAT_ICON_BP_HEAD
COMBAT_ICON_BP_STANCE
COMBAT_ICON_BP_GRASP
COMBAT_ICON_LATCHED_ON
COMBAT_ICON_STRANGLE
COMBAT_ICON_SHAKE
COMBAT_ICON_BP_JOINT
COMBAT_ICON_BP_THROAT
COMBAT_ICON_BP_GUTS
COMBAT_ICON_BP_BREATHE
COMBAT_ICON_BP_CIRCULATION
COMBAT_ICON_BP_LIMB_STANCE
COMBAT_ICON_BP_LIMB_GRASP
COMBAT_ICON_BP_SIGHT
COMBAT_ICON_QUICK
COMBAT_ICON_BP_FLIER
COMBAT_ICON_BP_NERVOUS
COMBAT_ICON_BP_THOUGHT
COMBAT_ICON_BP_HEAR
COMBAT_ICON_BP_SMELL
COMBAT_ICON_BP_DIGIT
COMBAT_ICON_BP_INTERNAL
COMBAT_ICON_VERB_SLAP
COMBAT_ICON_VERB_SLASH
COMBAT_ICON_VERB_STAB
COMBAT_ICON_MULTI
COMBAT_ICON_CHARGE
COMBAT_ICON_PRECISE
COMBAT_ICON_WILD
COMBAT_ICON_HEAVY
COMBAT_ICON_VERB_STING
COMBAT_ICON_VERB_BITE
COMBAT_ICON_VERB_KICK
COMBAT_ICON_VERB_PUNCH
COMBAT_ICON_VERB_POMMEL_STRIKE
COMBAT_ICON_VERB_LASH
COMBAT_ICON_VERB_BASH
COMBAT_ICON_VERB_HACK
ADVENTURE_COMBAT_PREF_DODGE_STAND_ON
ADVENTURE_COMBAT_PREF_DODGE_MOVE_ON
ADVENTURE_COMBAT_PREF_ACCORDING_ON
ADVENTURE_COMBAT_PREF_WRESTLE_ON
ADVENTURE_COMBAT_PREF_CHARGE_ON
ADVENTURE_COMBAT_PREF_STRIKE_ON
COMBAT_ICON_VERB_PUSH
COMBAT_ICON_VERB_PINCER
ADVENTURE_COMBAT_PREF_DODGE_MOVE_OFF
ADVENTURE_COMBAT_PREF_ACCORDING_OFF
ADVENTURE_COMBAT_PREF_WRESTLE_OFF
ADVENTURE_COMBAT_PREF_CHARGE_OFF
ADVENTURE_COMBAT_PREF_STRIKE_OFF
ADVENTURE_COMBAT_PREF_CHARGE_DEF_ACCORDING_ON
ADVENTURE_COMBAT_PREF_CHARGE_DEF_STAND_ON
ADVENTURE_COMBAT_PREF_CHARGE_DEF_MOVE_ON
INVENTORY_ASSIGNED_SQUAD
BUILDING_INFO_ANIMAL_TRAP_NONE
BUILDING_INFO_ANIMAL_TRAP_NONE_ACTIVE
BUILDING_INFO_ANIMAL_TRAP_GEM
BUILDING_INFO_ANIMAL_TRAP_GEM_ACTIVE
BUILDING_INFO_ANIMAL_TRAP_FISH
BUILDING_INFO_ANIMAL_TRAP_FISH_ACTIVE
BUILDING_INFO_ANIMAL_TRAP_MEAT
UNIT_SHEET_VIEW_REPORTS
UNIT_SHEET_CAMERA_ACTIVE
UNIT_SHEET_CAMERA_INACTIVE
UNIT_SHEET_EXPEL
UNIT_SHEET_CUSTOMIZE
INVENTORY_ASSIGNED_SYMBOL
INVENTORY_ASSIGNED_TOOL
INVENTORY_ASSIGNED_CLOTHING
PETS_LIVESTOCK_AVAILABLE_AS_PET
PETS_LIVESTOCK_UNAVAILABLE_AS_PET
PETS_LIVESTOCK_ASSIGN_WORK_ANIMAL
PETS_LIVESTOCK_HUNT_TRAINING_ACTIVE
PETS_LIVESTOCK_HUNT_TRAINING_INACTIVE
PETS_LIVESTOCK_WAR_TRAINING_ACTIVE
PETS_LIVESTOCK_WAR_TRAINING_INACTIVE
PETS_LIVESTOCK_ASSIGN_TRAINER
ADVENTURE_INVENTORY_ITEM_REMOVE
ADVENTURE_INVENTORY_ITEM_WEAR
ADVENTURE_INVENTORY_ITEM_DROP
ADVENTURE_INVENTORY_ITEM_DETAILS
PETS_LIVESTOCK_GELD_ACTIVE
PETS_LIVESTOCK_GELD_INACTIVE
PETS_LIVESTOCK_SLAUGHTER_ACTIVE
PETS_LIVESTOCK_SLAUGHTER_INACTIVE
ASSIGN_TRADE_NOT_SELECTED
ASSIGN_TRADE_SELECTED
BUILDING_SHEET_REMOVE
BUILDING_SHEET_CLEAR_WORKER
BUILDING_SHEET_ASSIGN_WORKER
ADVENTURE_INVENTORY_ITEM_INTERACT
ADVENTURE_INVENTORY_ITEM_EAT_DRINK
ADVENTURE_INVENTORY_ITEM_PUT_INTO
GRID_CELL_INACTIVE
PETITIONS_LIGHT
DIPLOMACY_LIGHT
SIEGE_LIGHT
BUTTON_FILTER_NAME
ASSIGN_TRADE_PROHIBITED
ASSIGN_TRADE_BEING_BROUGHT
ASSIGN_TRADE_IN_DEPOT
LEGENDS_TAB_PAGE_RIGHT
LEGENDS_TAB_PAGE_LEFT
ADVENTURE_LOG_ITEM_INACTIVE
ADVENTURE_LOG_ITEM_ACTIVE
ADVENTURE_LOG_PINNED_INACTIVE
ADVENTURE_LOG_PINNED_ACTIVE
GRID_CELL_BUTTON
GRID_CELL_ACTIVE
HELP_CORNER
HELP_BORDER
EMBARK_CONTRACT_Y_INACTIVE
EMBARK_CONTRACT_Y_ACTIVE
EMBARK_EXPAND_Y_INACTIVE
EMBARK_EXPAND_Y_ACTIVE
EMBARK_NOT_SELECTED
EMBARK_SELECTED
BUTTON_DES_SMOOTH_FORTIFY_ACTIVE
BUTTON_DES_SMOOTH_TRACK_INACTIVE
BUTTON_DES_SMOOTH_TRACK_ACTIVE
BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE
BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE
BUTTON_DES_SMOOTH_SMOOTH_INACTIVE
BUTTON_DES_SMOOTH_SMOOTH_ACTIVE
BUTTON_DES_SMOOTH_INACTIVE
BUTTON_DES_DUMP_INACTIVE
BUTTON_DES_DUMP_ACTIVE
BUTTON_DES_FORBID_INACTIVE
BUTTON_DES_FORBID_ACTIVE
BUTTON_DES_CLAIM_INACTIVE
BUTTON_DES_CLAIM_ACTIVE
BUTTON_DES_ITEM_BUILDING
BUTTON_DES_SMOOTH_FORTIFY_INACTIVE
BUTTON_DES_HIDE_INACTIVE
BUTTON_DES_HIDE_ACTIVE
BUTTON_DES_UNMELT_INACTIVE
BUTTON_DES_UNMELT_ACTIVE
BUTTON_DES_MELT_INACTIVE
BUTTON_DES_MELT_ACTIVE
BUTTON_DES_UNDUMP_INACTIVE
BUTTON_DES_UNDUMP_ACTIVE
BUTTON_DES_TRAFFIC_LOW_ACTIVE
BUTTON_DES_TRAFFIC_NORMAL_INACTIVE
BUTTON_DES_TRAFFIC_NORMAL_ACTIVE
BUTTON_DES_TRAFFIC_HIGH_INACTIVE
BUTTON_DES_TRAFFIC_HIGH_ACTIVE
BUTTON_DES_TRAFFIC
BUTTON_DES_UNHIDE_INACTIVE
BUTTON_DES_UNHIDE_ACTIVE
BUTTON_HELP
BUTTON_SETTINGS
BUTTON_CLOSE_LEFT
BUTTON_OPEN_RIGHT
BUTTON_DES_ERASE
BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE
BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE
BUTTON_DES_TRAFFIC_LOW_INACTIVE
BUTTON_PLAY_ACTIVE
BUTTON_STRESS_6
BUTTON_STRESS_5
BUTTON_STRESS_4
BUTTON_STRESS_3
BUTTON_STRESS_2
BUTTON_STRESS_1
BUTTON_STRESS_0
BUILDING_INFO_ACTIVE
BUILDING_INFO_DOOR_PERMITTED
BUILDING_INFO_DOOR_PERMITTED_ACTIVE
BUILDING_INFO_DOOR_FORBIDDEN
BUILDING_INFO_DOOR_FORBIDDEN_ACTIVE
BUTTON_PAUSE_INACTIVE
BUTTON_PAUSE_ACTIVE
BUTTON_PLAY_INACTIVE
BUILDING_INFO_ANIMAL_TRAP_MEAT_ACTIVE
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE_ACTIVE
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE_ACTIVE
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL_ACTIVE
BUILDING_INFO_INACTIVE
ANNOUNCEMENT_NOT_PAUSING_ON_NEW_REPORT
ANNOUNCEMENT_OPEN_ALL_ANNOUNCEMENTS
BUILDING_ITEM_OTHER
BUILDING_ITEM_DEAD
BUILDING_ITEM_LOADED
BUILDING_ITEM_BAIT
BUILDING_ITEM_ANIMAL
BUILDING_ITEM_TRADE
STOCKS_VIEW_ITEM
STOCKS_RECENTER
QUALITY_DOWN_INACTIVE
QUALITY_UP_INACTIVE
QUALITY_DOWN
QUALITY_UP
ANNOUNCEMENT_OPEN_FROM_MAIN
ANNOUNCEMENT_PAUSING_ON_NEW_REPORT
STOCKS_HIDE_ACTIVE
STOCKS_HIDE
STOCKS_MELT_ACTIVE
STOCKS_MELT
STOCKS_DUMP_ACTIVE
STOCKS_DUMP
STOCKS_FORBID_ACTIVE
STOCKS_FORBID
SHORT_HIDE_ACTIVE
SHORT_HIDE
SHORT_MELT_ACTIVE
SHORT_MELT
SHORT_DUMP_ACTIVE
SHORT_DUMP
SHORT_FORBID_ACTIVE
SHORT_FORBID
SCROLLBAR_OFFCENTER_SCROLLER_HOVER
SCROLLBAR_OFFCENTER_SCROLLER
SCROLLBAR_SMALL_SCROLLER_HOVER
SCROLLBAR_SMALL_SCROLLER
SCROLLBAR
SLIDER_HOVER
SLIDER
SLIDER_BACKGROUND
BUTTON_CATEGORY_RECTANGLE_SELECTED
BUTTON_FILTER
BUTTON_PICTURE_BOX_DARK
BUTTON_PICTURE_BOX_LIGHT
BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED
BUTTON_PICTURE_BOX_HIGHLIGHTED
BUTTON_PICTURE_BOX_SELECTED
BUTTON_PICTURE_BOX
ADVENTURE_TACTICAL_MODE_ON
ADVENTURE_BURDEN_HEAVY
ADVENTURE_BURDEN_LIGHT
BUTTON_CATEGORY_RECTANGLE_OFF
BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED
BUTTON_CATEGORY_RECTANGLE_ON
BUTTON_CATEGORY_RECTANGLE_ON_SELECTED
BUTTON_CATEGORY_RECTANGLE
BORDER_BOTTOM
BORDER_TOP
BORDER_MIDDLE_INTERSECTION
CALENDAR_DAY_FUTURE
CALENDAR_DAY_CURRENT
CALENDAR_DAY_PAST
Invalid ASCII RECTANGLE 
ADVENTURE_TACTICAL_MODE_OFF
ZOOM_IN_ON
RAMP_ARROWS_OFF
RAMP_ARROWS_ON
LIQUID_NUMBERS_OFF
LIQUID_NUMBERS_ON
HELP_REVEAL
HELP_HIDE
HELP_CLOSE
ADV_ZOOM_IN_ON
ADV_RAMP_ARROWS_OFF
ADV_RAMP_ARROWS_ON
ADV_LIQUID_NUMBERS_OFF
ADV_LIQUID_NUMBERS_ON
ZOOM_OUT_OFF
ZOOM_OUT_ON
ZOOM_IN_OFF
BUTTON_RECTANGLE_SELECTED
BUTTON_RECTANGLE
INTERFACE_ADV_ENV
ADV_TRACKS_OFF
ADV_TRACKS_ON
ADV_ZOOM_OUT_OFF
ADV_ZOOM_OUT_ON
ADV_ZOOM_IN_OFF
BUTTON_SUBTRACT_HOVER
BUTTON_SUBTRACT
BUTTON_ADD_INVALID
BUTTON_ADD_PRESSED
BUTTON_ADD_HOVER
BUTTON_ADD
BUTTON_RECTANGLE_DARK
BUTTON_RECTANGLE_LIGHT
SHORT_TAB_SELECTED
SHORT_TAB
TAB_SELECTED
TAB
BUTTON_EXPANDER_OPEN
BUTTON_EXPANDER_CLOSED
BUTTON_SUBTRACT_INVALID
BUTTON_SUBTRACT_PRESSED
HORIZONTAL_OPTION_REMOVE
HORIZONTAL_OPTION_INACTIVE
HORIZONTAL_OPTION_ACTIVE
HORIZONTAL_OPTION_LEFT_ORNAMENT
SHORT_SUBSUBTAB_SELECTED
SHORT_SUBSUBTAB
SHORT_SUBTAB_SELECTED
SHORT_SUBTAB
BUILDING_JOBS_SUSPENDED_ACTIVE
BUILDING_JOBS_SUSPENDED
BUILDING_JOBS_DO_NOW_ACTIVE
BUILDING_JOBS_DO_NOW
BUILDING_JOBS_REPEAT_ACTIVE
BUILDING_JOBS_REPEAT
HORIZONTAL_OPTION_RIGHT_ORNAMENT
HORIZONTAL_OPTION_CONFIRM
BUILDING_ITEM_INCORPORATED
BUILDING_ITEM_TASK
BUILDING_SHORT_ITEM_TASK
BUILDING_JOBS_QUOTA
BUILDING_JOBS_ACTIVE
BUILDING_JOBS_REMOVE_WORKER
BUILDING_JOBS_REMOVE
BUILDING_JOBS_PRIORITY_UP
SCROLLBAR_BLANK_SCROLLER
SCROLLBAR_BOTTOM_SCROLLER_HOVER
SCROLLBAR_BOTTOM_SCROLLER
SCROLLBAR_TOP_SCROLLER_HOVER
SCROLLBAR_TOP_SCROLLER
SCROLLBAR_DOWN_PRESSED
SCROLLBAR_DOWN_HOVER
SCROLLBAR_UP_PRESSED
SKILL_PROGRESS_BAR_LEFT_FULL
BUTTON_FILTER_NO_MAG_RIGHT
SCROLLBAR_UNDERGROUND
SCROLLBAR_GROUND
SCROLLBAR_SKY
SCROLLBAR_CENTER_SCROLLER_HOVER
SCROLLBAR_CENTER_SCROLLER
SCROLLBAR_BLANK_SCROLLER_HOVER
SKILL_PROGRESS_BAR_RIGHT_EMPTY
SKILL_PROGRESS_BAR_MID_EMPTY
SKILL_PROGRESS_BAR_LEFT_EMPTY
SKILL_PROGRESS_BAR_RIGHT_HALF
SKILL_PROGRESS_BAR_MID_HALF
SKILL_PROGRESS_BAR_LEFT_HALF
SKILL_PROGRESS_BAR_RIGHT_FULL
SKILL_PROGRESS_BAR_MID_FULL
STATUE_ITEM_GRAPHICS
Unknown furnace graphics furnace token: 
CUSTOM_FURNACE_GRAPHICS
Unknown workshop graphics workshop token: 
CUSTOM_WORKSHOP_GRAPHICS
SHAPE_GRAPHICS_SMALL_GEM
Unknown gem shape token: 
SHAPE_GRAPHICS_LARGE_GEM
Statue shape adj not recognized: 
Unknown statue shape token: 
STATUE_SHAPE_GRAPHICS
Unknown statue creature caste token: 
STATUE_CREATURE_CASTE_GRAPHICS
Unknown statue creature token: 
STATUE_CREATURE_GRAPHICS
STATUE_ITEM_GRAPHICS: Unknown item subtype token: 
ROUGH_GEM_GRAPHICS
Unknown boulder graphics material: 
boulder graphics
BOULDER_GRAPHICS
CHEESE_GRAPHICS_ALT
Unknown cheese graphics material: 
cheese graphics
CHEESE_GRAPHICS
Unknown wood graphics material: 
wood graphics
WOOD_GRAPHICS
Unknown bar graphics material: 
bar graphics
BARS_GRAPHICS
Unknown rough gem graphics material: 
rough gem graphics
Unknown helm graphics helm token: 
HELM_GRAPHICS
Unknown gloves graphics gloves token: 
GLOVES_GRAPHICS
Unknown armor graphics armor token: 
ARMOR_GRAPHICS
Unknown food graphics food token: 
FOOD_GRAPHICS
HOVER_TAB_INSIDE_CORNER_TOP
HOVER_TAB_INACTIVE
HOVER_RECTANGLE_JOIN_E_SE
HOVER_RECTANGLE_JOIN_E_S
HOVER_RECTANGLE_JOIN_W_S
HOVER_RECTANGLE_JOIN_W_SW
BORDER_RIGHT
BORDER_LEFT
ADVENTURE_TRAVEL_DIR_SW_YES
ADVENTURE_TRAVEL_DIR_E_YES
ADVENTURE_TRAVEL_DIR_CENTER_YES
ADVENTURE_TRAVEL_DIR_W_YES
ADVENTURE_TRAVEL_DIR_NE_YES
ADVENTURE_TRAVEL_DIR_N_YES
ADVENTURE_TRAVEL_DIR_NW_YES
HOVER_TAB_INSIDE_CORNER_BOTTOM
ADVENTURE_TRAVEL_DIR_E_NO
ADVENTURE_TRAVEL_DIR_CENTER_NO
ADVENTURE_TRAVEL_DIR_W_NO
ADVENTURE_TRAVEL_DIR_NE_NO
ADVENTURE_TRAVEL_DIR_N_NO
ADVENTURE_TRAVEL_DIR_NW_NO
ADVENTURE_TRAVEL_DIR_SE_YES
ADVENTURE_TRAVEL_DIR_S_YES
BOTTOM_BUTTON_BORDER_W
BOTTOM_BUTTON_BORDER_NW
ADVENTURE_TRAVEL_DIR_DOWN
ADVENTURE_TRAVEL_DIR_UP
ADVENTURE_TRAVEL_DIR_UP_DOWN
ADVENTURE_TRAVEL_DIR_SE_NO
ADVENTURE_TRAVEL_DIR_S_NO
ADVENTURE_TRAVEL_DIR_SW_NO
EMBARK_EXPAND_X_INACTIVE
EMBARK_EXPAND_X_ACTIVE
LEGENDS_TAB_CLOSE_ACTIVE
LEGENDS_TAB_CLOSE_INACTIVE
BOTTOM_BUTTON_BORDER_E
BOTTOM_BUTTON_BORDER_NE
BOTTOM_BUTTON_BORDER_INTERIOR
BOTTOM_BUTTON_BORDER_N
INTERIOR_BORDER_N_S
INTERIOR_BORDER_W_E
INTERIOR_BORDER_S_W_E
INTERIOR_BORDER_N_W_E
INTERIOR_BORDER_N_S_W_E
BUTTON_RECTANGLE_DIVIDER
EMBARK_CONTRACT_X_INACTIVE
EMBARK_CONTRACT_X_ACTIVE
SORT_DESCENDING_INACTIVE
SORT_DESCENDING_ACTIVE
SORT_ASCENDING_INACTIVE
SORT_ASCENDING_ACTIVE
INTERFACE_BACKGROUND
COMBAT_ICON_WRESTLE_LEFT
COMBAT_ICON_WRESTLE_EQUAL
COMBAT_ICON_WRESTLE_RIGHT
SCROLLBAR_UP_HOVER
NOT_PINNED
PINNED
TYPE_FILTER_TEXT
TYPE_FILTER_RIGHT
TYPE_FILTER_LEFT
SORT_TEXT_INACTIVE
SORT_TEXT_ACTIVE
WEAPON_GRAPHICS_UPRIGHT_10B
WEAPON_GRAPHICS_UPRIGHT_9B
WEAPON_GRAPHICS_UPRIGHT_8B
WEAPON_GRAPHICS_UPRIGHT_7B
WEAPON_GRAPHICS_UPRIGHT_6B
WEAPON_GRAPHICS_UPRIGHT_5B
WEAPON_GRAPHICS_UPRIGHT_4B
WEAPON_GRAPHICS_UPRIGHT_3B
TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID
TOOL_GRAPHICS_HIVE_BLD_PRODUCTS
TOOL_GRAPHICS_HIVE_BLD_IN_USE
TOOL_GRAPHICS_HIVE_BLD
LIST_ICON
ADD_TOOL_GRAPHICS
Unknown tool graphics tool token: 
TOOL_GRAPHICS
TOOL_GRAPHICS_CONTAINER_TOP_MEAL
TOOL_GRAPHICS_CONTAINER_TOP_PLANT
TOOL_GRAPHICS_CONTAINER_METAL_ITEM
TOOL_GRAPHICS_CONTAINER_STONE_ITEM
TOOL_GRAPHICS_CONTAINER_WOOD_ITEM
TOOL_GRAPHICS_CONTAINER_LIQUID
TOOL_GRAPHICS_CONTAINER_METAL_LIQUID
TOOL_GRAPHICS_CONTAINER_STONE_LIQUID
TOOL_GRAPHICS_METAL
TOOL_GRAPHICS_STONE
TOOL_GRAPHICS_WOOD
TOOL_GRAPHICS_CONTAINER_TOP_PLANT_SUBTERRANEAN
TOOL_GRAPHICS_CONTAINER_TOP_CHEESE
TOOL_GRAPHICS_CONTAINER_TOP_BAG
TOOL_GRAPHICS_CONTAINER_TOP_FISH
TOOL_GRAPHICS_CONTAINER_TOP_MEAT
TOOL_GRAPHICS_RINGS
TOOL_GRAPHICS_SPIKES
TOOL_GRAPHICS_DAMAGE
TOOL_GRAPHICS_GLASS_VARIANT
TOOL_GRAPHICS_METAL_VARIANT
TOOL_GRAPHICS_STONE_VARIANT
TOOL_GRAPHICS_WOOD_VARIANT
TOOL_GRAPHICS_GLASS
TOOL_GRAPHICS_SHAPE
TOOL_GRAPHICS_MUD
TOOL_GRAPHICS_WATER
TOOL_GRAPHICS_VOMIT
TOOL_GRAPHICS_BLOOD
TOOL_GRAPHICS_BANDS
TOOL_GRAPHICS_ENGRAVING
TOOL_GRAPHICS_STUDS
STONE_STAIR_UPDOWN
GRASS_STAIR_DOWN
GRASS_STAIR_UP
GRASS_STAIR_UPDOWN
CUSTOM_SYMBOL
TILE_GRAPHICS
TILE_GRAPHICS_RECTANGLE
Shape token not recognized: 
SAND_STAIR_DOWN
SAND_STAIR_UP
SAND_STAIR_UPDOWN
DIRT_STAIR_DOWN
DIRT_STAIR_UP
DIRT_STAIR_UPDOWN
STONE_STAIR_DOWN
STONE_STAIR_UP
SHIELD_GRAPHICS_WOODEN
SHOES_GRAPHICS_METAL
Unknown shield graphics shield token: 
SHIELD_GRAPHICS
Unknown shoes graphics shoes token: 
SHOES_GRAPHICS
Unknown pants graphics pants token: 
PANTS_GRAPHICS
TRAPCOMP_GRAPHICS_UPRIGHT_3T
TRAPCOMP_GRAPHICS_UPRIGHT_2T
TRAPCOMP_GRAPHICS_UPRIGHT_1T
TRAPCOMP_GRAPHICS_WEAPON_TRAP
Unknown trapcomp graphics trapcomp token: 
TRAPCOMP_GRAPHICS
Unknown toy graphics toy token: 
TOY_GRAPHICS
TRAPCOMP_GRAPHICS_UPRIGHT_1B
TRAPCOMP_GRAPHICS_UPRIGHT_10T
TRAPCOMP_GRAPHICS_UPRIGHT_9T
TRAPCOMP_GRAPHICS_UPRIGHT_8T
TRAPCOMP_GRAPHICS_UPRIGHT_7T
TRAPCOMP_GRAPHICS_UPRIGHT_6T
TRAPCOMP_GRAPHICS_UPRIGHT_5T
TRAPCOMP_GRAPHICS_UPRIGHT_4T
TRAPCOMP_GRAPHICS_UPRIGHT_9B
TRAPCOMP_GRAPHICS_UPRIGHT_8B
TRAPCOMP_GRAPHICS_UPRIGHT_7B
TRAPCOMP_GRAPHICS_UPRIGHT_6B
TRAPCOMP_GRAPHICS_UPRIGHT_5B
TRAPCOMP_GRAPHICS_UPRIGHT_4B
TRAPCOMP_GRAPHICS_UPRIGHT_3B
TRAPCOMP_GRAPHICS_UPRIGHT_2B
SIEGEAMMO_GRAPHICS
AMMO_GRAPHICS_DIAGONAL_WOOD
AMMO_GRAPHICS_DIAGONAL_DEFAULT
AMMO_GRAPHICS_STRAIGHT_WOOD
AMMO_GRAPHICS_STRAIGHT_DEFAULT
Unknown ammo graphics weapon token: 
AMMO_GRAPHICS
TRAPCOMP_GRAPHICS_UPRIGHT_10B
WEAPON_GRAPHICS_DEFAULT
Unknown weapon graphics weapon token: 
WEAPON_GRAPHICS
SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD
SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT
SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD
SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT
Unknown siegeammo graphics weapon token: 
WEAPON_GRAPHICS_UPRIGHT_4T
WEAPON_GRAPHICS_UPRIGHT_3T
WEAPON_GRAPHICS_UPRIGHT_2T
WEAPON_GRAPHICS_UPRIGHT_1T
WEAPON_GRAPHICS_WEAPON_TRAP
WEAPON_GRAPHICS_WOOD_GROWN
WEAPON_GRAPHICS_WOOD
WEAPON_GRAPHICS_MATERIAL
WEAPON_GRAPHICS_UPRIGHT_2B
WEAPON_GRAPHICS_UPRIGHT_1B
WEAPON_GRAPHICS_UPRIGHT_10T
WEAPON_GRAPHICS_UPRIGHT_9T
WEAPON_GRAPHICS_UPRIGHT_8T
WEAPON_GRAPHICS_UPRIGHT_7T
WEAPON_GRAPHICS_UPRIGHT_6T
WEAPON_GRAPHICS_UPRIGHT_5T
PORTRAIT_HERO_SELECTED
PORTRAIT_CHOSEN_SELECTED
PORTRAIT_ORDINARY
PORTRAIT_HERO
PORTRAIT_CHOSEN
DEFAULT_PORTRAIT_FRAME
HERO_PORTRAIT_FRAME
CHOSEN_PORTRAIT_FRAME
PORTRAIT_FRAME_DEITY_NORMAL
PORTRAIT_FRAME_DEITY_BAD
PORTRAIT_ADD_INACTIVE
PORTRAIT_ADD_ACTIVE
PORTRAIT_RIGHT
PORTRAIT_LEFT
DEFAULT_PORTRAIT_BACKGROUND_SELECTED
PORTRAIT_ORDINARY_SELECTED
VISION_SHADOW_S_W
VISION_SHADOW_N_E
VISION_SHADOW_N_W
VISION_SHADOW_E
VISION_SHADOW_W
VISION_SHADOW_S
VISION_SHADOW_N
PORTRAIT_FRAME_DEITY_GOOD
VISION_SHADOW_NE
VISION_SHADOW_NW
VISION_SHADOW_N_S_W_E
VISION_SHADOW_S_W_E
VISION_SHADOW_N_W_E
VISION_SHADOW_N_S_E
VISION_SHADOW_N_S_W
VISION_SHADOW_S_E
BUILDING_ICON_WORKSHOPS
CREATURE_IS_DEAD
CREATURE_IS_TRAVELING
UNIT_SELECTOR_POND
UNIT_SELECTOR_PIT
UNIT_SELECTOR_PASTURE
VISION_SHADOW_SE
VISION_SHADOW_SW
BUILDING_ICON_TRADE_DEPOT
BUILDING_ICON_MILITARY
BUILDING_ICON_TRAPS
BUILDING_ICON_CAGES_RESTRAINT
BUILDING_ICON_MACHINES_FLUIDS
BUILDING_ICON_WALLS_FLOORS
BUILDING_ICON_DOORS_HATCHES
BUILDING_ICON_FURNITURE
BUILDING_ICON_WORKSHOPS_FARMING
BUILDING_ICON_WORKSHOPS_CLOTHING
BUILDING_ICON_WORKSHOP_JEWELER
BUILDING_ICON_WORKSHOP_CRAFTS
BUILDING_ICON_WORKSHOPS_FURNACES
BUILDING_ICON_WORKSHOP_METALSMITH
BUILDING_ICON_WORKSHOP_MASON
BUILDING_ICON_WORKSHOP_CARPENTER
BUILDING_ICON_FURNACE_KILN
BUILDING_ICON_FURNACE_GLASS
BUILDING_ICON_FURNACE_SMELTER
BUILDING_ICON_FURNACE_WOOD
BUILDING_ICON_WORKSHOP_ASHERY
BUILDING_ICON_WORKSHOP_SIEGE
BUILDING_ICON_WORKSHOP_MECHANIC
BUILDING_ICON_WORKSHOP_BOWYER
SAND_R_STAIR_UP
SAND_R_STAIR_UPDOWN
SAND_W_STAIR_DOWN
SAND_W_STAIR_UP
SAND_W_STAIR_UPDOWN
SAND_Y_STAIR_DOWN
SAND_Y_STAIR_UP
SAND_Y_STAIR_UPDOWN
SMOOTH_FLOOR
PALETTE_STAIR_DOWN
PALETTE_STAIR_UP
PALETTE_STAIR_UPDOWN
SAND_B_STAIR_DOWN
SAND_B_STAIR_UP
SAND_B_STAIR_UPDOWN
SAND_R_STAIR_DOWN
FORTIFICATION_OPEN_NS
FORTIFICATION_OPEN_SWE
FORTIFICATION_OPEN_NWE
FORTIFICATION_OPEN_NSE
FORTIFICATION_OPEN_NSW
FORTIFICATION_OPEN_NSWE
FORTIFICATION
WORKSHOP_FLOOR
FORTIFICATION_WOOD_OPEN_NSW
FORTIFICATION_WOOD_OPEN_NSWE
FORTIFICATION_WOOD
FORTIFICATION_OPEN_SE
FORTIFICATION_OPEN_SW
FORTIFICATION_OPEN_NE
FORTIFICATION_OPEN_NW
FORTIFICATION_OPEN_WE
FORTIFICATION_WOOD_OPEN_SW
FORTIFICATION_WOOD_OPEN_NE
FORTIFICATION_WOOD_OPEN_NW
FORTIFICATION_WOOD_OPEN_WE
FORTIFICATION_WOOD_OPEN_NS
FORTIFICATION_WOOD_OPEN_SWE
FORTIFICATION_WOOD_OPEN_NWE
FORTIFICATION_WOOD_OPEN_NSE
FORTIFICATION_ICE_OPEN_NS
FORTIFICATION_ICE_OPEN_SWE
FORTIFICATION_ICE_OPEN_NWE
FORTIFICATION_ICE_OPEN_NSE
FORTIFICATION_ICE_OPEN_NSW
FORTIFICATION_ICE_OPEN_NSWE
FORTIFICATION_ICE
FORTIFICATION_WOOD_OPEN_SE
FLOW_WATER_MIST
FLOW_DUST
FLOW_MIASMA
FORTIFICATION_ICE_OPEN_SE
FORTIFICATION_ICE_OPEN_SW
FORTIFICATION_ICE_OPEN_NE
FORTIFICATION_ICE_OPEN_NW
FORTIFICATION_ICE_OPEN_WE
DEFAULT_PORTRAIT_BACKGROUND
FLOW_ITEM
FLOW_SMOKE
FLOW_FIRE
FLOW_DRAGONFIRE
FLOW_VAPOR
FLOW_BOILING
FLOW_LAVA_MIST
BUILDING_ICON_WAGON
BUILDING_ICON_CATAPULT
BUILDING_ICON_BALLISTA
BUILDING_ICON_ARMOR_STAND
BUILDING_ICON_WEAPON_RACK
BUILDING_ICON_ARCHERY_TARGET
BUILDING_ICON_WEAPON
BUILDING_ICON_TRAP_CAGE
PLANNED_CONSTRUCTION_TRACK_N
PLANNED_CONSTRUCTION_RAMP
PLANNED_CONSTRUCTION_STAIR_UPDOWN
PLANNED_CONSTRUCTION_STAIR_DOWN
PLANNED_CONSTRUCTION_STAIR_UP
PLANNED_CONSTRUCTION_FLOOR
PLANNED_CONSTRUCTION_WALL
PLANNED_CONSTRUCTION_FORTIFICATION
PLANNED_CONSTRUCTION_TRACK_SW
PLANNED_CONSTRUCTION_TRACK_SE
PLANNED_CONSTRUCTION_TRACK_NW
PLANNED_CONSTRUCTION_TRACK_NE
PLANNED_CONSTRUCTION_TRACK_NS
PLANNED_CONSTRUCTION_TRACK_E
PLANNED_CONSTRUCTION_TRACK_W
PLANNED_CONSTRUCTION_TRACK_S
PLANNED_CONSTRUCTION_TRACK_RS
PLANNED_CONSTRUCTION_TRACK_RN
PLANNED_CONSTRUCTION_TRACK_NSWE
PLANNED_CONSTRUCTION_TRACK_SWE
PLANNED_CONSTRUCTION_TRACK_NWE
PLANNED_CONSTRUCTION_TRACK_NSW
PLANNED_CONSTRUCTION_TRACK_NSE
PLANNED_CONSTRUCTION_TRACK_WE
PLANNED_CONSTRUCTION_TRACK_RWE
PLANNED_CONSTRUCTION_TRACK_RSW
PLANNED_CONSTRUCTION_TRACK_RSE
PLANNED_CONSTRUCTION_TRACK_RNW
PLANNED_CONSTRUCTION_TRACK_RNE
PLANNED_CONSTRUCTION_TRACK_RNS
PLANNED_CONSTRUCTION_TRACK_RE
PLANNED_CONSTRUCTION_TRACK_RW
ZONE_INACTIVE_N_E
ZONE_INACTIVE_N_W
ZONE_INACTIVE_N_S_W_E
PLANNED_CONSTRUCTION_TRACK_RNSWE
PLANNED_CONSTRUCTION_TRACK_RSWE
PLANNED_CONSTRUCTION_TRACK_RNWE
PLANNED_CONSTRUCTION_TRACK_RNSW
PLANNED_CONSTRUCTION_TRACK_RNSE
ZONE_INACTIVE_W_E
ZONE_INACTIVE_N_S
ZONE_INACTIVE_S
ZONE_INACTIVE_W
ZONE_INACTIVE_E
ZONE_INACTIVE_N
ZONE_INACTIVE_S_W
ZONE_INACTIVE_S_E
ZONE_INACTIVE_SELECTED_N_E
ZONE_INACTIVE_SELECTED_N_W
ZONE_INACTIVE_SELECTED_N_S_W_E
ZONE_INACTIVE
ZONE_INACTIVE_N_S_E
ZONE_INACTIVE_N_S_W
ZONE_INACTIVE_S_W_E
ZONE_INACTIVE_N_W_E
BUILDING_ICON_WORKSHOP_TANNER
BUILDING_ICON_WORKSHOP_BUTCHER
BUILDING_ICON_WORKSHOP_STILL
BUILDING_ICON_FARM_PLOT
BUILDING_ICON_WORKSHOP_DYER
BUILDING_ICON_WORKSHOP_CLOTHES
BUILDING_ICON_WORKSHOP_LOOM
BUILDING_ICON_WORKSHOP_LEATHER
BUILDING_ICON_BED
BUILDING_ICON_HIVE
BUILDING_ICON_NEST_BOX
BUILDING_ICON_WORKSHOP_KENNEL
BUILDING_ICON_WORKSHOP_QUERN
BUILDING_ICON_WORKSHOP_FARMER
BUILDING_ICON_WORKSHOP_KITCHEN
BUILDING_ICON_WORKSHOP_FISHERY
BUILDING_ICON_TRACTION_BENCH
BUILDING_ICON_STATUE
BUILDING_ICON_SLAB
BUILDING_ICON_COFFIN
BUILDING_ICON_CABINET
BUILDING_ICON_BOX
BUILDING_ICON_TABLE
BUILDING_ICON_CHAIR
BUILDING_ICON_FLOOR
BUILDING_ICON_WALL
BUILDING_ICON_HATCH
BUILDING_ICON_DOOR
BUILDING_ICON_INSTRUMENT
BUILDING_ICON_OFFERING_PLACE
BUILDING_ICON_DISPLAY_FURNITURE
BUILDING_ICON_BOOKCASE
BUILDING_ICON_GRATE_FLOOR
BUILDING_ICON_GRATE_WALL
BUILDING_ICON_FORTIFICATION
BUILDING_ICON_ROAD_DIRT
BUILDING_ICON_ROAD_PAVED
BUILDING_ICON_BRIDGE
BUILDING_ICON_STAIRS
BUILDING_ICON_RAMP
BUILDING_ICON_LEVER
BUILDING_ICON_TRACK_STOP
BUILDING_ICON_TRACK
BUILDING_ICON_SUPPORT
BUILDING_ICON_WINDOW_GEM
BUILDING_ICON_WINDOW_GLASS
BUILDING_ICON_BARS_FLOORS
BUILDING_ICON_BARS_VERTICAL
BUILDING_ICON_AXLE_VERTICAL
BUILDING_ICON_AXLE_HORIZONTAL
BUILDING_ICON_GEAR_ASSEMBLY
BUILDING_ICON_WINDMILL
BUILDING_ICON_WATER_WHEEL
BUILDING_ICON_SCREW_PUMP
BUILDING_ICON_FLOODGATE
BUILDING_ICON_WELL
BUILDING_ICON_TRAP_WEAPON
BUILDING_ICON_TRAP_STONE
BUILDING_ICON_PRESSURE_PLATE
BUILDING_ICON_ANIMAL_TRAP
BUILDING_ICON_CAGE
BUILDING_ICON_RESTRAINT
BUILDING_ICON_ROLLERS
BUILDING_ICON_WORKSHOP_MILLSTONE
ZONE_GATHER
ZONE_FISHING
ZONE_WATER_SOURCE
ZONE_TOMB
ZONE_DUNGEON
ZONE_DORMITORY
ZONE_BARRACKS
ZONE_ARCHERY_RANGE
ZONE_ANIMAL_TRAINING
ZONE_HOSPITAL
ZONE_MEETING
ZONE_CLAY
ZONE_SAND
ZONE_PIT
ZONE_PEN
ZONE_DUMP
ZONE_TEMPLE_COMPLEX
ZONE_TEMPLE
ZONE_SHRINE
ZONE_GRAND_GUILDHALL
ZONE_GUILDHALL
ZONE_LIBRARY
ZONE_TAVERN
ZONE_MULTI
GUTS_E_2
GUTS_E_1
GUTS_W_2
GUTS_W_1
GUTS_S_2
GUTS_S_1
GUTS_N_2
GUTS_N_1
GUTS_SE_2
GUTS_SE_1
GUTS_NE_2
GUTS_NE_1
GUTS_SW_2
GUTS_SW_1
GUTS_NW_2
GUTS_NW_1
STOCKPILE_E
STOCKPILE_E_UP
STOCKPILE_W
STOCKPILE_W_UP
STOCKPILE_S
STOCKPILE_N
STOCKPILE_N_UP
STOCKPILE_FLOOR
STOCKPILE_CORPSES
STOCKPILE_COINS
STOCKPILE_CLOTH
STOCKPILE_BARS
STOCKPILE_ARMOR
STOCKPILE_ANIMALS
STOCKPILE_AMMO
STOCKPILE_BLANK
STOCKPILE_STONE
STOCKPILE_SHEETS
STOCKPILE_REFUSE
STOCKPILE_LEATHER
STOCKPILE_GEMS
STOCKPILE_FURNITURE
STOCKPILE_FOOD
STOCKPILE_FINISHED_GOODS
ZONE_INACTIVE_SELECTED_W_E
ZONE_INACTIVE_SELECTED_N_S
ZONE_INACTIVE_SELECTED_S
ZONE_INACTIVE_SELECTED_W
ZONE_INACTIVE_SELECTED_E
ZONE_INACTIVE_SELECTED_N
ZONE_INACTIVE_SELECTED_S_W
ZONE_INACTIVE_SELECTED_S_E
ZONE_ACTIVE_N_E
ZONE_ACTIVE_N_W
ZONE_ACTIVE_N_S_W_E
ZONE_INACTIVE_SELECTED
ZONE_INACTIVE_SELECTED_N_S_E
ZONE_INACTIVE_SELECTED_N_S_W
ZONE_INACTIVE_SELECTED_S_W_E
ZONE_INACTIVE_SELECTED_N_W_E
ZONE_ACTIVE_W_E
ZONE_ACTIVE_N_S
ZONE_ACTIVE_S
ZONE_ACTIVE_W
ZONE_ACTIVE_E
ZONE_ACTIVE_N
ZONE_ACTIVE_S_W
ZONE_ACTIVE_S_E
ZONE_SELECTED_N_E
ZONE_SELECTED_N_W
ZONE_SELECTED_N_S_W_E
ZONE_ACTIVE
ZONE_ACTIVE_N_S_E
ZONE_ACTIVE_N_S_W
ZONE_ACTIVE_S_W_E
ZONE_ACTIVE_N_W_E
ZONE_SELECTED_W_E
ZONE_SELECTED_N_S
ZONE_SELECTED_S
ZONE_SELECTED_W
ZONE_SELECTED_E
ZONE_SELECTED_N
ZONE_SELECTED_S_W
ZONE_SELECTED_S_E
ZONE_GENERAL_N_E
ZONE_GENERAL_N_W
ZONE_GENERAL_N_S_W_E
ZONE_SELECTED
ZONE_SELECTED_N_S_E
ZONE_SELECTED_N_S_W
ZONE_SELECTED_S_W_E
ZONE_SELECTED_N_W_E
ZONE_GENERAL_W_E
ZONE_GENERAL_N_S
ZONE_GENERAL_S
ZONE_GENERAL_W
ZONE_GENERAL_E
ZONE_GENERAL_N
ZONE_GENERAL_S_W
ZONE_GENERAL_S_E
ZONE_OFFICE
ZONE_DINING_HALL
ZONE_BEDROOM
ZONE_GENERAL
ZONE_GENERAL_N_S_E
ZONE_GENERAL_N_S_W
ZONE_GENERAL_S_W_E
ZONE_GENERAL_N_W_E
WORKSHOP_LEATHER
WORKSHOP_BUTCHER
WORKSHOP_SIEGE_OVERLAY
WORKSHOP_SIEGE
WORKSHOP_MECHANIC
WORKSHOP_BOWYER
WORKSHOP_MAGMAFORGE
WORKSHOP_METALSMITH
WORKSHOP_KITCHEN
WORKSHOP_KENNEL_OVERLAY
WORKSHOP_KENNEL
WORKSHOP_LOOM
WORKSHOP_STILL
WORKSHOP_FISHERY
WORKSHOP_CLOTHES
WORKSHOP_TANNER
FURNACE_KILN
FURNACE_GLASS
FURNACE_SMELTER
FURNACE_WOOD
TRADE_DEPOT_OVERLAY
TRADE_DEPOT
WORKSHOP_DYER
WORKSHOP_ASHERY
WORKSHOP_CRAFTS_OVERLAY
WORKSHOP_MASON_OVERLAY
WORKSHOP_FARMER_OVERLAY
WORKSHOP_CARPENTER_OVERLAY
WORKSHOP_CUSTOM_OVERLAY
FURNACE_KILN_LAVA
FURNACE_GLASS_LAVA
FURNACE_SMELTER_LAVA
WORKSHOP_TANNER_OVERLAY
WORKSHOP_LEATHER_OVERLAY
WORKSHOP_BUTCHER_OVERLAY
WORKSHOP_MECHANIC_OVERLAY
WORKSHOP_BOWYER_OVERLAY
WORKSHOP_MAGMAFORGE_OVERLAY
WORKSHOP_METALSMITH_OVERLAY
WORKSHOP_JEWELER_OVERLAY
FURNACE_WOOD_OVERLAY
WORKSHOP_DYER_OVERLAY
WORKSHOP_ASHERY_OVERLAY
WORKSHOP_KITCHEN_OVERLAY
WORKSHOP_LOOM_OVERLAY
WORKSHOP_STILL_OVERLAY
WORKSHOP_FISHERY_OVERLAY
WORKSHOP_CLOTHES_OVERLAY
FARMPLOT_PLANTED
FARMPLOT
FURNACE_KILN_LAVA_OVERLAY
FURNACE_GLASS_LAVA_OVERLAY
FURNACE_SMELTER_LAVA_OVERLAY
FURNACE_KILN_OVERLAY
FURNACE_GLASS_OVERLAY
FURNACE_SMELTER_OVERLAY
CATAPULT_E
CATAPULT_W
CATAPULT_S
CATAPULT_N
BALLISTA_E
BALLISTA_W
BALLISTA_S
BALLISTA_N
STOCKPILE_ICON_BARS
STOCKPILE_ICON_ARMOR
STOCKPILE_ICON_ANIMALS
STOCKPILE_ICON_AMMO
STOCKPILE_ICON_BLANK
STOCKPILE_CUSTOM
STOCKPILE_WOOD
STOCKPILE_WEAPONS
STOCKPILE_ICON_LEATHER
STOCKPILE_ICON_GEMS
STOCKPILE_ICON_FURNITURE
STOCKPILE_ICON_FOOD
STOCKPILE_ICON_FINISHED_GOODS
STOCKPILE_ICON_CORPSES
STOCKPILE_ICON_COINS
STOCKPILE_ICON_CLOTH
STOCKPILE_ICON_SIGNLESS_BLANK
STOCKPILE_ICON_ALL
STOCKPILE_ICON_CUSTOM
STOCKPILE_ICON_WOOD
STOCKPILE_ICON_WEAPONS
STOCKPILE_ICON_STONE
STOCKPILE_ICON_SHEETS
STOCKPILE_ICON_REFUSE
STOCKPILE_ICON_SIGNLESS_FINISHED_GOODS
STOCKPILE_ICON_SIGNLESS_CORPSES
STOCKPILE_ICON_SIGNLESS_COINS
STOCKPILE_ICON_SIGNLESS_CLOTH
STOCKPILE_ICON_SIGNLESS_BARS
STOCKPILE_ICON_SIGNLESS_ARMOR
STOCKPILE_ICON_SIGNLESS_ANIMALS
STOCKPILE_ICON_SIGNLESS_AMMO
STOCKPILE_ICON_SIGNLESS_WEAPONS
STOCKPILE_ICON_SIGNLESS_STONE
STOCKPILE_ICON_SIGNLESS_SHEETS
STOCKPILE_ICON_SIGNLESS_REFUSE
STOCKPILE_ICON_SIGNLESS_LEATHER
STOCKPILE_ICON_SIGNLESS_GEMS
STOCKPILE_ICON_SIGNLESS_FURNITURE
STOCKPILE_ICON_SIGNLESS_FOOD
WAGON_S
WAGON_N
WAGON_BLD
SIDE_INDICATOR
UNIT_STATUS
STOCKPILE_ICON_SIGNLESS_ALL
STOCKPILE_ICON_SIGNLESS_CUSTOM
STOCKPILE_ICON_SIGNLESS_WOOD
WORKSHOP_QUERN
WAGON_GOODS_W
WAGON_GOODS_E
WAGON_GOODS_S
WAGON_GOODS_N
WAGON_GOODS_BLD
WAGON_E
WAGON_W
WORKSHOP_JEWELER
WORKSHOP_CRAFTS
WORKSHOP_MASON
WORKSHOP_FARMER
WORKSHOP_CARPENTER
WORKSHOP_CUSTOM
WORKSHOP_MILLSTONE_TURNING
WORKSHOP_MILLSTONE
AXLE_HORIZONTAL_NS_1
DEBRIS_2
DEBRIS_1
UPRIGHT_WEAPON_RETRACTED_10
UPRIGHT_WEAPON_RETRACTED_9
UPRIGHT_WEAPON_RETRACTED_8
UPRIGHT_WEAPON_RETRACTED_7
UPRIGHT_WEAPON_RETRACTED_6
AXLE_HORIZONTAL_NS_FITTINGS_1
AXLE_VERTICAL_2
AXLE_VERTICAL_1
GEAR_ASSEMBLY_2
GEAR_ASSEMBLY_1
AXLE_HORIZONTAL_WE_2
AXLE_HORIZONTAL_WE_1
AXLE_HORIZONTAL_NS_2
WINDMILL_N_1
AXLE_VERTICAL_FITTINGS_2
AXLE_VERTICAL_FITTINGS_1
GEAR_ASSEMBLY_SOUTH_AXLE_2
GEAR_ASSEMBLY_SOUTH_AXLE_1
AXLE_HORIZONTAL_WE_FITTINGS_2
AXLE_HORIZONTAL_WE_FITTINGS_1
AXLE_HORIZONTAL_NS_FITTINGS_2
WINDMILL_NW_1
WINDMILL_E_2
WINDMILL_E_1
WINDMILL_W_2
WINDMILL_W_1
WINDMILL_S_2
WINDMILL_S_1
WINDMILL_N_2
WATER_WHEEL_NS_1
WINDMILL_SE_2
WINDMILL_SE_1
WINDMILL_SW_2
WINDMILL_SW_1
WINDMILL_NE_2
WINDMILL_NE_1
WINDMILL_NW_2
SCREWPUMP_N_1
SCREWPUMP_W_2
SCREWPUMP_W_1
SCREWPUMP_E_2
SCREWPUMP_E_1
WATER_WHEEL_WE_2
WATER_WHEEL_WE_1
WATER_WHEEL_NS_2
SOIL_WALL_N_3
SOIL_WALL_N_2
SOIL_WALL_N_1
SCREWPUMP_AXLE_2
SCREWPUMP_AXLE_1
SCREWPUMP_S_2
SCREWPUMP_S_1
SCREWPUMP_N_2
SOIL_WALL_E_3
SOIL_WALL_E_2
SOIL_WALL_E_1
SOIL_WALL_S_4
SOIL_WALL_S_3
SOIL_WALL_S_2
SOIL_WALL_S_1
SOIL_WALL_N_4
TRACK_STOP_STONE_NW
TRACK_STOP_STONE_NE
TRACK_STOP_STONE_SW
TRACK_STOP_STONE_SE
TRACK_STOP_STONE_WE
TRACK_STOP_STONE_NS
LEVER_PULLED
LEVER_SET
TRACK_STOP_STONE_E
TRACK_STOP_STONE_N
TRACK_STOP_STONE_S
TRACK_STOP_STONE_NSWE
TRACK_STOP_STONE_NWE
TRACK_STOP_STONE_SWE
TRACK_STOP_STONE_NSE
TRACK_STOP_STONE_NSW
TRACK_STOP_WOOD_NSW
TRACK_STOP_WOOD_NW
TRACK_STOP_WOOD_NE
TRACK_STOP_WOOD_SW
TRACK_STOP_WOOD_SE
TRACK_STOP_WOOD_WE
TRACK_STOP_WOOD_NS
TRACK_STOP_STONE_W
TRACK_STOP_WOOD_W
TRACK_STOP_WOOD_E
TRACK_STOP_WOOD_N
TRACK_STOP_WOOD_S
TRACK_STOP_WOOD_NSWE
TRACK_STOP_WOOD_NWE
TRACK_STOP_WOOD_SWE
TRACK_STOP_WOOD_NSE
TRAP_WEAPON_UNLOADED
TRAP_WEAPON
TRAP_STONE_UNLOADED
TRAP_STONE_TOP
TRAP_STONE
TRAP_CAGE_UNLOADED
TRAP_CAGE_TOP
TRAP_CAGE
TRAP_WEAPON_GENERIC_DAGGER
TRAP_WEAPON_GENERIC_HAMMER
TRAP_WEAPON_GENERIC_MACE
TRAP_WEAPON_GENERIC_AXE
TRAP_WEAPON_GENERIC_SWORD
TRAP_WEAPON_GENERIC_WHIP
TRAP_WEAPON_GENERIC_SPEAR
TRAP_WEAPON_GENERIC_PIKE
TRAP_PLATE_READY_WATER
TRAP_PLATE_PRESSED_MINECART
TRAP_PLATE_READY_MINECART
TRAP_PLATE_PRESSED
TRAP_PLATE_READY
TRAP_WEAPON_GENERIC_BLOWGUN
TRAP_WEAPON_GENERIC_BOW
TRAP_WEAPON_GENERIC_CROSSBOW
UPRIGHT_WEAPON_RETRACTED_5
UPRIGHT_WEAPON_RETRACTED_4
UPRIGHT_WEAPON_RETRACTED_3
UPRIGHT_WEAPON_RETRACTED_2
UPRIGHT_WEAPON_RETRACTED_1
TRAP_PLATE_PRESSED_MAGMA
TRAP_PLATE_READY_MAGMA
TRAP_PLATE_PRESSED_WATER
WORN2_STONE_WALL_N_3
WORN2_STONE_WALL_N_2
WORN2_STONE_WALL_N_1
WORN1_STONE_WALL_N_S_4
WORN1_STONE_WALL_N_S_3
WORN1_STONE_WALL_N_S_2
WORN1_STONE_WALL_N_S_1
WORN1_STONE_WALL_W_E_4
WORN2_STONE_WALL_E_3
WORN2_STONE_WALL_E_2
WORN2_STONE_WALL_E_1
WORN2_STONE_WALL_S_4
WORN2_STONE_WALL_S_3
WORN2_STONE_WALL_S_2
WORN2_STONE_WALL_S_1
WORN2_STONE_WALL_N_4
WORN2_STONE_WALL_NE
WORN2_STONE_WALL_NW
WORN2_STONE_WALL_SE
WORN2_STONE_WALL_W_4
WORN2_STONE_WALL_W_3
WORN2_STONE_WALL_W_2
WORN2_STONE_WALL_W_1
WORN2_STONE_WALL_E_4
WORN2_STONE_WALL_S_W_E
WORN2_STONE_WALL_N_W_E
WORN2_STONE_WALL_N_S_E
WORN2_STONE_WALL_N_E
WORN2_STONE_WALL_S_E
WORN2_STONE_WALL_N_W
WORN2_STONE_WALL_S_W
WORN2_STONE_WALL_SW
WORN2_STONE_WALL_W_E_3
WORN2_STONE_WALL_W_E_2
WORN2_STONE_WALL_W_E_1
WORN2_STONE_WALL_N_S_W_E_4
WORN2_STONE_WALL_N_S_W_E_3
WORN2_STONE_WALL_N_S_W_E_2
WORN2_STONE_WALL_N_S_W_E_1
WORN2_STONE_WALL_N_S_W
WORN3_STONE_WALL_N_3
WORN3_STONE_WALL_N_2
WORN3_STONE_WALL_N_1
WORN2_STONE_WALL_N_S_4
WORN2_STONE_WALL_N_S_3
WORN2_STONE_WALL_N_S_2
WORN2_STONE_WALL_N_S_1
WORN2_STONE_WALL_W_E_4
WORN3_STONE_WALL_E_3
WORN3_STONE_WALL_E_2
WORN3_STONE_WALL_E_1
WORN3_STONE_WALL_S_4
WORN3_STONE_WALL_S_3
WORN3_STONE_WALL_S_2
WORN3_STONE_WALL_S_1
WORN3_STONE_WALL_N_4
WORN3_STONE_WALL_NE
WORN3_STONE_WALL_NW
WORN3_STONE_WALL_SE
WORN3_STONE_WALL_W_4
WORN3_STONE_WALL_W_3
WORN3_STONE_WALL_W_2
WORN3_STONE_WALL_W_1
WORN3_STONE_WALL_E_4
SOIL_WALL_NE
SOIL_WALL_NW
SOIL_WALL_SE
SOIL_WALL_W_4
SOIL_WALL_W_3
SOIL_WALL_W_2
SOIL_WALL_W_1
SOIL_WALL_E_4
SOIL_WALL_S_W_E
SOIL_WALL_N_W_E
SOIL_WALL_N_S_E
SOIL_WALL_N_E
SOIL_WALL_S_E
SOIL_WALL_N_W
SOIL_WALL_S_W
SOIL_WALL_SW
SOIL_WALL_W_E_3
SOIL_WALL_W_E_2
SOIL_WALL_W_E_1
SOIL_WALL_N_S_W_E_4
SOIL_WALL_N_S_W_E_3
SOIL_WALL_N_S_W_E_2
SOIL_WALL_N_S_W_E_1
SOIL_WALL_N_S_W
WORN1_STONE_WALL_N_3
WORN1_STONE_WALL_N_2
WORN1_STONE_WALL_N_1
SOIL_WALL_N_S_4
SOIL_WALL_N_S_3
SOIL_WALL_N_S_2
SOIL_WALL_N_S_1
SOIL_WALL_W_E_4
WORN1_STONE_WALL_E_3
WORN1_STONE_WALL_E_2
WORN1_STONE_WALL_E_1
WORN1_STONE_WALL_S_4
WORN1_STONE_WALL_S_3
WORN1_STONE_WALL_S_2
WORN1_STONE_WALL_S_1
WORN1_STONE_WALL_N_4
WORN1_STONE_WALL_NE
WORN1_STONE_WALL_NW
WORN1_STONE_WALL_SE
WORN1_STONE_WALL_W_4
WORN1_STONE_WALL_W_3
WORN1_STONE_WALL_W_2
WORN1_STONE_WALL_W_1
WORN1_STONE_WALL_E_4
WORN1_STONE_WALL_S_W_E
WORN1_STONE_WALL_N_W_E
WORN1_STONE_WALL_N_S_E
WORN1_STONE_WALL_N_E
WORN1_STONE_WALL_S_E
WORN1_STONE_WALL_N_W
WORN1_STONE_WALL_S_W
WORN1_STONE_WALL_SW
WORN1_STONE_WALL_W_E_3
WORN1_STONE_WALL_W_E_2
WORN1_STONE_WALL_W_E_1
WORN1_STONE_WALL_N_S_W_E_4
WORN1_STONE_WALL_N_S_W_E_3
WORN1_STONE_WALL_N_S_W_E_2
WORN1_STONE_WALL_N_S_W_E_1
WORN1_STONE_WALL_N_S_W
MOSS_WALL_N_S_E
MOSS_WALL_N_E
MOSS_WALL_S_E
MOSS_WALL_N_W
MOSS_WALL_S_W
MOSS_WALL_SW
MOSS_WALL_NE
MOSS_WALL_NW
ROOT_WALL_S
ROOT_WALL_N
MOSS_WALL_N_S
MOSS_WALL_W_E
MOSS_WALL_N_S_W_E
MOSS_WALL_N_S_W
MOSS_WALL_S_W_E
MOSS_WALL_N_W_E
ROOT_WALL_N_W
ROOT_WALL_S_W
ROOT_WALL_SW
ROOT_WALL_NE
ROOT_WALL_NW
ROOT_WALL_SE
ROOT_WALL_W
ROOT_WALL_E
ROOT_WALL_W_E
ROOT_WALL_N_S_W_E
ROOT_WALL_N_S_W
ROOT_WALL_S_W_E
ROOT_WALL_N_W_E
ROOT_WALL_N_S_E
ROOT_WALL_N_E
ROOT_WALL_S_E
SAND_WALL_NE
SAND_WALL_NW
SAND_WALL_SE
SAND_WALL_W
SAND_WALL_E
SAND_WALL_S
SAND_WALL_N
ROOT_WALL_N_S
SAND_WALL_S_W_E
SAND_WALL_N_W_E
SAND_WALL_N_S_E
SAND_WALL_N_E
SAND_WALL_S_E
SAND_WALL_N_W
SAND_WALL_S_W
SAND_WALL_SW
SAND_Y_WALL_W
SAND_Y_WALL_E
SAND_Y_WALL_S
SAND_Y_WALL_N
SAND_WALL_N_S
SAND_WALL_W_E
SAND_WALL_N_S_W_E
SAND_WALL_N_S_W
SAND_Y_WALL_N_E
SAND_Y_WALL_S_E
SAND_Y_WALL_N_W
SAND_Y_WALL_S_W
SAND_Y_WALL_SW
SAND_Y_WALL_NE
SAND_Y_WALL_NW
SAND_Y_WALL_SE
WORN3_STONE_WALL_S_W_E
WORN3_STONE_WALL_N_W_E
WORN3_STONE_WALL_N_S_E
WORN3_STONE_WALL_N_E
WORN3_STONE_WALL_S_E
WORN3_STONE_WALL_N_W
WORN3_STONE_WALL_S_W
WORN3_STONE_WALL_SW
WORN3_STONE_WALL_W_E_3
WORN3_STONE_WALL_W_E_2
WORN3_STONE_WALL_W_E_1
WORN3_STONE_WALL_N_S_W_E_4
WORN3_STONE_WALL_N_S_W_E_3
WORN3_STONE_WALL_N_S_W_E_2
WORN3_STONE_WALL_N_S_W_E_1
WORN3_STONE_WALL_N_S_W
SMOOTHED_STONE_WALL_E
SMOOTHED_STONE_WALL_S
SMOOTHED_STONE_WALL_N
WORN3_STONE_WALL_N_S_4
WORN3_STONE_WALL_N_S_3
WORN3_STONE_WALL_N_S_2
WORN3_STONE_WALL_N_S_1
WORN3_STONE_WALL_W_E_4
SMOOTHED_STONE_WALL_S_E
SMOOTHED_STONE_WALL_N_W
SMOOTHED_STONE_WALL_S_W
SMOOTHED_STONE_WALL_SW
SMOOTHED_STONE_WALL_NE
SMOOTHED_STONE_WALL_NW
SMOOTHED_STONE_WALL_SE
SMOOTHED_STONE_WALL_W
SMOOTHED_STONE_WALL_N_S
SMOOTHED_STONE_WALL_W_E
SMOOTHED_STONE_WALL_N_S_W_E
SMOOTHED_STONE_WALL_N_S_W
SMOOTHED_STONE_WALL_S_W_E
SMOOTHED_STONE_WALL_N_W_E
SMOOTHED_STONE_WALL_N_S_E
SMOOTHED_STONE_WALL_N_E
ENGRAVED_STONE_WALL_SW
ENGRAVED_STONE_WALL_NE
ENGRAVED_STONE_WALL_NW
ENGRAVED_STONE_WALL_SE
ENGRAVED_STONE_WALL_W
ENGRAVED_STONE_WALL_E
ENGRAVED_STONE_WALL_S
ENGRAVED_STONE_WALL_N
ENGRAVED_STONE_WALL_N_S_W
ENGRAVED_STONE_WALL_S_W_E
ENGRAVED_STONE_WALL_N_W_E
ENGRAVED_STONE_WALL_N_S_E
ENGRAVED_STONE_WALL_N_E
ENGRAVED_STONE_WALL_S_E
ENGRAVED_STONE_WALL_N_W
ENGRAVED_STONE_WALL_S_W
MOSS_WALL_SE
MOSS_WALL_W
MOSS_WALL_E
MOSS_WALL_S
MOSS_WALL_N
ENGRAVED_STONE_WALL_N_S
ENGRAVED_STONE_WALL_W_E
ENGRAVED_STONE_WALL_N_S_W_E
Image not found
Tileset not found
grayscale_texture ran into mysteriously uncanonicalized texture
Asked to clone nonexistent texture!
GREET
THREAT
SLAYER
SECRET_DEATH
BOOK_ART
BOOK_INSTRUCTION
GOODBYE_WORSHIP_3
GOODBYE_WORSHIP_2
GOODBYE_WORSHIP_1
GREET_BABY
GREET_WORSHIP
GREET_REPLY_UNUSUAL_FIRST
GREET_REPLY_DIFF_LANGUAGE
GREET_REPLY
SAME_SITE_AB_SPECIFIC_HF_SEEKER
SITE_SPECIFIC_HF_SEEKER
AB_SPECIFIC_HF_SEEKER
UNKNOWN_HF_SEEKER
TASK_RECOMMENDATION
POSITIVE
TEMPLE_BECOME_MEMBER
TEMPLE_ALREADY_MEMBER
NO_FAMILY
JUSTIFICATION_ANTITHETICAL
JUSTIFICATION_REMINDER
JUSTIFICATION_EXPERIENCE
JUSTIFICATION_PROXIMITY
JUSTIFICATION_REPRESENTATION
ARCH_INFO_JUSTIFICATION
SAME_SITE_SPECIFIC_HF_SEEKER
WANDERING_PROFESSION
CHILD_AGE_PROCLAMATION
FAMILY_RELATIONSHIP_ADDITIONAL_DEAD
FAMILY_RELATIONSHIP_NO_SPEC_DEAD
FAMILY_RELATIONSHIP_SPEC_DEAD
FAMILY_RELATIONSHIP_ADDITIONAL
FAMILY_RELATIONSHIP_NO_SPEC
FAMILY_RELATIONSHIP_SPEC
PAST_PROFESSION_YEAR
PAST_PROFESSION_NO_YEAR
SOLDIER_PROFESSION
GUARD_WARNING
GUARD_PROFESSION
SNATCHER_PROFESSION
THIEF_PROFESSION
HUNTING_PROFESSION
THIEF_PROFESSION_YEAR
SNATCHER_PROFESSION_YEAR
HUNTING_PROFESSION_YEAR
WANDERING_PROFESSION_YEAR
ANIMAL_SLAYER
HIST_FIG_SLAYER
CURRENT_PROFESSION_YEAR
CURRENT_PROFESSION_NO_YEAR
PAST_MERCENARY_PROFESSION
MERCENARY_PROFESSION_YEAR
MERCENARY_PROFESSION
GREET_REPLY_AFTER_HERO
PAST_THIEF_PROFESSION
PAST_SNATCHER_PROFESSION
PAST_HUNTING_PROFESSION
PAST_WANDERING_PROFESSION
Sand vanished
No available colony
Need valid, active clay collection zone
Need valid, active sand collection zone
Need empty cage
Need empty bag
Need empty trap
Need empty bucket
No partner
Infant inaccessible
Patient inaccessible
Animal inaccessible
Resting injury
Too injured
Incapable of carrying
Clay vanished
No patient
Nothing to catch
Nothing to cage
Nothing in cage
Area inaccessible
Building inaccessible
Drop-off inaccessible
Item inaccessible
Creature occupying site
Water source contaminated
No water source
Water source vanished
No food available
Already leading creature
No infant
Patient not resting
Ammunition inaccessible
Wrong ammunition
No weapon
 in linked stockpile
Need office
Well dry
Bucket full of extraneous material
No bucket at well
No building
Inappropriate building
No creature
Animal not restrained
Building site submerged
Item blocking site
No item
No ammunition
Experiencing emotional shock
Mortally afraid
Water is frozen
Nothing in building
Wrong justice state
No party
No designated area
No floor space
Oblivious
Too depressed
Too insane
In existential crisis
Despairing
Anguished
In agony
Too sad
 cancels 
Moved
Area became inappropriate
Inappropriate dig square
combat
Interrupted by 
Getting married
Cannot reach site
Unscheduled
armorer
weaponsmith
furnace operator
metalsmith
animal dissector
trapper
animal trainer
animal caretaker
bookbinder
papermaker
woodcrafter
gem setter
gem cutter
jeweler
metalcrafter
blacksmith
clothier
weaver
bone carver
leatherworker
stonecrafter
wax worker
glazer
potter
cheesemaker
farmer
fish cleaner
fish dissector
fisherman
fishery worker
strand extractor
glassmaker
tanner
miller
thresher
cook
spinner
shearer
gelder
milker
potash maker
soap maker
brewer
herbalist
planter
beekeeper
presser
dyer
trader
pump operator
siege operator
siege engineer
mechanic
engineer
wood burner
lye maker
crossbowman
Spearmaster
spearman
Hammer Lord
hammerman
drunk
merchant
suturer
Handling dangerous creature
Seeking artifact
Path blocked
Could not find path
Throwing tantrum
Went insane
Taken by mood
Catatonic
Getting water
Getting food
Job item lost or destroyed
Job item misplaced
Forbidden area
Dangerous terrain
Seeking Infant
Going to bed
Attacking building
No trigger
No mechanism for trigger
No target building
No mechanism for target
Target too injured
Target inaccessible
Hunting vermin for food
Getting something to drink
In Custody
Caged
Equipment mismatch
Removed from guard
"Farewell!"  Leaving
Invalid officer
Lost pick
Need crutch
Need cloth
Need thread
Need splint
No available traction bench
Not responsible for trade
Lost axe
Using well
No longer requested
Not appointed
No appropriate ammunition
No weapon for execution
Need bag containing powder suitable for cast application
Bad script! #3
Bad script! #2
Bad script! #1
carpenter
woodworker
miner
 BY 
OVERWROTE JOB: 
) has been completed.
 suspended a linkage from 
 suspended the construction of 
ranger
mason
stone carver
stonecutter
engraver
stoneworker
woodcutter
bowyer
Drunk
Merchant
Naturalist
Historian
Philosopher
Sage
Bard
Trader
Baby
Monk
Pilgrim
Prophet
Peddler
Recruit
Beast Hunter
Scout
northern
southeastern
northeastern
southwestern
northwestern
There is nothing to catch in the 
There is nothing to catch in 
One
 has gone berserk!
 has gone stark raving mad!
 is stricken by melancholy!
swamps
eerie cavern
magma sea
central
southern
 caught in a lava mist!
 caught in a cloud of 
 has altered the prices of goods.
 has mandated the construction of certain goods.
 has imposed a ban on certain exports.
 has a new demand.
 has forgotten a demand.
 has stopped responding to the world...
transformed into a 
You have 
You have learned the power "
 caught in a pool of magma!
 caught in a pool of lava!
 caught in a burst of steam!
 caught in dragonfire!
 completely free of the web.
 partially free of the web.
 consciousness.
 regains
 regain
 over.
 falls
 fall
 into the ocean wave
 vomits
 partially overcome the paralysis.
 numb!
 feeling sluggish!
 partially paralyzed!
 fully overcome the paralysis.
 completely paralyzed!
maceman
Swordmaster
swordsman
Axe Lord
axeman
Elite Wrestler
wrestler
Elite Crossbowman
lasher
Master Blowgunner
blowgunner
Elite Bowman
bowman
Pikemaster
pikeman
Mace Lord
historian
mathematician
philosopher
sage
beast hunter
Master Thief
recruit
Master Lasher
monk
pilgrim
prophet
peddler
geographer
chemist
naturalist
astronomer
agitated 
stray 
fierce 
 prisoner
peasant
Peasant
baby
babies
-Trained-
Trained
Corpse
Agitated 
Stray 
Fierce 
 Prisoner
 Slave
Ranger
Woodworker
the force
the deity
Semi-Wild
Tame
*Trained*
+Trained+
Administrator
Clerk
Engineer
Soap Maker
Fishery Worker
Stonecrafter
Metalcrafter
Armorer
Double Caged Unit
unit contained in unit
 out thick strands of webbing
 shoots
 shoot
 a ball of fire
 hurls
 hurl
freezing to death
being frozen solid
freezing
being incinerated
blistering
You are 
Receive job pay: NULL JOB
very strong
mighty
unbelievably strong
You are melting!
burning to death
burning alive
on fire
agile
very agile
extremely agile
amazingly agile
weak
very weak
unquestionably weak
unfathomably weak
tough
quite durable
incredibly tough
basically unbreakable
clumsy
quite clumsy
totally clumsy
abysmally clumsy
slow to tire
very slow to tire
indefatigable
absolutely inexhaustible
flimsy
very flimsy
remarkably flimsy
shockingly fragile
quick to heal
quite quick to heal
incredibly quick to heal
possessed of amazing recuperative powers
quick to tire
very quick to tire
extremely quick to tire
truly quick to tire
rarely sick
very rarely sick
almost never sick
virtually never sick
slow to heal
very slow to heal
really slow to heal
shockingly slow to heal
The rest of the vomit burns away in the magma.
The vomit burns away in the lava.
The rest of the vomit burns away in the lava.
 into the sea foam
 and bits of it get stuck in the web
 into the flames
 into the dragonfire
 into the lava mist
The rest of the vomit splatters into the shallow puddle of water.
The vomit falls away into the underworld.
The rest of the vomit falls away into the underworld.
The vomit falls away into the chasm.
The rest of the vomit falls away into the chasm.
The vomit disappears into the water.
The rest of the vomit disappears into the water.
The vomit burns away in the magma.
 to the ground from over-exertion.
 collapses and falls
 collapse and fall
 out from exhaustion.
 no longer stunned.
 retches
 retch
The vomit splatters into the shallow puddle of water.
 the name 
 have given a resident 
 training!
 forgotten 
 reverted to a wild state!
 in to pain.
 gives
 give
 has given birth to 
 surroundings again.
 is aware of 
 has climbed out of depression.
 has calmed down.
 has left the martial trance.
 is no longer enraged.
 has grown to become a 
  "I'll live to fight another day!"
  "You will not stand between me and 
 was spotted sneaking around!
An ambush!  Drive them out!
The wilds are turning on us!  Curse these lands!
Horrors!  Demons in the deep!
 is unable to break
 are unable to break
Snatcher!  Protect the children!
!  Drive it away!
An ambush!  Curse them!
An ambush!  Curse all friends of nature!
An ambush!  Skulking vermin!
Thief!  Protect the hoard from skulking filth!
Cavern dwellers!  Send them back to the darkness!
Intruders!  Drive them away!
 breathes
 breathe
 the breath.
 the fire.
 the dragonfire.
 hidden away here.
 has sprung from ambush!
An injured 
a good spatial sense
a great feel for the surrounding space
an amazing spatial sense
a stunning feel for spatial relationships
a little difficulty with words
little linguistic ability
very little linguistic ability
difficulty with words and language
a feel for music
a natural ability with music
a great musical sense
an astonishing knack for music
a questionable spatial sense
poor spatial senses
an atrocious spatial sense
no sense for spatial relationships
a very good sense of the position of 
a great kinesthetic sense
 own body
an astounding feel for the position of 
an iffy sense for music
little natural inclination toward music
next to no natural musical ability
absolutely no feel for music at all
a very good sense of empathy
a great sense of empathy
an absolutely remarkable sense of others' emotions
a meager kinesthetic sense
a poor kinesthetic sense
a very clumsy kinesthetic sense
an unbelievably atrocious sense of the position of 
a good kinesthetic sense
a very good feel for social relationships
a great feel for social relationships
a shockingly profound feel for social relationships
poor empathy
a very bad sense of empathy
next to no empathy
the utter inability to judge others' emotions
an ability to read emotions fairly well
Attend Parley
Conduct Meeting
Return Treasure
a meager ability with social relationships
a poor ability to manage or understand social relationships
a lack of understanding of social relationships
an absolute inability to understand social relationships
a good feel for social relationships
 (does not exist)
 (cannot individually drill)
 (no activity)
 (improper barracks)
 (no barracks)
 (activity cancelled)
New Arrival
Attend Meeting
 (no patrol route)
 (not in squad)
 (no burrow)
 (no reachable valid target)
 (invalid location)
 (unreachable location)
 (improper building)
 (no archery target)
a sharp intellect
great analytical abilities
awesome intellectual powers
but 
susceptible to disease
quite susceptible to disease
really susceptible to disease
stunningly susceptible to disease
very good focus
a great ability to focus
unbreakable focus
poor analytical abilities
very bad analytical abilities
a lousy intellect
a stunning lack of analytical ability
a good intellect
a lot of willpower
an iron will
an unbreakable will
poor focus
quite poor focus
really poor focus
the absolute inability to focus
the ability to focus
good creativity
very good creativity
great creativity
a boundless creative imagination
little willpower
a large deficit of willpower
next to no willpower
absolutely no willpower
good intuition
very good intuition
great intuition
uncanny intuition
meager creativity
poor creativity
lousy creativity
next to no creative talent
a sum of patience
a great deal of patience
a deep well of patience
absolutely boundless patience
bad intuition
very bad intuition
lousy intuition
horrible intuition
a good memory
a great memory
an amazing memory
an astonishing memory
a shortage of patience
little patience
very little patience
no patience at all
a way with words
a natural inclination toward language
a great affinity for language
an astonishing ability with languages and words
an iffy memory
a poor memory
a really bad memory
little memory to speak of
 can be heard howling throughout the fortress!
 is throwing objects around the fortress!
 toppled by 
 is to blame!
 has been misplaced.  No doubt 
 is following 
 has risen and is haunting the fortress!
 is throwing a tantrum, possessed by 
An energetic poltergeist.
A secretive poltergeist.
A howling spirit.  The ceaseless noise is making sleep difficult.
A moaning spirit returned from the dead.  It will generally trouble one unfortunate at a time.
An angry ghost.
A violent ghost.
A sadistic ghost.
A murderous ghost.
died in a cage.
 have 
 effects, expected at least 
Syndrome has only 
  This spirit has not been properly memorialized or buried.
A forlorn haunt, seeking out known locations or drifting around the place of death.
A restless haunt, generally troubling past acquaintances and relatives.
A troublesome poltergeist.
burned up in magma.
drowned.
died of thirst.
starved to death.
died in the dark.
been scared to death
died of old age.
fallen into a deep chasm.
been encased in cooling magma.
been encased in cooling lava.
died in the heat.
solidified.
condensed.
melted.
boiled.
burned up in dragon fire.
been killed by falling rocks.
been crushed under the collapsing ceiling.
been crushed by a drawbridge.
burned up in a magma mist.
been scalded to death.
burned to death.
frozen to death.
been encased in ice.
been hacked to pieces.
been scuttled.
been slaughtered.
been struck down.
suffocated.
succumbed to infection.
bled to death.
been shot and killed.
been fed to beasts.
been burned alive.
been executed by drowning.
been executed by being left out in the air.
been buried alive.
been crucified.
been beheaded.
been executed.
 (location no longer in zone)
 (cannot leave site)
 (no item)
 (no library)
 (no temple)
 (invalid order)
 (not following order)
 (no reachable point on route)
Hauled
Hidden
In Mouth
Null Precise Civ Equipment Link: 
A diplomat could not complete a meeting and has left unhappy.
 (Chained)
 (Caged)
 (cannot follow order)
On head
Left shoulder
Right shoulder
Sewn into 
Stuck in 
Strapped to 
Wrapped around 
Multigrasp
Your miners have defaced a 
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
 caste(s)
Creature caste outside of creature caste bounds: 
drops
releases
 pulls out and 
 a cloud of 
path fail: 
's mandates have ended.
's mandate has ended.
 skids along the ground
 takes the full force of the impact
Acceptable Fish Liquid Flood Overflow
Acceptable Liquid Flood Overflow
 a glob of 
You have disturbed the sleep of the dead!
 has grown attached to a 
 upon a 
 has bestowed the name 
 batters 
stuns
paralyzes
causes a spell of dizziness in
inflicts excruciating pain upon
convulse and retch
raises a high fever in
sucks the wind out of
collapsed.
vanished.
been killed by a flying object.
been killed by a vehicle.
been killed by a trap.
been murdered by 
been drained of blood by 
been drained of blood
been found dead, dehydrated.
been found, starved to death.
been found dead, contorted in fear!
been found dead.
leapt from a great height.
been put to rest.
been impaled on spikes.
died after colliding with an obstacle.
been found dead, badly crushed.
been found dead, frozen.
been found solidified.
been found condensed.
been found melted.
been found boiled.
been found dead, badly burned.
been found dead, drowned.
<pro_obj>
<pro_sub>
 is missing from its proper place!
 has been moved from its proper place!
 was seen being stolen!
 was seen being passed to a thief!
been found dead, completely drained of blood!
been found scuttled.
 possessions.
 reorganizes 
You reorganize your possessions.
They look sick suddenly.
It makes them look even more sick.
 eats the 
 drinks the 
<pro_pos>


save/current/unit-
unit-
Expected unit file missing or corrupted: 
Outdated unit file ignored: 
smooth 


Hotkeys
Slice
You can recenter on the locations of the announcements. You may also toggle pausing when there is a new announcement.
Toggle auto-pause on new report.


Opposed to life
Undead
Diplomat / 
Invader
Visitor
Guest / 
Underworld
Friendly
Sort units by job.
Sort units by profession name.
Sort units by stress level.
Stress
Close
Sort units by skills.
Wild Animal
Missing
Well-trained
Chained Prisoner
Expertly trained
Skillfully trained
Masterfully trained
Exceptionally trained
Specialization button
Happiness indicator
Agitated Chained Creature
Agitated Caged Creature
Caged Guest
Agitated Wilderness Creature
Uninvited Guest
Chained Guest
Caged Prisoner
Current Resident
Recenter button
Occupations/Work Details
Tame (Small)
Unit sheet button
Wild Animal (Small)
Filter the unit list by name or job.
NULL UNIT! WHY?
Cat
Sort units by name.
Prof
Sort units by profession category.


shape
color
color_pattern
tissue_template
material_template
creature_variation
body_detail_plan
Duplicate Object: 
creaturebody
inorganic
entity
creaturebodygloss
translation
Null unit chunk on export
 Creature Seed: 
 has drifted nearby!
A cloud of 
It is snowing 
It is raining 
Spring has arrived!
The wet season has arrived!
text_set
interaction
failed vermin colony deletion
sound
 Seed: 
Generating world using parameter set 
 Name Seed: 
 History Seed: 
 masterfully!
 improved 
This work of art is a 
This artwork appears on 
 and was crafted in 
This artwork appears on a 
on the front of 
This artwork appears 
It is now summer.
Spring has arrived on the calendar.
The dry season has come.
Summer has arrived on the calendar.
Autumn has arrived on the calendar.
Autumn has come.
Winter has arrived on the calendar.
Winter is upon you.
: NULL job on building load
: NULL subord on building load
: NULL master on building load
Something has collapsed on the surface!
Site Map:  Extra Item Occupancy 
After a polite discussion with local rivals, 
A section of the cavern has collapsed!
Missing Color Definition
Missing Translation Definition
Missing Color Pattern Definition
Missing Shape Definition
Missing Interaction Definition: 
Missing Reaction Definition
Missing Sound Definition: 
Missing Music Definition: 
in the depths
very near
inaccessible from here
aboveground
A snow storm has come.
The weather has cleared.
Load Game: Invalid Job ID Number, 
It has started raining.
 has claimed the position of 
After a polite discussion with a local rival, 
, looks to your thriving economy for its future prosperity and has been incorporated into your holdings.
succession traveler placed out of bounds
, being the rightful heir, has inherited the position of 
, looks to your thriving economy for its future prosperity.
 has been elected to the position of 
 has been appointed to the position of 
Load Game: Invalid Proj ID Number
Unloaded
Load Game: Invalid Unit Chunk ID Number
Load Game: Invalid Schedule ID Number
Load Game: Invalid Hist Figure ID Number
Load Game: Invalid Art Image Chunk ID Number
Load Game: Invalid Hist Event Collection ID Number
Load Game: Invalid Hist Event ID Number
Load Game: Invalid Item ID Number, 
Load Game: Invalid Unit ID Number, 
Load Game: Invalid Nemesis ID Number, 
Load Game: Invalid Entity ID Number
Load Game: Invalid Machine ID Number
Load Game: Invalid Building ID Number, 
Load Game: Invalid Artifact ID Number, 
Load Game: Invalid Flow Guide ID Number
Load Game: Invalid Army ID Number
Load Game: Invalid Vehicle ID Number
Load Game: Invalid Army Tracking Info ID Number
Load Game: Invalid Army Controller ID Number
Load Game: Invalid Agreement ID Number
Load Game: Invalid Cultural Identity ID Number
Load Game: Invalid Musical Form ID Number
Load Game: Invalid Poetic Form ID Number
Load Game: Invalid Formation ID Number
Load Game: Invalid Squad ID Number
Load Game: Invalid Interaction Instance ID Number
Load Game: Invalid Activity ID Number
Load Game: Invalid Identity ID Number
Load Game: Invalid Written Content ID Number
Load Game: Invalid Crime ID Number
Load Game: Invalid Incident ID Number
On the coin's back 
On the front of the coin 
on the floor 
Engraved 
It 
on the wall 
 fine
is a
This engraving appears on a floor 
on the back of 
 somewhere
This engraving appears on a wall 
It is a
This artwork is a
On the item 
The item 
The image 
 during 
was commissioned by
is the symbol of
objects/language_*.txt
objects/
objects/music_*.txt
objects/text_*.txt
[LPAGE:ART_IMAGE:
 rendition of 
 finely-designed
 well-designed
n exceptionally designed
 superiorly designed
The artwork relates to 
 masterfully designed
objects/building_*.txt
objects/item_*.txt
objects/body_*.txt
objects/b_detail_plan_*.txt
objects/creature_*.txt
objects/c_variation_*.txt
objects/reaction_*.txt
objects/entity_*.txt
objects/descriptor_shape_*.txt
objects/sound_*.txt
objects/descriptor_pattern_*.txt
objects/descriptor_color_*.txt
objects/inorganic_*.txt
objects/material_template_*.txt
objects/tissue_template_*.txt
objects/plant_*.txt
Missing Creature Body Definition: 
Missing Body Detail Plan: 
Missing Creature Variation: 
Missing Creature Body Gloss Definition
Missing Entity Definition
Missing Creature Definition: 
Missing Symbol Definition
Missing Word Definition
Missing Text Set Definition: 
objects/interaction_*.txt
Missing Inorganic Gloss: 
Missing Material Template: 
Missing Tissue Template: 
Missing Plant Gloss: 
Missing Building Definition: 
Missing Item Definition: 
castle courtyard
castle tower
<owner_hfid>
</owner_hfid>
</site>
</site_properties>
<world_constructions>
</sites>
<site>
<sites>
<rectangle>
</rectangle>
</structures>
<structures>
castle wall
<site_properties>
<page_written_content_id>
</page_written_content_id>
<writing_written_content_id>
</writing_written_content_id>
</abs_tile_x>
</item>
</abs_tile_y>
<abs_tile_x>
<artifacts>
</world_constructions>
<item>
<artifact>
<name_string>
</name_string>
<page_number>
</page_number>
<historical_figures>
</artifacts>
</race>
<historical_figure>
</caste>
<race>
</appeared>
<caste>
</abs_tile_z>
<abs_tile_y>
</structure_local_id>
<abs_tile_z>
</holder_hfid>
<structure_local_id>
</artifact>
<holder_hfid>
<deity/>
<death_seconds72>
<animated/>
<force/>
</associated_type>
<ghost/>
<vague_relationship>
<associated_type>
</birth_year>
<appeared>
</birth_seconds72>
<birth_year>
</death_year>
<birth_seconds72>
</death_seconds72>
<death_year>
Night creature!
Night creatures!
You feel uneasy.
Ambush!
You failed to compose anything.
You have composed 
You have written 
You have authored 
Load Game: Invalid Scale ID Number
Load Game: Invalid Dance Form ID Number
Load Game: Invalid Occupation ID Number
Load Game: Invalid Rhythm ID Number
Load Game: Invalid Image Set ID Number
Load Game: Invalid Belief System ID Number
 has engraved a masterpiece!
Load Game: Invalid Divination Set ID Number
You have discovered a downward passage.
You have discovered a cave entrance.
You have discovered a magma pool.
You have discovered a deep pit.
!  Praise the miners!
You have discovered a volcano.
You have found a curious underground structure.
You have discovered an unusual volcanic wall studded with gems.
save/current/site-
You failed to write anything.
NULL artifact on site adoption, skipping
site-
You have discovered an expansive cavern deep underground.
You have discovered a river.
You have discovered an eerie cavern.  The air above the dark stone floor is alive with vortices of purple light and dark, boiling clouds.  Seemingly bottomless glowing pits mark the surface.
You have discovered a great magma sea.
Dungeon Floodfill Overflow 4
Dungeon Floodfill Overflow 3
The impertinent vegetation has defaced a 
Dungeon Flood Fill Overflow 2
A foolish builder defaced a 
A careless farmer has defaced a 
ivory/tooth
 have married.  Congratulations!
column update out of bounds: 
You have struck 
The falling debris has defaced a 
Evaluate Wagon Edge Access Overflow
corrupt feature population
Dungeon Floodfill Overflow
corrupt feature layer population
</regions>
</region>
<underground_region>
<underground_regions>
<depth>
</depth>
</underground_regions>
</underground_region>
arena
unknown material
.xml
-legends
<df_world>
<?xml version="1.0" encoding='CP437'?>
<region>
<regions>
florid
disjointed
humorous
forceful
self indulgent
puerile
vicious
compassionate
<form>
<author_roll>
<style>
</form>
cheerful
meandering
serious
mechanical
</written_content>
</style>
<poetic_forms>
</written_contents>
</description>
<poetic_form>
</poetic_form>
<description>
sardonic
concise
rant
witty
</df_world>
</dance_forms>
clear glass gems
green glass gems
 has entered a martial trance!
crystal glass gems
 has slipped into depression...
 is throwing a tantrum!
<musical_forms>
</poetic_forms>
</musical_form>
<musical_form>
<dance_forms>
</musical_forms>
</dance_form>
<dance_form>
 flounders
 flounder
 in the lava
 in the water
 push 
 in the magma
 lose hold of the 
 pushes 
 is brawling under the influence!
 is stumbling around obliviously!
eats
camp order missing parent -- unit will camp forever
: site walker could not find walkable area
 has guzzled some 
You feed on 
: site walker could not return to home zone
<religious_persecution_grudge/>
<business_rival/>
<persecution_grudge/>
<grudge/>
</vague_relationship>
<supernatural_grudge/>
</ent_pop_id>
<adventurer/>
<war_buddy/>
<childhood_friend/>
<jealous_relationship_grudge/>
<jealous_obsession/>
<artistic_buddy/>
<scholar_buddy/>
<atheletic_rival/>
<athlete_buddy/>
<entities>
</entity_populations>
</gives_precedence>
<honor>
<granted_to_everybody/>
<gives_precedence>
<required_skill>
</required_skill>
</breed_id>
<ent_pop_id>
</historical_figure>
<breed_id>
<entity_populations>
</historical_figures>
</entity_population>
<entity_population>
</required_years>
<required_kills>
</exempt_epid>
<required_years>
</exempt_former_epid>
<exempt_epid>
</honor>
<exempt_former_epid>
<requires_any_melee_skill/>
<requires_any_melee_or_ranged_skill/>
</required_skill_ip_total>
<requires_any_ranged_skill/>
</required_battles>
<required_skill_ip_total>
</required_kills>
<required_battles>
<written_contents>
</historical_eras>
</title>
<written_content>
</author_hfid>
<title>
</author_roll>
<author_hfid>
<historical_events>
</entities>
<historical_event_collections>
</historical_events>
<historical_eras>
</historical_event_collections>
</historical_era>
<historical_era>
You fail to dismount in time.
 dismounts
 stands up.
You stand up.
 lies on the ground.
You lie on the ground.
You are now in control of 
marriage traveler placed out of bounds
 mount 
 loses hold of the 
You cannot mount 
 mounts 
You fail to mount 
 due to the presence of an existing rider.
 dismount
 in time.
NULL artifact on wg ruin building, skipping
, ruling 
adventuring traveler placed out of bounds
r+b
incorrect data check
incorrect length check
unknown compression method
unknown header flags set
invalid distance too far back
invalid literal/length code
invalid distance code
too many length or distance symbols
invalid code lengths set
invalid block type
invalid stored block lengths
invalid literal/lengths set
invalid distances set
invalid bit length repeat
invalid code -- missing end-of-block
invalid window size
header crc mismatch
incorrect header check
incompatible version
insufficient memory
buffer error
need dictionary
stream error
data error
stream end
file error
MbP?
Zd;
?/#
?\@h=|
Zd;
?q=
?33
\:F
@rP
-DT
\@h=|
\:F
----------------

=6A
C:\Users\tarna\Desktop\dwarves\x64\Release\Dwarf Fortress.pdb
GCTL
.text$di
p^=
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SDL_GetDisplayMode
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SDL_UnlockSurface
SDL_UpperBlit
SDL_LockSurface
SDL_FreeSurface
SDL_DestroyTexture
SDL_SetWindowSize
SDL_RenderCopy
SDL_RenderClear
SDL_GetSurfaceBlendMode
SDL_RenderWindowToLogical
SDL_GetDisplayBounds
SDL_Init
SDL_NumJoysticks
SDL_GetError
SDL_SetHint
SDL_Quit
SDL_Delay
SDL_ShowCursor
SDL_GetDesktopDisplayMode
SDL_CreateTexture
SDL_GetMouseState
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SDL_ThreadID
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IMG_Load
SDL2_image.dll
timeEndPeriod
timeBeginPeriod
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GetTickCount
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GetProcAddress
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.?AV<lambda_5>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@2@V?$shared_ptr@Vcontainer@widgets@@@4@PEAX_N@Z@
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.?AVhistory_event_hf_learns_secretst@@
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.?AVviewscreen_adventure_logst@@
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.?AV?$_Ref_count_obj2@Vreport_popup@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_2>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@QEBA@PEAVwidget@widgets@@@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAV67@@std@@
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.?AV?$_Ref_count_obj2@Vnineslice@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_custom_render@widget@widgets@@QEAAXV?$function@$$A6AXPEAVwidget@widgets@@@Z@std@@@Z@XPEAV34@I@std@@
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.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Ref_count_obj2@Vtext_multiline@widgets@@@std@@
.?AVwidget_stack@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??add_report@announcements_interfacest@@QEAAXPEAVunitst@@F@Z@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??open_reports_window@announcements_interfacest@@QEAAXPEAVunitst@@@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
.?AV?$_Ref_count_obj2@Vtabs@widgets@@@std@@
.?AV?$_Ref_count_obj2@Vcolumns_container@widgets@@@std@@
.?AV?$_Ref_count_obj2@Vcontainer@widgets@@@std@@
.?AV?$_Func_base@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
.?AVrows_container@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0announcements_interfacest@@QEAA@XZ@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
.?AV_Ref_count_base@std@@
.?AVcolumns_container@widgets@@
.?AV?$_Ref_count_obj2@Vunit_sheet_button@widgets@@@std@@
.?AV?$_Func_base@XPEAVwidget@widgets@@@std@@
.?AVtext_multiline@widgets@@
.?AV?$_Func_base@XPEAVwidget@widgets@@I@std@@
.?AV?$_Func_base@_NPEAVwidget@widgets@@@std@@
.?AV?$_Ref_count_obj2@Vrecenter_button@widgets@@@std@@
.?AVsheet_button@widgets@@
.?AVtext@widgets@@
.?AV?$_Ref_count_obj2@Vscroll_rows@widgets@@@std@@
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.?AVhistory_event_hist_figure_woundedst@@
.?AVhistory_event_item_stolenst@@
.?AVhistory_event_spotted_leaving_sitest@@
.?AVhistory_event_hist_figure_simple_battle_eventst@@
.?AVhistory_event_collectionst@@
.?AVhistory_event_topicagreement_rejectedst@@
.?AVhistory_event_collection_battlest@@
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.?AVcreation_zone_pwg_alteration_location_deathst@@
.?AVcreation_zone_pwg_alterationst@@
.?AVhistory_event_entity_rampaged_in_sitest@@
.?AVhistory_event_squad_vs_squadst@@
.?AVhistory_event_assume_identityst@@
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.?AVhistory_event_sabotagest@@
.?AVhistory_event_sneak_into_sitest@@
.?AVhistory_event_created_sitest@@
.?AVhistory_event_war_site_tribute_forcedst@@
.?AVhistory_event_reclaim_sitest@@
.?AVitem_craftedst@@
.?AVitem_actualst@@
.?AVhistory_event_site_surrenderedst@@
.?AVhistory_event_hf_act_on_artifactst@@
.?AVhistory_event_add_hf_entity_linkst@@
.?AVhistory_event_hist_figure_simple_actionst@@
.?AVhistory_event_collection_raidst@@
.?AVhistory_event_collection_site_conqueredst@@
.?AVcreation_zone_pwg_alteration_srb_ruinedst@@
.?AVhistory_event_artifact_storedst@@
.?AVhistory_event_entity_searched_sitest@@
.?AVcreation_zone_pwg_alteration_campst@@
.?AVhistory_event_hf_freedst@@
.?AVhistory_event_collection_theftst@@
.?AVitemst@@
.?AVhistory_event_collection_abductionst@@
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.?AVcreation_zone_pwg_alteration_srp_ruinedst@@
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.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@
.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@
.?AVart_image_element_treest@@
.?AVart_image_element_itemst@@
.?AVios_base@std@@
.?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@
.?AVart_image_property_intransitive_verbst@@
.?AVart_image_property_transitive_verbst@@
.?AV?$_Iosb@H@std@@
.?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@
.?AVart_image_element_plantst@@
.?AV?$basic_istream@DU?$char_traits@D@std@@@std@@
.?AV?$basic_ios@DU?$char_traits@D@std@@@std@@
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.?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@
.?AVart_image_element_shapest@@
.?AVart_image_propertyst@@
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.?AVviewscreen_worldst@@
.?AVhistory_event_hist_figure_diedst@@
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.?AVgeneral_ref_entity_art_imagest@@
.?AV?$_Ref_count@Uworld_gen_param_charst@@@std@@
.?AV?$_Ref_count_obj2@Vtext@widgets@@@std@@
.?AV?$_Func_base@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@$$V@std@@
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
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.?AV?$_Ref_count@Uworld_gen_param_flagst@@@std@@
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.?AV?$_Func_base@PEAH$$V@std@@
.?AV?$_Func_base@_N$$V@std@@
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.?AV?$_Func_base@X$$V@std@@
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.?AUworld_gen_param_memberst@@
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.?AV?$_Ref_count_obj2@Vbetter_button@widgets@@@std@@
.?AV?$_Ref_count_obj2@Vmultifilter@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?6???R<lambda_1>@?1??open_window@settings_interfacest@@QEAAXH@Z@QEBA@HV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@_N$$V@std@@
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@
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.?AVviewscreen_initial_prepst@@
.?AVbuilding_chairst@@
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.?AVitem_pantsst@@
.?AVbuilding_cabinetst@@
.?AVitem_shoesst@@
.?AVbuilding_doorst@@
.?AVhistory_event_hf_destroyed_sitest@@
.?AVbuilding_display_furniturest@@
.?AVitem_gemst@@
.?AVitem_armorst@@
.?AVitem_skin_tannedst@@
.?AVitem_weaponst@@
.?AVhistory_event_war_site_new_leaderst@@
.?AVitem_toolst@@
.?AVitem_boxst@@
.?AVitem_cabinetst@@
.?AVbuilding_civzonest@@
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.?AVbuildingst@@
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.?AVitem_hatch_coverst@@
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.?AVhistory_event_change_creature_typest@@
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.?AVhistory_event_collection_beast_attackst@@
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.?AVitem_clothst@@
.?AVitem_doorst@@
.?AVbuilding_tablest@@
.?AVitem_tablest@@
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.?AVhistory_event_agreement_formedst@@
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?1??build_burrowable_list@unit_selector_interfacest@@QEAAXPEAUburrowst@@@Z@XU?$pair@PEAX_N@std@@_N@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?CA@??open@unit_selector_interfacest@@QEAAXH@Z@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_7>@?P@???R1?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?CE@??open@unit_selector_interfacest@@QEAAXH@Z@_NU?$pair@PEAX_N@std@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??build_room_assignment_list@unit_selector_interfacest@@QEAAXPEAVbuilding_civzonest@@@Z@_NU?$pair@PEAX_N@std@@@std@@
.?AV?$_Func_base@_NU?$pair@PEAX_N@std@@U12@@std@@
.?AV?$_Func_impl_no_alloc@P6AXPEAVwidget@widgets@@@ZXPEAV12@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?9???R<lambda_8>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?9???R<lambda_8>@?4??init@creatures_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???R<lambda_5>@?CB@??open@unit_selector_interfacest@@QEAAXH@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?4??init@creatures_interfacest@@QEAAXXZ@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??build_worker_list@unit_selector_interfacest@@QEAAXPEAVbuildingst@@@Z@_NU?$pair@PEAX_N@std@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?DD@??build_pit_pond_list@unit_selector_interfacest@@QEAAXPEAVbuilding_civzonest@@@Z@XU?$pair@PEAX_N@std@@_N@std@@
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.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?BB@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?N@???0labor_list_widget@@QEAA@V?$vector@HV?$allocator@H@std@@@std@@PEAV?$array@_N$0FO@@4@@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?2??open_labor_init@labor_work_details_interfacest@@QEAAXXZ@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@I@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?P@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?N@???0labor_list_widget@@QEAA@V?$vector@HV?$allocator@H@std@@@std@@PEAV?$array@_N$0FO@@4@@Z@_NPEAVwidget@widgets@@@std@@
.?AVsquad_order_trainst@@
.?AVsquad_order_defend_burrowsst@@
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?3??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU45@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?BE@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_10>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XU?$pair@PEAX_N@std@@_N@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_10>@?BG@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@X$$V@std@@
.?AV?$_Ref_count_obj2@Ulabor_stone_use_interfacest@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?BG@???0labor_list_widget@@QEAA@V?$vector@HV?$allocator@H@std@@@std@@PEAV?$array@_N$0FO@@4@@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_12>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@_NU?$pair@PEAX_N@std@@@std@@
.?AV?$sort_widget@Ulabor_kitchen_interfacest@@U?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?L@??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_13>@?4??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU45@@std@@
.?AV?$_Ref_count_obj2@Vrows_container@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?5???0labor_list_widget@@QEAA@V?$vector@HV?$allocator@H@std@@@std@@PEAV?$array@_N$0FO@@4@@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?3??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_11>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??build_work_details_list@labor_work_details_interfacest@@QEAAX_N@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@PEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_14>@?5??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU45@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?L@???0labor_list_widget@@QEAA@V?$vector@HV?$allocator@H@std@@@std@@PEAV?$array@_N$0FO@@4@@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Ref_count_obj2@Ulabor_kitchen_interfacest@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?9??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_base@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU12@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?L@??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?3??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_11>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@_NU?$pair@PEAX_N@std@@@std@@
.?AV?$_Ref_count_obj2@Vradio_rows@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@I@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?P@??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@_NPEAVwidget@widgets@@@std@@
.?AVsquad_order_kill_listst@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@I@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??build_single_item@labor_kitchen_interfacest@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@AEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@5@@Z@XPEAVwidget@widgets@@I@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_10>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@_NAEBU?$pair@Ulabor_kitchen_interface_food_key@@Ulabor_kitchen_interface_food_value@@@std@@AEBU45@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@XPEAVtextbox@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_3>@?2??select_work_detail@labor_work_details_interfacest@@QEAAXPEAUwork_detailst@@@Z@QEBA@PEAVwidget@widgets@@@Z@_NPEAV67@@std@@
.?AV?$_Ref_count_obj2@Ulabor_work_details_interfacest@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??open_labor_init@labor_kitchen_interfacest@@QEAAXXZ@XPEAVtextbox@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?1??init@justice_interfacest@@QEAAXXZ@_NAEBU?$pair@PEAX_N@std@@AEBU45@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@_NAEBU?$pair@PEAX_N@4@AEBU74@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_2>@?1???R1?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAV67@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@_NU?$pair@PEAX_N@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@XAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@4@PEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R1?1???R<lambda_2>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAV67@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?N@???R<lambda_1>@?9??init@justice_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?9??init@justice_interfacest@@QEAAXXZ@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@_NPEAV56@@std@@
.?AVhistory_event_hf_convictedst@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R<lambda_2>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??make_interro_convict_list@@YA?AV?$shared_ptr@Vunit_list@widgets@@@std@@PEAVcrimest@@V?$weak_ptr@Vwidget_stack@widgets@@@4@@Z@XV?$shared_ptr@Vcontainer@widgets@@@4@PEAX@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???R1?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@XU?$pair@PEAX_N@std@@_N@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???R<lambda_1>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@QEBA@0@Z@XV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?BN@??init@justice_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?9???R1?9??init@justice_interfacest@@QEAAXXZ@QEBA@V?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?DE@??init@justice_interfacest@@QEAAXXZ@XPEAVwidget@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?2???R<lambda_3>@?BP@??init@justice_interfacest@@QEAAXXZ@QEBA@PEAVwidget@widgets@@@Z@_NPEAV56@@std@@
.?AVsquad_order_kill_hfst@@
.?AVhistory_event_agreement_concludedst@@
.?AVsquad_order_cause_trouble_for_entityst@@
.?AVsquad_order_drive_armies_from_sitest@@
.?AVsquad_order_drive_entity_off_sitest@@
.?AVitem_corpsest@@
.?AVitem_body_componentst@@
.?AVbuilding_weaponst@@
.?AVerror_category@std@@
.?AV_Generic_error_category@std@@
.?AV?$basic_stringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
.?AVhistory_event_masterpiece_lostst@@
.?AVblock_square_event_item_spatterst@@
.?AVblock_square_event_frozen_liquidst@@
.?AUcave_columnst@@
.?AVblock_square_event_grassst@@
.?AVblock_square_eventst@@
.?AVblock_square_event_world_constructionst@@
.?AVblock_square_event_spoorst@@
.?AVblock_square_event_designation_priorityst@@
.?AUcave_column_rectanglest@@
.?AVblock_square_event_mineralst@@
.?AVblock_square_event_material_spatterst@@
.?AVbuilding_wagonst@@
.?AVbuilding_cagest@@
.?AVitem_plantst@@
.?AVbuilding_grate_wallst@@
.?AVbuilding_chainst@@
.?AVitem_liquipowderst@@
.?AVbuilding_nest_boxst@@
.?AVbuilding_axle_horizontalst@@
.?AVbuilding_windowst@@
.?AVbuilding_gear_assemblyst@@
.?AVbuilding_weaponrackst@@
.?AVprojst@@
.?AVitem_remainsst@@
.?AVbuilding_rollersst@@
.?AVbuilding_archerytargetst@@
.?AVitem_liquid_miscst@@
.?AVbuilding_slabst@@
.?AVbuilding_road_dirtst@@
.?AVbuilding_axle_verticalst@@
.?AVbuilding_shopst@@
.?AVbuilding_offering_placest@@
.?AVbuilding_trapst@@
.?AVbuilding_screw_pumpst@@
.?AVbuilding_furnacest@@
.?AVbuilding_water_wheelst@@
.?AVbuilding_wellst@@
.?AVbuilding_hivest@@
.?AVbuilding_farmplotst@@
.?AVbuilding_armorstandst@@
.?AVbuilding_window_glassst@@
.?AVbuilding_traction_benchst@@
.?AVbuilding_floodgatest@@
.?AVbuilding_nestst@@
.?AVbuilding_bookcasest@@
.?AVbuilding_coffinst@@
.?AVbuilding_bars_verticalst@@
.?AVbuilding_tradedepotst@@
.?AVbuilding_roadst@@
.?AVbuilding_grate_floorst@@
.?AVbuilding_siegeenginest@@
.?AVbuilding_road_pavedst@@
.?AVbuilding_workshopst@@
.?AVitem_verminst@@
.?AVbuilding_bridgest@@
.?AVhistory_event_masterpiece_created_arch_constructst@@
.?AVbuilding_constructionst@@
.?AVhistory_event_masterpiece_createdst@@
.?AVbuilding_supportst@@
.?AVitem_liquidst@@
.?AVbuilding_window_gemst@@
.?AVproj_itemst@@
.?AVbuilding_bars_floorst@@
.?AVbuilding_animaltrapst@@
.?AVitem_critterst@@
.?AVbuilding_windmillst@@
.?AVbuilding_statuest@@
.?AVbuilding_instrumentst@@
.?AVbuilding_def_furnacest@@
.?AVbuilding_def_workshopst@@
.?AVbuilding_defst@@
.?AVgeneral_ref_coinbatchst@@
.?AVhistory_event_artifact_foundst@@
.?AVhistory_event_entity_overthrownst@@
.?AVhistory_event_entity_incorporatedst@@
.?AVhistory_event_create_entity_positionst@@
.?AVhistory_event_modified_buildingst@@
.?AVhistory_event_collection_entity_overthrownst@@
.?AVhistory_event_failed_intrigue_corruptionst@@
.?AVviewscreen_setupadventurest@@
.?AVhistory_event_hfs_formed_reputation_relationshipst@@
.?AVhistory_event_created_buildingst@@
.?AVhistory_event_hist_figure_revivedst@@
.?AVhistory_event_artifact_possessedst@@
.?AVhistory_event_hf_enslavedst@@
.?AVhistory_event_building_profile_acquiredst@@
.?AVhistory_event_entity_createdst@@
.?AVhistory_event_hf_interrogatedst@@
.?AVhistory_event_hf_ransomedst@@
.?AVhistory_event_failed_frame_attemptst@@
.?AVhistory_event_add_hf_entity_honorst@@
.?AVhistory_event_entity_actionst@@
.?AVproj_unitst@@
.?AVitem_meatst@@
.?AVitem_corpsepiecest@@
.?AV?$_Func_impl_no_alloc@P6APEAVbuildingst@@F@ZPEAV1@F@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_6>@@PEAVunitst@@FF@std@@
.?AV?$_Func_impl_no_alloc@P6APEAVitemst@@FFFHHD@ZPEAV1@FFFHHD@std@@
.?AV?$_Func_base@PEAVitemst@@FFFHHD@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@@XPEAVunitst@@PEAVinteraction_effect_summon_unitst@@AEAUinteraction_contextst@@FFF@std@@
.?AV?$_Func_base@XAEAUnamest@@AEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@DD@std@@
.?AV?$_Func_base@PEAVhistory_figurest@@$$V@std@@
.?AV?$_Func_base@XPEAVbuildingst@@@std@@
.?AV?$_Func_base@XPEAVunitst@@PEAVinteraction_effect_summon_unitst@@AEAUinteraction_contextst@@FFF@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_7>@@XPEAVbuildingst@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@@XPEAVunitst@@FFF@std@@
.?AV?$_Func_impl_no_alloc@P6AXAEAUnamest@@AEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@DD@ZXAEAU1@AEAV23@DD@std@@
.?AV?$_Func_impl_no_alloc@P6APEAVhistory_figurest@@XZPEAV1@$$V@std@@
.?AV?$_Func_base@XPEAVjobst@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_8>@@XPEAVunitst@@@std@@
.?AV?$_Func_base@XPEAVbuildingst@@D@std@@
.?AV?$_Func_base@XPEAVunitst@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@@XPEAVjobst@@@std@@
.?AV?$_Func_base@PEAVunitst@@$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@@XPEAVbuildingst@@D@std@@
.?AV?$_Func_base@XPEAVunitst@@FFF@std@@
.?AV?$_Func_base@PEAVbuildingst@@F@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_9>@@XPEAVunitst@@@std@@
.?AV?$_Func_impl_no_alloc@P6APEAVunitst@@XZPEAV1@$$V@std@@
.?AV?$_Func_base@PEAVunitst@@FF@std@@
.?AVinterface_buttonst@@
.?AVinterface_button_buildingst@@
.?AVviewscreen_loadgamest@@
.?AVactive_script_var_longst@@
.?AVactive_script_var_unitst@@
.?AVactive_script_varst@@
.?AVviewscreen_savegamest@@
.?AVviewscreen_adopt_regionst@@
.?AVhistory_event_hist_figure_reach_summitst@@
.?AVadventure_movement_mountst@@
.?AVadventure_movement_item_interact_pushst@@
.?AVadventure_movement_item_interact_ridest@@
.?AVadventure_movement_throw_item_at_tilest@@
.?AVadventure_movement_building_interact_lower_well_bucketst@@
.?AVadventure_movement_jumpst@@
.?AVitem_coinst@@
.?AVadventure_environment_place_in_it_containerst@@
.?AVadventure_option_assume_identityst@@
.?AVadventure_environment_ingest_from_containerst@@
.?AVadventure_movement_building_interact_pull_leverst@@
.?AVadventure_movement_shoot_creaturest@@
.?AVadventure_movement_lead_animalst@@
.?AVadventure_movement_item_interact_guidest@@
.?AVadventure_movement_release_hold_tilest@@
.?AVadventure_environment_pick_vegetationst@@
.?AVadventure_option_inventory_itemst@@
.?AVadventure_movement_building_interactst@@
.?AVadventure_environment_pickup_vermin_eventst@@
.?AVadventure_environment_place_in_bld_containerst@@
.?AVadventure_movement_building_interact_pick_hatch_lockst@@
.?AVadventure_movement_attack_creaturest@@
.?AVadventure_item_interact_fill_from_containerst@@
.?AVadventure_item_interact_strugglest@@
.?AVadventure_environment_optionst@@
.?AVadventure_movement_optionst@@
.?AVitem_quernst@@
.?AVitem_powderst@@
.?AVadventure_option_put_itemst@@
.?AVadventure_environment_ingest_materialst@@
.?AVadventure_movement_release_hold_itemst@@
.?AVadventure_option_remove_itemst@@
.?AVadventure_environment_pick_up_building_item_contentsst@@
.?AVadventure_movement_hold_itemst@@
.?AVadventure_option_eat_drink_itemst@@
.?AVadventure_option_interact_with_itemst@@
.?AVadventure_movement_pathst@@
.?AVadventure_environment_pick_up_environmentst@@
.?AVadventure_option_start_shoutingst@@
.?AVadventure_environment_pickup_chop_treest@@
.?AVadventure_movement_throw_item_at_creaturest@@
.?AVadventure_option_wear_itemst@@
.?AVadventure_movement_dismountst@@
.?AVadventure_option_view_unitst@@
.?AVadventure_option_talk_existing_conversationst@@
.?AVadventure_option_talk_new_conversationst@@
.?AVadventure_item_interact_heat_from_tilest@@
.?AVadventure_option_drop_itemst@@
.?AVadventure_option_view_event_detailst@@
.?AVadventure_movement_shoot_tilest@@
.?AVadventure_option_view_contaminantst@@
.?AVadventure_environment_take_from_pack_animalst@@
.?AVadventure_environment_pick_up_building_itemst@@
.?AVadventure_item_interact_give_namest@@
.?AVitem_drinkst@@
.?AVadventure_option_throw_itemst@@
.?AVadventure_environment_pick_up_ground_itemst@@
.?AVadventure_option_view_itemst@@
.?AVadventure_movement_building_interact_bash_down_doorst@@
.?AVadventure_item_interact_pull_outst@@
.?AVadventure_movement_stop_lead_animalst@@
.?AVadventure_movement_building_interact_break_in_hatchst@@
.?AVviewscreen_dungeonmodest@@
.?AVadventure_item_interact_fill_with_materialst@@
.?AVadventure_option_eat_item_contaminantst@@
.?AVitem_woodst@@
.?AVadventure_item_interact_readst@@
.?AVadventure_environment_take_item_from_containerst@@
.?AVitem_globst@@
.?AVadventure_movement_hold_tilest@@
.?AVadventure_movement_item_interactst@@
.?AVadventure_environment_place_on_pack_animalst@@
.?AVadventure_movement_climbst@@
.?AVadventure_environment_pickup_make_campfirest@@
.?AVadventure_environment_pickup_ignite_vegst@@
.?AVadventure_optionst@@
.?AVadventure_item_interact_rollst@@
.?AVitem_eggst@@
.?AVadventure_movement_combat_menu_creaturest@@
.?AVadventure_movement_movest@@
.?AVadventure_movement_building_interact_pick_door_lockst@@
.?AVitem_petst@@
.?AVadventure_option_eat_unit_contaminantst@@
.?AVadventure_environment_unit_suck_bloodst@@
.?AVadventure_item_interact_roll_allst@@
.?AVadventure_movement_building_interact_topple_statuest@@
.?AVadventure_movement_building_interact_raise_well_bucketst@@
.?AVitem_powder_miscst@@
.?AVadventure_movement_claim_petst@@
.?AVinterface_button_building_category_selectorst@@
.?AVviewscreen_dwarfmodest@@
.?AVinterface_button_building_new_jobst@@
.?AVinterface_button_building_custom_category_selectorst@@
.?AVbuild_req_choice_genst@@
.?AVinterface_button_building_material_selectorst@@
.?AVrenderer_2d@@
.?AVenabler_inputst@@
.?AVrenderer@@
.?AVrenderer_2d_base@@
.?AVenablerst@@
.?AV?$basic_istringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
.?AVhistory_event_war_peace_acceptedst@@
.?AVhistory_event_collection_journeyst@@
.?AVitem_barrelst@@
.?AVhistory_event_replaced_buildingst@@
.?AVhistory_event_change_hf_body_statest@@
.?AVhistory_event_poetic_form_createdst@@
.?AVhistory_event_hist_figure_new_petst@@
.?AVhistory_event_entity_fled_sitest@@
.?AVhistory_event_add_entity_site_profile_flagst@@
.?AVitem_instrumentst@@
.?AVhistory_event_hf_preachst@@
.?AVitem_statuest@@
.?AVhistory_event_site_disputest@@
.?AVhistory_event_entity_alliance_formedst@@
.?AVitem_anvilst@@
.?AVhistory_event_musical_form_createdst@@
.?AVitem_cheesest@@
.?AVhistory_event_dance_form_createdst@@
.?AVitem_ammost@@
.?AVitem_threadst@@
.?AVitem_fishst@@
.?AVhistory_event_collection_persecutionst@@
.?AVhistory_event_artifact_copiedst@@
.?AVitem_shieldst@@
.?AVhistory_event_entity_lawst@@
.?AVhistory_event_entity_dissolvedst@@
.?AVhistory_event_collection_purgest@@
.?AVhistory_event_entity_persecutedst@@
.?AVhistory_event_regionpop_incorporated_into_entityst@@
.?AVhistory_event_tradest@@
.?AVitem_flaskst@@
.?AVitem_backpackst@@
.?AVitem_traction_benchst@@
.?AVitem_smallgemst@@
.?AVitem_quiverst@@
.?AVhistory_event_created_world_constructionst@@
.?AVhistory_event_entity_equipment_purchasest@@
.?AVhistory_event_hist_figure_travelst@@
.?AVhistory_event_collection_warst@@
.?AVhistory_event_war_peace_rejectedst@@
.?AVitem_gobletst@@
.?AVgeneral_ref_building_well_tagst@@
.?AVitem_boulderst@@
.?AVgeneral_ref_buildingst@@
.?AVgeneral_ref_mapsquarest@@
.?AVfeature_outdoor_riverst@@
.?AVfeature_init_deep_surface_portalst@@
.?AVfeature_alterationst@@
.?AVfeature_init_subterranean_from_layerst@@
.?AVfeature_init_outdoor_riverst@@
.?AVfeature_magma_poolst@@
.?AVfeature_pitst@@
.?AVfeaturest@@
.?AVfeature_init_pitst@@
.?AVfeature_deep_special_tubest@@
.?AVfeature_cavest@@
.?AVfeature_underworld_from_layerst@@
.?AVfeature_init_underworld_from_layerst@@
.?AVfeature_alteration_new_pop_maxst@@
.?AVfeature_volcanost@@
.?AVfeature_init_deep_special_tubest@@
.?AVfeature_deep_surface_portalst@@
.?AVfeature_subterranean_from_layerst@@
.?AVfeature_initst@@
.?AVfeature_magma_core_from_layerst@@
.?AVfeature_alteration_new_lava_fill_zst@@
.?AVfeature_init_magma_poolst@@
.?AVfeature_init_volcanost@@
.?AVfeature_init_cavest@@
.?AVfeature_init_magma_core_from_layerst@@
.?AV_System_error_category@std@@
.?AVhistory_event_entity_breach_feature_layerst@@
.?AVflow_guide_item_cloudst@@
.?AVhistory_event_hf_act_on_buildingst@@
.?AVflow_guidest@@
.?AVflow_guide_trailing_flowst@@
.?AUcreatures_interfacest@@
.?AVmachine_handlerst@@
.?AVviewscreen_export_regionst@@
.?AVhistory_event_first_contactst@@
.?AUlabor_interfacest@@
.?AVhistory_event_topicagreement_concludedst@@
.?AVhistory_event_agreements_voidedst@@
.?AVhistory_event_topicagreement_madest@@
.?AUjustice_interfacest@@
.?AVviewscreen_update_regionst@@
.?AVbuilding_handlerst@@
.?AVhistory_event_diplomat_lostst@@
.?AVitem_seedsst@@
.?AVhistory_event_masterpiece_created_itemst@@
.?AVviewscreen_game_cleanerst@@
.?AVhistory_event_hist_figure_abductedst@@
.?AVhistory_event_change_hf_moodst@@
.?AUinfo_interfacest@@
.?AVcreature_handlerst@@
.?AUbuildreqst@@
.?AVhistory_event_first_contact_failedst@@
.?AUunit_selector_interfacest@@
.?AVhistory_event_artifact_destroyedst@@
.?AVjob_handlerst@@
.?AV?$_Ref_count_obj2@U_ExceptionHolder@details@Concurrency@@@std@@
.?AV_Future_error_category2@std@@
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@X$$V@std@@
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
.?AV?$_Task_async_state@Uloading_music_filest@@@std@@
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
.?AV?$_Associated_state@Uloading_music_filest@@@std@@
.?AV?$_Deferred_async_state@Uloading_music_filest@@@std@@
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@Uloading_music_filest@@$$V@std@@
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@Uloading_music_filest@@$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?7???R1?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@QEBA@XZ@X$$V@std@@
.?AU?$_Task_impl@E@details@Concurrency@@
.?AV_RefCounter@details@Concurrency@@
.?AV?$_Ref_count_obj2@U?$_Task_impl@E@details@Concurrency@@@std@@
.?AV?$_Func_base@Uloading_music_filest@@$$V@std@@
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??_MakeVoidToUnitFunc@details@Concurrency@@YA?AV?$function@$$A6AEXZ@std@@AEBV?$function@$$A6AXXZ@6@@Z@E$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@X$$V@std@@
.?AU_TaskProcHandle@details@Concurrency@@
.?AV?$_Packaged_state@$$A6A?AUloading_music_filest@@XZ@std@@
.?AV?$_Func_base@E$$V@std@@
.?AV?$_CancellationTokenCallback@V<lambda_1>@?1??_RegisterCancellation@_Task_impl_base@details@Concurrency@@QEAAXV?$weak_ptr@U_Task_impl_base@details@Concurrency@@@std@@@Z@@details@Concurrency@@
.?AU_Task_impl_base@details@Concurrency@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CC@??_CancelAndRunContinuations@?$_Task_impl@E@details@Concurrency@@UEAA_N_N00AEBV?$shared_ptr@U_ExceptionHolder@details@Concurrency@@@std@@@Z@X$$V@std@@
.?AV_CancellationTokenRegistration@details@Concurrency@@
.?AVhistory_event_hf_relationship_deniedst@@
.?AVhistory_event_insurrection_endedst@@
.?AVhistfig_hf_link_former_apprenticest@@
.?AVhistfig_site_link_prison_abstract_buildingst@@
.?AVhistory_event_hf_razed_buildingst@@
.?AVhistory_event_artifact_transformedst@@
.?AVhistory_event_artifact_hiddenst@@
.?AVhistfig_entity_link_former_prisonerst@@
.?AVgeneral_ref_historical_eventst@@
.?AVhistfig_entity_link_former_occupationst@@
.?AVhistfig_site_link_hangoutst@@
.?AVgeneral_ref_interactionst@@
.?AVhistfig_entity_link_enemyst@@
.?AVhistory_event_collection_occasionst@@
.?AVhistfig_entity_link_former_slavest@@
.?AVhistory_event_remove_hf_hf_linkst@@
.?AVhistfig_entity_link_position_claimst@@
.?AVgeneral_ref_entityst@@
.?AVgeneral_ref_abstract_buildingst@@
.?AVhistfig_entity_link_squadst@@
.?AVhistory_event_collection_competitionst@@
.?AVhistory_event_creature_devouredst@@
.?AVhistory_event_collection_insurrectionst@@
.?AVhistory_event_masterpiece_created_item_improvementst@@
.?AVhistory_event_hf_gains_secret_goalst@@
.?AVhistory_event_ceremonyst@@
.?AVhistfig_entity_link_former_mercenaryst@@
.?AVhistory_event_change_hf_jobst@@
.?AVgeneral_ref_sitest@@
.?AVhistory_event_remove_hf_entity_linkst@@
.?AVhistfig_hf_link_childst@@
.?AVhistfig_hf_link_companionst@@
.?AVhistfig_hf_link_motherst@@
.?AVgeneral_ref_poetic_formst@@
.?AVhistfig_entity_link_slavest@@
.?AVhistfig_site_linkst@@
.?AVhistory_event_collection_performancest@@
.?AVhistory_event_remove_hf_site_linkst@@
.?AVhistfig_entity_link_mercenaryst@@
.?AVhistfig_hf_link_imprisonerst@@
.?AVhistfig_hf_link_fatherst@@
.?AVhistfig_hf_link_deityst@@
.?AVhistfig_entity_link_positionst@@
.?AVhistfig_entity_link_former_memberst@@
.?AVhistory_event_masterpiece_created_foodst@@
.?AVhistory_event_add_hf_hf_linkst@@
.?AVhistfig_site_link_seat_of_powerst@@
.?AVhistfig_hf_link_deceased_spousest@@
.?AVhistfig_hf_linkst@@
.?AVhistfig_entity_link_former_squadst@@
.?AVhistfig_entity_link_memberst@@
.?AVhistfig_site_link_home_site_saved_civzonest@@
.?AVhistory_event_hist_figure_reunionst@@
.?AVhistory_event_artifact_droppedst@@
.?AVgeneral_ref_subregionst@@
.?AVhistfig_entity_link_criminalst@@
.?AVhistfig_site_link_lairst@@
.?AVhistfig_site_link_home_site_realization_buildingst@@
.?AVgeneral_ref_historical_figurest@@
.?AVhistory_event_collection_processionst@@
.?AVhistory_event_merchantst@@
.?AVhistory_event_masterpiece_created_engravingst@@
.?AVhistory_event_add_hf_site_linkst@@
.?AVhistfig_site_link_occupationst@@
.?AVgeneral_ref_feature_layerst@@
.?AVgeneral_ref_written_contentst@@
.?AVhistfig_hf_link_spousest@@
.?AVhistfig_entity_link_prisonerst@@
.?AVhistory_event_insurrection_startedst@@
.?AVhistfig_hf_link_pet_ownerst@@
.?AVgeneral_ref_musical_formst@@
.?AVhistfig_site_link_prison_site_building_profilest@@
.?AVhistory_event_competitionst@@
.?AVhistfig_entity_linkst@@
.?AVhistfig_hf_link_prisonerst@@
.?AVhistory_event_entity_razed_buildingst@@
.?AVhistory_event_change_hf_statest@@
.?AVhistfig_hf_link_loverst@@
.?AVhistfig_hf_link_apprenticest@@
.?AVhistory_event_hf_confrontedst@@
.?AVhistory_event_site_diedst@@
.?AVhistory_event_hf_recruited_unit_type_for_entityst@@
.?AVgeneral_ref_languagest@@
.?AVhistfig_site_link_home_site_realization_sulst@@
.?AVhistfig_hf_link_masterst@@
.?AVhistory_event_artifact_lostst@@
.?AVhistory_event_processionst@@
.?AVhistory_event_masterpiece_created_dye_itemst@@
.?AVgeneral_ref_artifactst@@
.?AVhistory_event_site_retiredst@@
.?AVgeneral_ref_dance_formst@@
.?AVhistfig_entity_link_occupationst@@
.?AVhistory_event_gamblest@@
.?AVhistory_event_artifact_recoveredst@@
.?AVhistfig_site_link_home_site_abstract_buildingst@@
.?AVhistfig_hf_link_former_masterst@@
.?AVhistory_event_collection_ceremonyst@@
.?AVhistfig_hf_link_former_spousest@@
.?AVhistfig_entity_link_former_positionst@@
.?AVhistory_event_written_content_composedst@@
.?AVhistory_event_performancest@@
.?AVinteraction_source_item_powerst@@
.?AVinteraction_target_materialst@@
.?AVinteraction_target_creaturest@@
.?AVinteraction_effect_material_emissionst@@
.?AVinteraction_effect_summon_unitst@@
.?AVinteraction_source_regionst@@
.?AVinteraction_effect_change_item_qualityst@@
.?AVinteraction_source_underground_specialst@@
.?AVinteraction_source_attackst@@
.?AVinteraction_effect_cleanst@@
.?AVinteraction_source_mythicalst@@
.?AVinteraction_effect_add_syndromest@@
.?AVinteraction_effect_propel_unitst@@
.?AVinteraction_effect_change_weatherst@@
.?AVinteraction_target_locationst@@
.?AVinteraction_source_disturbancest@@
.?AVinteraction_effect_hidest@@
.?AVinteraction_effect_resurrectst@@
.?AVinteraction_source_ingestionst@@
.?AVinteraction_target_corpsest@@
.?AVinteraction_targetst@@
.?AVinteraction_source_deityst@@
.?AVinteraction_source_experimentst@@
.?AVinteraction_source_creature_actionst@@
.?AVinteraction_sourcest@@
.?AVinteraction_effect_raise_ghostst@@
.?AVinteraction_effectst@@
.?AVinteraction_effect_create_itemst@@
.?AVinteraction_effect_animatest@@
.?AVinteraction_source_secretst@@
.?AVinteraction_effect_contactst@@
.?AVitemimprovement_bandsst@@
.?AVitemimprovement_art_imagest@@
.?AVitem_sheetst@@
.?AVitem_windowst@@
.?AVitemimprovement_rings_hangingst@@
.?AVitemimprovement_clothst@@
.?AVitem_braceletst@@
.?AVitem_millstonest@@
.?AVitemimprovement_instrument_piecest@@
.?AVitemimprovement_image_setst@@
.?AVitem_toyst@@
.?AVitem_orthopedic_castst@@
.?AVitem_slabst@@
.?AVitemimprovement_coveredst@@
.?AVitem_plant_growthst@@
.?AVitemimprovement_spikesst@@
.?AVitem_totemst@@
.?AVitemimprovement_threadst@@
.?AVitem_barst@@
.?AVitem_catapultpartsst@@
.?AVitem_fish_rawst@@
.?AVgeneral_ref_item_typest@@
.?AVitem_crutchst@@
.?AVitem_floodgatest@@
.?AVitemimprovement_writingst@@
.?AVitem_amuletst@@
.?AVitem_branchst@@
.?AVitemimprovement_sewn_imagest@@
.?AVitem_bookst@@
.?AVitem_ballistapartsst@@
.?AVitem_trappartsst@@
.?AVitem_splintst@@
.?AVitem_weaponrackst@@
.?AVitem_cagest@@
.?AVitem_scepterst@@
.?AVitemimprovement_illustrationst@@
.?AVitem_animaltrapst@@
.?AVitem_figurinest@@
.?AVitemimprovement_pagesst@@
.?AVitem_trapcompst@@
.?AVitem_rockst@@
.?AVitemimprovementst@@
.?AVitem_ringst@@
.?AVitem_foodst@@
.?AVitem_siegeammost@@
.?AVitem_ballistaarrowheadst@@
.?AVitem_chainst@@
.?AVitem_armorstandst@@
.?AVitem_coffinst@@
.?AVitem_earringst@@
.?AVitem_crownst@@
.?AVitem_bucketst@@
.?AVitem_gratest@@
.?AVitem_pipe_sectionst@@
.?AVitem_roughst@@
.?AVitem_blocksst@@
.?AVitemimprovement_itemspecificst@@
.?AVitemdef_armorst@@
.?AVitemdef_foodst@@
.?AVitemdef_trapcompst@@
.?AVitemdef_ammost@@
.?AVitemdef_shieldst@@
.?AVitemdef_toyst@@
.?AVitemdef_pantsst@@
.?AVitemdef_shoesst@@
.?AVitemdefst@@
.?AVitemdef_toolst@@
.?AVitemdef_instrumentst@@
.?AVitemdef_helmst@@
.?AVitemdef_weaponst@@
.?AVitemdef_glovesst@@
.?AVitemdef_siegeammost@@
.?AVMacroScreenLoad@@
.?AVMacroScreenSave@@
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@X$$V@std@@
.?AV?$_Associated_state@H@std@@
.?AVviewscreen_legendsst@@
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@X$$V@std@@
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
.?AV?$_Task_async_state@X@std@@
.?AV?$_Packaged_state@$$A6AXXZ@std@@
.?AVmachinest@@
.?AVmachine_standardst@@
.?AVcreature_interaction_effect_paralysisst@@
.?AVcreature_interaction_effect_skill_roll_adjustst@@
.?AVcreature_interaction_effect_bp_appearance_modifierst@@
.?AVcreature_interaction_effect_feverst@@
.?AVcreature_interaction_effect_add_simple_flagst@@
.?AVcreature_interaction_effect_reduce_feverst@@
.?AVcreature_interaction_effect_reduce_swellingst@@
.?AVcreature_interaction_effect_body_transformationst@@
.?AVcreature_interaction_effect_ment_att_changest@@
.?AVcreature_interaction_effect_remove_simple_flagst@@
.?AVcreature_interaction_effect_display_namest@@
.?AVcreature_interaction_effect_cough_bloodst@@
.?AVcreature_interaction_effect_bleedingst@@
.?AVcreature_interaction_effectst@@
.?AVcreature_interaction_effect_reduce_paralysisst@@
.?AVcreature_interaction_effect_reduce_dizzinessst@@
.?AVcreature_interaction_effect_change_personalityst@@
.?AVcreature_interaction_effect_reduce_nauseast@@
.?AVcreature_interaction_effect_flash_symbolst@@
.?AVcreature_interaction_effect_oozingst@@
.?AVcreature_interaction_effect_special_attack_interactionst@@
.?AVcreature_interaction_effect_drowsinessst@@
.?AVcreature_interaction_effect_swellingst@@
.?AVcreature_interaction_effect_erratic_behaviorst@@
.?AVcreature_interaction_effect_painst@@
.?AVcreature_interaction_effect_stop_bleedingst@@
.?AVcreature_interaction_effect_heal_tissuesst@@
.?AVcreature_interaction_effect_cure_infectionst@@
.?AVcreature_interaction_effect_phys_att_changest@@
.?AVcreature_interaction_effect_vomit_bloodst@@
.?AVcreature_interaction_effect_feel_emotionst@@
.?AVcreature_interaction_effect_display_symbolst@@
.?AVcreature_interaction_effect_can_do_interactionst@@
.?AVcreature_interaction_effect_necrosisst@@
.?AVcreature_interaction_effect_blistersst@@
.?AVcreature_interaction_effect_numbnessst@@
.?AVcreature_interaction_effect_body_mat_interactionst@@
.?AVcreature_interaction_effect_body_appearance_modifierst@@
.?AVcreature_interaction_effect_impair_functionst@@
.?AVcreature_interaction_effect_sense_creature_classst@@
.?AVcreature_interaction_effect_close_open_woundsst@@
.?AVcreature_interaction_effect_regrow_partsst@@
.?AVcreature_interaction_effect_heal_nervesst@@
.?AVcreature_interaction_effect_nauseast@@
.?AVcreature_interaction_effect_unconsciousnessst@@
.?AVcreature_interaction_effect_dizzinessst@@
.?AVcreature_interaction_effect_speed_changest@@
.?AVcreature_interaction_effect_material_force_adjustst@@
.?AVcreature_interaction_effect_reduce_painst@@
.?AVcreature_interaction_effect_bruisingst@@
.?AVmental_picture_property_color_patternst@@
.?AVmental_picture_property_timest@@
.?AVmental_picture_property_toolst@@
.?AVmental_picture_property_adjectivest@@
.?AVmental_picture_elementst@@
.?AVmental_picture_propertyst@@
.?AVmental_picture_property_positionst@@
.?AVmental_picture_element_sitest@@
.?AVmental_picture_property_actionst@@
.?AVmental_picture_element_regionst@@
.?AVmental_picture_property_datest@@
.?AVmental_picture_property_shapest@@
.?AVmental_picture_element_hfst@@
.?AVmental_picture_property_emotionst@@
.?AVviewscreen_new_regionst@@
.?AVviewscreen_new_arenast@@
.?AUworld_gen_param_seedst@@
.?AVproj_magicst@@
.?AVreaction_productst@@
.?AVreaction_product_itemst@@
.?AVreaction_reagentst@@
.?AVreaction_reagent_itemst@@
.?AVreaction_product_item_improvementst@@
.?AVgeneral_ref_building_use_target_1st@@
.?AVgeneral_ref_unit_slaughtereest@@
.?AVgeneral_ref_entity_stolenst@@
.?AVgeneral_ref_entity_popst@@
.?AVgeneral_ref_unit_suckeest@@
.?AVgeneral_ref_building_holderst@@
.?AVgeneral_ref_unit_interrogateest@@
.?AVgeneral_ref_unit_climberst@@
.?AVgeneral_ref_unit_reporteest@@
.?AVgeneral_ref_unit_foodreceiverst@@
.?AVgeneral_ref_building_destinationst@@
.?AVgeneral_ref_unitst@@
.?AVgeneral_ref_is_artifactst@@
.?AVgeneral_ref_unit_geldeest@@
.?AVgeneral_ref_unit_beateest@@
.?AVgeneral_ref_creaturest@@
.?AVgeneral_ref_building_nest_boxst@@
.?AVgeneral_ref_building_cagedst@@
.?AVgeneral_ref_unit_itemownerst@@
.?AVgeneral_ref_unit_kidnapeest@@
.?AVgeneral_ref_building_use_target_2st@@
.?AVgeneral_ref_unit_patientst@@
.?AVgeneral_ref_unit_workerst@@
.?AVgeneral_ref_entity_offeredst@@
.?AVgeneral_ref_building_chainst@@
.?AVgeneral_ref_unit_holderst@@
.?AVgeneral_ref_unit_cageest@@
.?AVgeneral_ref_spherest@@
.?AVgeneral_ref_itemst@@
.?AVgeneral_ref_contains_itemst@@
.?AVgeneral_ref_contains_unitst@@
.?AVgeneral_ref_unit_milkeest@@
.?AVgeneral_ref_building_triggertargetst@@
.?AVgeneral_ref_nemesisst@@
.?AVgeneral_ref_unit_riderst@@
.?AVgeneral_ref_unit_traineest@@
.?AVgeneral_ref_locationst@@
.?AVgeneral_ref_entity_itemownerst@@
.?AVgeneral_ref_building_display_furniturest@@
.?AVgeneral_ref_unit_sheareest@@
.?AVgeneral_ref_contained_in_itemst@@
.?AVgeneral_ref_building_triggerst@@
.?AVgeneral_ref_unit_infantst@@
.?AVgeneral_ref_projectilest@@
.?AVgeneral_ref_unit_tradebringerst@@
.?AVgeneral_ref_is_nemesisst@@
.?AVgeneral_ref_building_civzone_assignedst@@
.?AVregion_block_eventst@@
.?AVregion_block_event_sphere_fieldst@@
.?AVrenderer_offscreen@@
.?AVscript_step_constructtopiclistst@@
.?AVscript_stepst@@
.?AVscript_step_invasionst@@
.?AVscript_step_textviewerst@@
.?AVscript_step_discussst@@
.?AVscript_step_diphistoryst@@
.?AVscript_step_setvarst@@
.?AVscript_var_unitst@@
.?AVscript_step_simpleactionst@@
.?AVscript_step_dipeventst@@
.?AVscript_step_eventst@@
.?AVscript_step_conditionalst@@
.?AVscript_var_longst@@
.?AVscript_varst@@
.?AVscript_step_topicdiscussionst@@
.?AVviewscreen_choose_game_typest@@
.?AVviewscreen_setupdwarfgamest@@
.?AVviewscreen_choose_start_sitest@@
.?AVresource_allotment_specifier_metalst@@
.?AVresource_allotment_specifier_clothing_helmst@@
.?AVresource_allotment_specifier_extractst@@
.?AVresource_allotment_specifier_armor_bodyst@@
.?AVresource_allotment_specifier_tallowst@@
.?AVresource_allotment_specifier_powderst@@
.?AVresource_allotment_specifier_flaskst@@
.?AVresource_allotment_specifier_threadst@@
.?AVresource_allotment_specifier_quiverst@@
.?AVsite_realization_building_info_castle_wallst@@
.?AVsite_realization_building_info_castle_courtyardst@@
.?AVresource_allotment_specifier_ammost@@
.?AVresource_allotment_specifier_skinst@@
.?AVresource_allotment_specifier_armor_pantsst@@
.?AVsite_realization_building_info_trenchesst@@
.?AVresource_allotment_specifier_clothing_glovesst@@
.?AVresource_allotment_specifier_clothing_pantsst@@
.?AVresource_allotment_specifier_cheesest@@
.?AVresource_allotment_specifier_toothst@@
.?AVsite_realization_building_info_market_squarest@@
.?AVresource_allotment_specifier_craftsst@@
.?AVsite_realization_building_info_shop_housest@@
.?AVresource_allotment_specifier_pearlst@@
.?AVsite_realization_building_info_hillock_housest@@
.?AVresource_allotment_specifier_anvilst@@
.?AVresource_allotment_specifier_weapon_meleest@@
.?AVresource_allotment_specifier_clothst@@
.?AVresource_allotment_specifier_meatst@@
.?AVresource_allotment_specifier_cabinetst@@
.?AVresource_allotment_specifier_weapon_rangedst@@
.?AVresource_allotment_specifier_gemsst@@
.?AVresource_allotment_specifier_armor_bootsst@@
.?AVresource_allotment_specifier_bonest@@
.?AVresource_allotment_specifier_bagst@@
.?AVresource_allotment_specifierst@@
.?AVresource_allotment_specifier_woodst@@
.?AVresource_allotment_specifier_hornst@@
.?AVresource_allotment_specifier_clothing_bootsst@@
.?AVresource_allotment_specifier_soapst@@
.?AVresource_allotment_specifier_stonest@@
.?AVresource_allotment_specifier_cropst@@
.?AVresource_allotment_specifier_chairst@@
.?AVsite_realization_building_info_shrinest@@
.?AVresource_allotment_specifier_shellst@@
.?AVresource_allotment_specifier_leatherst@@
.?AVresource_allotment_specifier_armor_glovesst@@
.?AVsite_realization_building_info_tree_housest@@
.?AVresource_allotment_specifier_armor_helmst@@
.?AVresource_allotment_specifier_tablest@@
.?AVsite_realization_building_infost@@
.?AVsite_realization_building_info_castle_towerst@@
.?AVresource_allotment_specifier_bedst@@
.?AVresource_allotment_specifier_boxst@@
.?AVresource_allotment_specifier_backpackst@@
.?AVresource_allotment_specifier_clothing_bodyst@@
.?AVunitst@@
.?AVkeybinding_display@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_new_filter@filter@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z@_NPEAVwidget@4@@std@@
.?AVindiv_filter@multifilter@widgets@@
.?AVmultifilter@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?1???0better_button@widgets@@QEAA@PEA_N@Z@_N$$V@std@@
.?AVbetter_button@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??feed@better_button@widgets@@UEAAXAEAV?$set@JU?$less@J@std@@V?$allocator@J@2@@std@@@Z@_NPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???0better_button@widgets@@QEAA@PEA_N@Z@PEAH$$V@std@@
.?AVfilter@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0better_button@widgets@@QEAA@PEA_N@Z@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0filter@widgets@@QEAA@V?$shared_ptr@Vcontainer@widgets@@@std@@@Z@_NPEAVwidget@3@@std@@
.?AV?$_Ref_count_obj2@Vkeybinding_display@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0textbox@widgets@@QEAA@HI@Z@XPEAV23@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_entry@radio_rows@widgets@@QEAA?AV?$shared_ptr@Vcontainer@widgets@@@std@@AEBV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@6@V?$function@$$A6AXPEAVwidget@widgets@@@Z@6@@Z@_NPEAVwidget@4@@std@@
.?AV?$_Ref_count_obj2@Vindiv_filter@multifilter@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1???0better_button@widgets@@QEAA@PEA_N@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???0report_popup@widgets@@QEAA@HF@Z@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0report_popup@widgets@@QEAA@HF@Z@PEAH$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_tooltip@item_sheet_button@widgets@@UEAAXXZ@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_activation@recenter_button@widgets@@IEAAXXZ@_NPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_activation@sheet_button@widgets@@IEAAXXZ@_NPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??set_up_activation@recenter_button@widgets@@IEAAXXZ@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??set_up_tooltip@unit_sheet_button@widgets@@UEAAXXZ@X$$V@std@@
.?AVanchored_tile@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1???0unit_list@widgets@@QEAA@XZ@_NU?$pair@PEAX_N@std@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_happiness_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?DA@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AV?$_Ref_count_obj2@Umarkup_text_box_widget@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_13>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_14>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_no_unit_button@unit_list@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$function@$$A6AXXZ@6@@Z@XPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AVjob_details_button@widgets@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?BG@???R<lambda_17>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@4@V?$shared_ptr@Vcontainer@widgets@@@6@PEAX_N@Z@QEBA@PEAVwidget@4@@Z@_NPEAV94@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?8???R<lambda_20>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@4@V?$shared_ptr@Vcontainer@widgets@@@6@PEAX_N@Z@QEBA@PEAVwidget@4@@Z@_NPEAV94@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?BN@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@4@@std@@
.?AV?$_Ref_count_obj2@Uitem_portrait@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?O@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Ref_count_obj2@Vitem_sheet_button@widgets@@@std@@
.?AV?$_Ref_count_obj2@Vjob_details_button@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??get_list_copy@unit_list@widgets@@QEAA?AV?$vector@U?$pair@PEAX_N@std@@V?$allocator@U?$pair@PEAX_N@std@@@2@@std@@XZ@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_16>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_7>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
.?AV?$_Ref_count_obj2@Vinterface_small_button@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_15>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?DI@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??add_specialized_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_10>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CN@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AUmarkup_text_box_widget@@
.?AV?$_Func_impl_no_alloc@V<lambda_17>@?NH@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_5>@?9??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?BH@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
.?AV?$_Ref_count_obj2@Vanchored_tile@widgets@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1??add_no_unit_button@unit_list@widgets@@QEAAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$function@$$A6AXXZ@6@@Z@_NPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?7??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NU?$pair@PEAX_N@6@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???0unit_list@widgets@@QEAA@XZ@XPEAVtextbox@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?BP@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@XPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?N@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?BI@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?DD@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_18>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_6>@?L@??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?L@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_11>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?1???0unit_list@widgets@@QEAA@XZ@_NU?$pair@PEAX_N@std@@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_7>@?M@??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_20>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_4>@?BK@??build_single_unit@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?8??add_options@unit_list@widgets@@QEAAXAEBV?$vector@W4unit_list_options@widgets@@V?$allocator@W4unit_list_options@widgets@@@std@@@std@@@Z@_NAEBU?$pair@PEAX_N@6@AEBU76@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_19>@?NO@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@XPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_9>@?DJ@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?BN@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_2>@?BJ@??build_single_item@unit_list@widgets@@QEAAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@_NPEAVwidget@4@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_8>@?DG@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@_NPEAVwidget@3@@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_12>@?DM@??add_unit_job_str@widgets@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAVunit_list@3@V?$shared_ptr@Vcontainer@widgets@@@5@PEAX_N@Z@X$$V@std@@
.?AV?$_Func_impl_no_alloc@V<lambda_3>@?CP@??add_details_tex@widgets@@YAXV?$shared_ptr@Vcontainer@widgets@@@std@@PEAX@Z@X$$V@std@@
.?AVworld_construction_square_bridgest@@
.?AVworld_construction_square_wallst@@
.?AVworld_construction_bridgest@@
.?AVworld_construction_square_roadst@@
.?AVworld_constructionst@@
.?AVworld_construction_wallst@@
.?AVworld_construction_tunnelst@@
.?AVworld_construction_square_tunnelst@@
.?AVworld_construction_squarest@@
.?AVworld_construction_roadst@@

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