dfraw_json_parser 0.7.3

Library which parses Dwarf Fortress raw files into JSON
Documentation
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{
    "ADOPTS_OWNER": {
        "type": "Caste",
        "description": "Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a preference for their species. Used by cats in the vanilla game."
    },
    "ALCOHOL_DEPENDENT": {
        "type": "Caste",
        "description": "Makes the creature need alcohol to get through the working day; it will choose to drink booze instead of water if possible. Going sober for too long reduces speed."
    },
    "ALL_ACTIVE": {
        "type": "Caste",
        "description": "Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from [DIURNAL]/[NOCTURNAL]/[CREPUSCULAR], rather than implying them."
    },
    "ALTTILE": {
        "type": "Creature",
        "description": "If set, the creature will blink between its [TILE] and its ALTTILE."
    },
    "AMBUSHPREDATOR": {
        "type": "Caste",
        "description": "Found on [LARGE_PREDATOR]s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures.Verify"
    },
    "AMPHIBIOUS": {
        "type": "Caste",
        "description": "Allows a creature to breathe both in and out of water (unlike [AQUATIC]) - does not prevent drowning in magma."
    },
    "APP_MOD_DESC_RANGE": {
        "type": "Caste",
        "description": "Forum post describing how description ranges work"
    },
    "APP_MOD_GENETIC_MODEL": {
        "type": "Caste",
        "description": "Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present."
    },
    "APP_MOD_IMPORTANCE": {
        "type": "Caste",
        "description": "Determines how important the appearance modifier is, for determining whether it shows up in the creature description.Verify"
    },
    "APP_MOD_NOUN": {
        "type": "Caste",
        "description": "Creates a noun for the appearance, and whether it is singular or plural."
    },
    "APP_MOD_RATE": {
        "type": "Caste",
        "description": "Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely."
    },
    "APPLY_CREATURE_VARIATION": {
        "type": "Caste",
        "description": "Applies the specified creature variation. See Creature_variation_token#Arguments_and_conditional_tokens for how the subsequent arguments may be used."
    },
    "APPLY_CURRENT_CREATURE_VARIATION": {
        "type": "Special",
        "description": "Applies the effects of all pending [CV_ADD_TAG] and [CV_REMOVE_TAG] tokens that have been defined in the current creature."
    },
    "AQUATIC": {
        "type": "Caste",
        "description": "Enables the creature to breathe in water, but causes it to air-drown on dry land."
    },
    "ARENA_RESTRICTED": {
        "type": "Caste",
        "description": "Causes the creature to be excluded from the object testing arena's creature spawning list. Typically applied to spoileriffic creatures."
    },
    "ARTIFICIAL_HIVEABLE": {
        "type": "Creature",
        "description": "Enables the creature to be kept in artificial hives by beekeepers."
    },
    "AT_PEACE_WITH_WILDLIFE": {
        "type": "Caste",
        "description": "Prevents the creature from attacking or frighten creatures with the [NATURAL] tag."
    },
    "ATTACK": {
        "type": "Caste",
        "description": "Defines the attack name, and the body part used. See below for valid subtokensExample: [ATTACK:GORE:BODYPART:BY_CATEGORY:HORN] GORE = name of the attack BODYPART:BY_CATEGORY:HORN = the horn is used to attack (presuming the creature has one)"
    },
    "ATTACK_TRIGGER": {
        "type": "Caste",
        "description": "Specifies when a megabeast or semi-megabeast will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger."
    },
    "BABY": {
        "type": "Caste",
        "description": "Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage."
    },
    "BABYNAME": {
        "type": "Caste",
        "description": "Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see [GENERAL_BABY_NAME]."
    },
    "BEACH_FREQUENCY": {
        "type": "Caste",
        "description": "Creature may be subject to beaching, becoming stranded on shores, where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be [AQUATIC]. Used by orcas, sperm whales and sea nettle jellyfish in the vanilla game."
    },
    "BENIGN": {
        "type": "Caste",
        "description": "The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the [LARGE_PREDATOR] tag. When tamed, animals with this tag will be useless for fortress defense."
    },
    "BIOME": {
        "type": "Creature",
        "description": "Select a biome the creature may appear in."
    },
    "BLOOD": {
        "type": "Caste",
        "description": "Specifies what the creature's blood is made of."
    },
    "BLOODSUCKER": {
        "type": "Caste",
        "description": "Causes vampire-like behaviour; the creature will suck the blood of unconscious victims when its thirst for blood grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night."
    },
    "BODY": {
        "type": "Caste",
        "description": "Draws body parts from OBJECT:BODY files (such as body_default.txt)Example: [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] This is the body from a purring maggot. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs. If the body is left undefined, the creature will cause a crash whenever it spawns.Verify"
    },
    "BODY_APPEARANCE_MODIFIER": {
        "type": "Caste",
        "description": "These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.Example: [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] HEIGHT : marks the height to be changed 90:95:98:100:102:105:110 : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation."
    },
    "BODY_DETAIL_PLAN": {
        "type": "Caste",
        "description": "loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.Example: [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]  This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues. A maggot would only need: [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]"
    },
    "BODY_SIZE": {
        "type": "Caste",
        "description": "Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.Example: [BODY_SIZE:0:0:10000] [BODY_SIZE:1:168:50000] [BODY_SIZE:12:0:220000] This describes the size of a minotaur. Its birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old it would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm3 and weigh roughly 220 kg."
    },
    "BODYGLOSS": {
        "type": "Caste",
        "description": "Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)"
    },
    "BONECARN": {
        "type": "Caste",
        "description": "Creature eats bones. Implies [CARNIVORE]. Adventurers with this token are currently unable to eat bones.Bug:11069"
    },
    "BP_ADD_TYPE": {
        "type": "Caste",
        "description": "Adds a type to a body part - used with [SET_BP_GROUP]. In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain creatures."
    },
    "BP_APPEARANCE_MODIFIER": {
        "type": "Caste",
        "description": "Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)"
    },
    "BP_REMOVE_TYPE": {
        "type": "Caste",
        "description": "Removes a type from a body part. Used with [SET_BP_GROUP]."
    },
    "BUILDINGDESTROYER": {
        "type": "Caste",
        "description": "Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands."
    },
    "CAN_DO_INTERACTION": {
        "type": "Caste",
        "description": "The creature can perform an interaction. See interaction token."
    },
    "CAN_LEARN": {
        "type": "Caste",
        "description": "The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start."
    },
    "CAN_SPEAK": {
        "type": "Caste",
        "description": "Can talk. Note that this is not necessary for a creature to gain social skills."
    },
    "CANNOT_CLIMB": {
        "type": "Caste",
        "description": "Creature cannot climb, even if it has free grasp parts."
    },
    "CANNOT_JUMP": {
        "type": "Caste",
        "description": "Creature cannot jump."
    },
    "CANNOT_UNDEAD": {
        "type": "Caste",
        "description": "Acts like [NOT_LIVING], except that [OPPOSED_TO_LIFE] creatures will attack them."
    },
    "CANOPENDOORS": {
        "type": "Caste",
        "description": "Allows the creature to open doors that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures."
    },
    "CARNIVORE": {
        "type": "Caste",
        "description": "Creature only eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode."
    },
    "CASTE": {
        "type": "Creature",
        "description": "Defines a caste."
    },
    "CASTE_ALTTILE": {
        "type": "Caste",
        "description": "Caste-specific [ALTTILE]. Requires [CASTE_TILE]."
    },
    "CASTE_COLOR": {
        "type": "Caste",
        "description": "Caste-specific [COLOR]."
    },
    "CASTE_GLOWCOLOR": {
        "type": "Caste",
        "description": "Caste-specific [GLOWCOLOR]."
    },
    "CASTE_GLOWTILE": {
        "type": "Caste",
        "description": "Caste-specific [GLOWTILE]."
    },
    "CASTE_NAME": {
        "type": "Caste",
        "description": "Caste-specific [NAME]."
    },
    "CASTE_PROFESSION_NAME": {
        "type": "Caste",
        "description": "Caste-specific [PROFESSION_NAME]."
    },
    "CASTE_SOLDIER_ALTTILE": {
        "type": "Caste",
        "description": "Caste-specific [SOLDIER_ALTTILE]. Requires [CASTE_SOLDIER_TILE]."
    },
    "CASTE_SOLDIER_TILE": {
        "type": "Caste",
        "description": "Caste-specific [CREATURE_SOLDIER_TILE]."
    },
    "CASTE_SPEECH": {
        "type": "Caste",
        "description": "Caste-specific [SPEECH]."
    },
    "CASTE_TILE": {
        "type": "Caste",
        "description": "Caste-specific [CREATURE_TILE]."
    },
    "CAVE_ADAPT": {
        "type": "Caste",
        "description": "Gives the creature a bonus in caves. Also causes cave adaptation."
    },
    "CDI": {
        "type": "Caste",
        "description": "Specifies details for the preceding [CAN_DO_INTERACTION] token. See interaction token."
    },
    "CHANGE_BODY_SIZE_PERC": {
        "type": "Caste",
        "description": "Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles."
    },
    "CHANGE_FREQUENCY_PERC": {
        "type": "Creature",
        "description": "Multiplies frequency by a factor of (integer)%."
    },
    "CHILD": {
        "type": "Caste",
        "description": "Age at which creature is considered an adult - one can think of this as the duration of the child stage. Allows the creature's offspring to be rendered fully tame if trained during their childhood."
    },
    "CHILDNAME": {
        "type": "Caste",
        "description": "Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see [GENERAL_CHILD_NAME]."
    },
    "CLUSTER_NUMBER": {
        "type": "Creature",
        "description": "The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified."
    },
    "CLUTCH_SIZE": {
        "type": "Caste",
        "description": "Number of eggs laid in one sitting."
    },
    "COLONY_EXTERNAL": {
        "type": "Caste",
        "description": "Caste hovers around colony."
    },
    "COLOR": {
        "type": "Creature",
        "description": "Color of the creature's tile. See Color for usage."
    },
    "COMMON_DOMESTIC": {
        "type": "Caste",
        "description": "When combined with any of [PET], [PACK_ANIMAL], [WAGON_PULLER] and/or [MOUNT], the creature is guaranteed to be domesticated by any civilization with [COMMON_DOMESTIC_PET], [COMMON_DOMESTIC_PACK], [COMMON_DOMESTIC_PULL] and/or [COMMON_DOMESTIC_MOUNT] respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on [FANCIFUL] creatures."
    },
    "CONVERTED_SPOUSE": {
        "type": "Caste",
        "description": "Creatures of this caste's species with the [SPOUSE_CONVERTER] and [NIGHT_CREATURE_HUNTER] tokens will kidnap [SPOUSE_CONVERSION_TARGET]s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE."
    },
    "COOKABLE_LIVE": {
        "type": "Caste",
        "description": "Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as mussels, nautiluses and oysters."
    },
    "CRAZED": {
        "type": "Caste",
        "description": "Creature is 'berserk' and will attack all other creatures, except members of its own species that also have the CRAZED tag. It will show Berserk in the unit list. Berserk creatures go on rampages during worldgen much more frequently than non-berserk ones."
    },
    "COPY_TAGS_FROM": {
        "type": "Spec",
        "description": "Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and animal people). Often used in combination with [APPLY_CREATURE_VARIATION] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people."
    },
    "CREATURE_CLASS": {
        "type": "Caste",
        "description": "An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for [GOBBLE_VERMIN_CLASS]), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.The full list of tokens that use creature classes is: Creature tokens: [GOBBLE_VERMIN_CLASS], [GOBBLE_VERMIN_CLASS] Interaction tokens: [IT_AFFECTED_CLASS], [IT_IMMUNE_CLASS] Animal definition (Entity) tokens: [ANIMAL_CLASS], [ANIMAL_FORBIDDEN_CLASS] Position (Entity) token: [ALLOWED_CLASS] Syndrome tokens: [SYN_AFFECTED_CLASS], [SYN_IMMUNE_CLASS], [CE_SENSE_CREATURE_CLASS]"
    },
    "CREATURE_SOLDIER_TILE": {
        "type": "Creature",
        "description": "Creatures active in their civilization's military will use this tile instead."
    },
    "CREATURE_TILE": {
        "type": "Creature",
        "description": "The symbol of the creature in ASCII mode."
    },
    "CREPUSCULAR": {
        "type": "Caste",
        "description": "Sets the creature to be active at twilight in adventurer mode."
    },
    "CURIOUSBEAST_EATER": {
        "type": "Caste",
        "description": "Allows a creature to steal and eat edible items from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior."
    },
    "CURIOUSBEAST_GUZZLER": {
        "type": "Caste",
        "description": "Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior."
    },
    "CURIOUSBEAST_ITEM": {
        "type": "Caste",
        "description": "Allows a creature to steal things (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - kea birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat."
    },
    "CV_ADD_TAG": {
        "type": "Special",
        "description": "Adds a tag. Used in conjunction with creature variation templates."
    },
    "CV_REMOVE_TAG": {
        "type": "Special",
        "description": "Removes a tag. Used in conjunction with creature variation templates."
    },
    "DEMON": {
        "type": "Caste",
        "description": "Found on generated demons. Marks the caste to be used in the initial wave after breaking into the underworld, and by the demon civilizations created during world-gen breachingsVerifyv0.47.01. Could not be specified in user-defined raws until version 0.47.01."
    },
    "DESCRIPTION": {
        "type": "Caste",
        "description": "A brief description of the creature type, as displayed when viewing the creature's description/thoughts & preferences screen."
    },
    "DIE_WHEN_VERMIN_BITE": {
        "type": "Caste",
        "description": "Causes the creature to die upon attacking. Used by honey bees to simulate them dying after using their stingers."
    },
    "DIFFICULTY": {
        "type": "Caste",
        "description": "Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode."
    },
    "DIURNAL": {
        "type": "Caste",
        "description": "Sets the creature to be active during the day in Adventurer Mode."
    },
    "DIVE_HUNTS_VERMIN": {
        "type": "Caste",
        "description": "The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as [HUNTS_VERMIN]. Found on peregrine falcons."
    },
    "DOES_NOT_EXIST": {
        "type": "Creature",
        "description": "Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as always present for a particular civilisation). For example, adding it to dogs will lead to worlds being generated without dogs in them. Also removes the creature from the object testing arena's spawn list. If combined with [FANCIFUL], artistic depictions of the creature will occur regardless. Used by centaurs, chimeras and griffons in the vanilla game.Note: a creature tagged as DOES_NOT_EXIST can still be summoned successfully, as long as it has a body defined in its raws. [1]. It's also possible for another creature to transform into it."
    },
    "EBO_ITEM": {
        "type": "Caste",
        "description": "Defines the item that the creature drops upon being butchered. Used with [EXTRA_BUTCHER_OBJECT]."
    },
    "EBO_SHAPE": {
        "type": "Caste",
        "description": "The shape of the creature's extra butchering drop. Used with [EXTRA_BUTCHER_OBJECT]."
    },
    "EGG_MATERIAL": {
        "type": "Caste",
        "description": "Defines the material composition of eggs laid by the creature. Egg-laying creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist."
    },
    "EGG_SIZE": {
        "type": "Caste",
        "description": "Determines the size of laid eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength."
    },
    "EQUIPMENT_WAGON": {
        "type": "Creature",
        "description": "Makes the creature appear as a large 3x3 wagon responsible for carrying trade goods, pulled by two [WAGON_PULLER] creatures and driven by a merchant."
    },
    "EQUIPS": {
        "type": "Caste",
        "description": "Allows the creature to wear or wield items."
    },
    "EVIL": {
        "type": "Creature",
        "description": "The creature is considered evil and will only show up in evil biomes. Civilizations with [USE_EVIL_ANIMALS] can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas."
    },
    "EXTRA_BUTCHER_OBJECT": {
        "type": "Caste",
        "description": "The creature drops an additional object when butchered, as defined by [EBO_ITEM] and [EBO_SHAPE]. Used for gizzard stones in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALLBug:6355"
    },
    "EXTRACT": {
        "type": "Caste",
        "description": "Defines a creature extract which can be obtained via small animal dissection."
    },
    "EXTRAVISION": {
        "type": "Caste",
        "description": "The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat."
    },
    "FANCIFUL": {
        "type": "Creature",
        "description": "The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a number of creatures. Conflicts with [COMMON_DOMESTIC]."
    },
    "FEATURE_ATTACK_GROUP": {
        "type": "Caste",
        "description": "Found on subterranean animal-man tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers."
    },
    "FEATURE_BEAST": {
        "type": "Caste",
        "description": "Found on forgotten beasts. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering oneVerify. Could not be specified in user-defined raws until version 0.47.01."
    },
    "FEMALE": {
        "type": "Caste",
        "description": "Makes the creature biologically female, enabling her to bear young. Usually specified inside a caste."
    },
    "FIREIMMUNE": {
        "type": "Caste",
        "description": "Makes the creature immune to FIREBALL and FIREJET attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in fire, and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body materials - see the dragon raws for an example)."
    },
    "FIREIMMUNE_SUPER": {
        "type": "Caste",
        "description": "Like [FIREIMMUNE], but also renders the creature immune to DRAGONFIRE attacks."
    },
    "FISHITEM": {
        "type": "Caste",
        "description": "The creature's corpse is a single FISH_RAW food item that needs to be cleaned (into a FISH item) at a fishery to become edible. Before being cleaned the item is referred to as \"raw\". The food item is categorized under \"fish\" on the food and stocks screens, and when uncleaned it is sorted under \"raw fish\" in the stocks (but does not show up on the food screen).Without this or [COOKABLE_LIVE], fished vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game."
    },
    "FIXED_TEMP": {
        "type": "Caste",
        "description": "The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, with all the effects that this implies - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.Note that temperatures of 12000 and higher may cause pathfinding issues in fortress mode."
    },
    "FLEEQUICK": {
        "type": "Caste",
        "description": "If engaged in combat, the creature will flee at the first sign of resistance. Used by kobolds in the vanilla game."
    },
    "FLIER": {
        "type": "Caste",
        "description": "Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own FLIER token)."
    },
    "FREQUENCY": {
        "type": "Creature",
        "description": "Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with [POP_RATIO]."
    },
    "GAIT": {
        "type": "Caste",
        "description": "Defines a gait by which the creature can move. See Gait for more information.<max speed> indicates the maximum speed achievable by a creature using this gait <start speed> indicates the creature's speed when it starts moving using this gait <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 tiles in a straight line over even terrain. <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning. <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and collapse. NO_BUILD_UP can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are both omitted together. It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case. valid gait types: WALK Used for moving normally over ground tiles. CRAWL Used for moving over ground tiles whilst prone. SWIM Used for moving through tiles containing water or magma at a depth of at least 4/7. FLY Used for moving through open space. CLIMB Used for moving whilst climbing. valid gait flags: AGILITY Speeds/slows movement depending on the creature's Agility stat. STRENGTH Speeds/slows movement depending on the creature's Strength stat. LAYERS_SLOW Makes THICKENS_ON_ENERGY_STORAGE and THICKENS_ON_STRENGTH tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer. STEALTH_SLOWS:<percentage> Slows movement by the specified percentage when the creature is sneaking."
    },
    "GENERAL_BABY_NAME": {
        "type": "Creature",
        "description": "Like [BABYNAME], but applied regardless of caste."
    },
    "GENERAL_CHILD_NAME": {
        "type": "Creature",
        "description": "Like [CHILDNAME], but applied regardless of caste."
    },
    "GENERAL_MATERIAL_FORCE_MULTIPLIER": {
        "type": "Caste",
        "description": "Has the same function as [MATERIAL_FORCE_MULTIPLIER], but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER (werebeasts, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable)."
    },
    "GENERATED": {
        "type": "Creature",
        "description": "Found on procedurally generated creatures like forgotten beasts, titans, demons, angels, and night creatures. Cannot be specified in user-defined raws."
    },
    "GETS_INFECTIONS_FROM_ROT": {
        "type": "Caste",
        "description": "Makes the creature get infections from necrotic tissue."
    },
    "GETS_WOUND_INFECTIONS": {
        "type": "Caste",
        "description": "Makes the creature's wounds become infected if left untreated for too long."
    },
    "GLOWCOLOR": {
        "type": "Creature",
        "description": "The colour of the creature's [GLOWTILE]."
    },
    "GLOWTILE": {
        "type": "Creature",
        "description": "If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice \"glowing eyes\" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use [CASTE_GLOWTILE] instead."
    },
    "GNAWER": {
        "type": "Caste",
        "description": "The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made (normally wood)."
    },
    "GOBBLE_VERMIN_CLASS": {
        "type": "Caste",
        "description": "The creature eats vermin of the specified class."
    },
    "GOBBLE_VERMIN_CREATURE": {
        "type": "Caste",
        "description": "The creature eats a specified vermin."
    },
    "GO_TO_END": {
        "type": "Special",
        "description": "When using tags from an existing creature, inserts new tags at the end of the creature."
    },
    "GO_TO_START": {
        "type": "Special",
        "description": "When using tags from an existing creature, inserts new tags at the beginning of the creature."
    },
    "GO_TO_TAG": {
        "type": "Special",
        "description": "When using tags from an existing creature, inserts new tags after the specified tag."
    },
    "GOOD": {
        "type": "Creature",
        "description": "Creature is considered good and will only show up in good biomes - unicorns, for example. Civilizations with [USE_GOOD_ANIMALS] can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen."
    },
    "GRASSTRAMPLE": {
        "type": "Caste",
        "description": "The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5."
    },
    "GRAVITATE_BODY_SIZE": {
        "type": "Caste",
        "description": "Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor."
    },
    "GRAZER": {
        "type": "Caste",
        "description": "The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See Pasture for details on its issues."
    },
    "HABIT": {
        "type": "Caste",
        "description": "Defines certain behaviors for the creature. The habit types are:COLLECT_TROPHIES COOK_PEOPLE COOK_VERMIN  GRIND_VERMIN COOK_BLOOD GRIND_BONE_MEAL EAT_BONE_PORRIDGE USE_ANY_MELEE_WEAPON GIANT_NEST COLLECT_WEALTH. These require the creature to have a [LAIR] to work properly, and also don't seem to work on creatures who are not a [SEMIMEGABEAST], [MEGABEAST] or [NIGHT_CREATURE_HUNTER]."
    },
    "HABIT_NUM": {
        "type": "Caste",
        "description": "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights. [1] All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]"
    },
    "HAS_NERVES": {
        "type": "Caste",
        "description": "The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves."
    },
    "HASSHELL": {
        "type": "Caste",
        "description": "The creature has a shell. Seemingly no longer used - holdover from previous versions."
    },
    "HFID": {
        "type": "Creature",
        "description": "Found on generated angels. This is the historical figure ID of the deity with which the angel is associated."
    },
    "HIVE_PRODUCT": {
        "type": "Creature",
        "description": "What product is harvested from beekeeping."
    },
    "HOMEOTHERM": {
        "type": "Caste",
        "description": "Default 'NONE'. The creature's normal body temperature. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature."
    },
    "HUNTS_VERMIN": {
        "type": "Caste",
        "description": "Creature hunts and kills nearby vermin."
    },
    "IMMOBILE": {
        "type": "Caste",
        "description": "The creature cannot move. Found on sponges. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)."
    },
    "IMMOBILE_LAND": {
        "type": "Caste",
        "description": "The creature is immobile while on land. Only works on [AQUATIC] creatures which can't breathe on land."
    },
    "IMMOLATE": {
        "type": "Caste",
        "description": "The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from animal traps and cages made of certain materials."
    },
    "INTELLIGENT": {
        "type": "Caste",
        "description": "Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, [CAN_LEARN] is enough."
    },
    "ITEMCORPSE": {
        "type": "Caste",
        "description": "Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.)."
    },
    "ITEMCORPSE_QUALITY": {
        "type": "Caste",
        "description": "The quality of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece."
    },
    "LAIR": {
        "type": "Caste",
        "description": "Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:SIMPLE_BURROW SIMPLE_MOUND WILDERNESS_LOCATION SHRINE LABYRINTH"
    },
    "LAIR_CHARACTERISTIC": {
        "type": "Caste",
        "description": "Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS."
    },
    "LAIR_HUNTER": {
        "type": "Caste",
        "description": "This creature will actively hunt adventurers in its lair."
    },
    "LAIR_HUNTER_SPEECH": {
        "type": "Caste",
        "description": "What this creature says while hunting adventurers in its lair."
    },
    "LARGE_PREDATOR": {
        "type": "Caste",
        "description": "Will attack things that are smaller than it (like dwarves). Only one group of \"large predators\" (possibly two groups on \"savage\" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. \"ere the wolves get hungry.\""
    },
    "LARGE_ROAMING": {
        "type": "Creature",
        "description": "Creature can spawn as a wild animal in the appropriate biomes."
    },
    "LAYS_EGGS": {
        "type": "Caste",
        "description": "Creature lays eggs instead of giving birth to live young."
    },
    "LAYS_UNUSUAL_EGGS": {
        "type": "Caste",
        "description": "Creature lays the specified item instead of regular eggs."
    },
    "LIGAMENTS": {
        "type": "Caste",
        "description": "The creature has ligaments in its [CONNECTIVE_TISSUE_ANCHOR] tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb."
    },
    "LIGHT_GEN": {
        "type": "Caste",
        "description": "The creature will generate light, such as in adventurer mode at night."
    },
    "LIKES_FIGHTING": {
        "type": "Caste",
        "description": "The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of [LARGE_PREDATOR]."
    },
    "LISP": {
        "type": "Caste",
        "description": "Creature uses \"sssssnake talk\" (multiplies 'S' when talking - \"My name isss Recisssiz.\"). Used by serpent men and reptile men in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token."
    },
    "LITTERSIZE": {
        "type": "Caste",
        "description": "Determines the number of offspring per one birth."
    },
    "LOCAL_POPS_CONTROLLABLE": {
        "type": "Creature",
        "description":"Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans."
    },
    "LOCAL_POPS_PRODUCE_HEROES": {
        "type": "none listed",
        "description":		"Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans."
    },
    "LOCKPICKER": {
        "type": "Caste",
        "description": "Lets a creature open doors that are set to forbidden in fortress mode."
    },
    "LOOSE_CLUSTERS": {
        "type": "Creature",
        "description": "The creatures will scatter if they have this tag, or form tight packs if they don't."
    },
    "LOW_LIGHT_VISION": {
        "type": "Caste",
        "description": "Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision."
    },
    "MAGICAL": {
        "type": "Caste",
        "description": "According to Toady One, this is completely interchangeable with [AT_PEACE_WITH_WILDLIFE] and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [2]"
    },
    "MAGMA_VISION": {
        "type": "Caste",
        "description": "The creature is able to see while submerged in magma."
    },
    "MALE": {
        "type": "Caste",
        "description": "Makes the creature biologically male. Usually declared inside a caste."
    },
    "MANNERISM_*": {
        "type": "Caste",
        "description":"Adds a possible mannerism to the creature's profile. See creature mannerism token for further info."
    },
    "MATERIAL": {
        "type": "Creature",
        "description": "Begins defining a new material.Verify"
    },
    "MATERIAL_FORCE_MULTIPLIER": {
        "type": "Caste",
        "description": "When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also [GENERAL_MATERIAL_FORCE_MULTIPLIER], which can be used to make this sort of effect applicable to all materials."
    },
    "MATUTINAL": {
        "type": "Caste",
        "description": "Sets the creature to be active at dawn in adventurer mode."
    },
    "MAXAGE": {
        "type": "Caste",
        "description": "Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact tick!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [3].Creatures which lack this token are naturally immortal. The NO_AGING syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa."
    },
    "MEANDERER": {
        "type": "Caste",
        "description": "Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with [CAN_LEARN], will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task."
    },
    "MEGABEAST": {
        "type": "Caste",
        "description": "A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.Bug:10731 See megabeast page for more details.Requires specifying a [BIOME] in which the creature will live. Subterranean biomes appear to not be allowed."
    },
    "MENT_ATT_CAP_PERC": {
        "type": "Caste",
        "description": "Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher)."
    },
    "MENT_ATT_RANGE": {
        "type": "Caste",
        "description": "Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000."
    },
    "MENT_ATT_RATES": {
        "type": "Caste",
        "description": "Mental attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4."
    },
    "MILKABLE": {
        "type": "Caste",
        "description": "Allows the creature to be milked in the farmer's workshop. The frequency is the amount of ticks the creature needs to \"recharge\" (i.e. how much time needs to pass before it can be milked again). Does not work on sentient creatures, regardless of ethics."
    },
    "MISCHIEVIOUS": {
        "type": "Caste",
        "description": "Alias for [MISCHIEVOUS]."
    },
    "MISCHIEVOUS": {
        "type": "Caste",
        "description": "The creature spawns stealthed and will attempt to path into the fortress, pulling any levers it comes across. It will be invisible on the map and unit list until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by gremlins in the vanilla game. \"They go on little missions to mess with various fortress buildings, not just levers.\""
    },
    "MODVALUE": {
        "type": "Caste",
        "description": "Seemingly no longer used."
    },
    "MOUNT": {
        "type": "Caste",
        "description": "Creature may be used as a mount. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode."
    },
    "MOUNT_EXOTIC": {
        "type": "Caste",
        "description": "Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions."
    },
    "MULTIPART_FULL_VISION": {
        "type": "Caste",
        "description": "Allows the creature to have all-around vision as long as it has multiple heads that can see."
    },
    "MULTIPLE_LITTER_RARE": {
        "type": "Caste",
        "description": "Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets with a 1/500 chance. Requires [FEMALE]."
    },
    "MUNDANE": {
        "type": "Creature",
        "description": "Marks if the creature is an actual real-life creature. Only used for age-names at present."
    },
    "NAME": {
        "type": "Creature",
        "description": "The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use [CASTE_NAME] instead. If left undefined, the creature will be labeled as \"nothing\" by the game."
    },
    "NATURAL": {
        "type": "Caste",
        "description": "Animal is considered to be natural. NATURAL animals will not engage creatures tagged with [AT_PEACE_WITH_WILDLIFE] in combat unless they are members of a hostile entity and vice-versa."
    },
    "NATURAL_ANIMAL": {
        "type": "Caste",
        "description": "Alias of [NATURAL]."
    },
    "NATURAL_SKILL": {
        "type": "Caste",
        "description": "The creature possesses the specified skill at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary."
    },
    "NIGHT_CREATURE_BOGEYMAN": {
        "type": "Caste",
        "description": "Creatures with this token can appear in bogeyman ambushes in adventure mode, where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into smoke after a short while. Note that setting the \"Number of Bogeyman Types\" in advanced world generation to 0 will only remove randomly-generated bogeymen."
    },
    "NIGHT_CREATURE_EXPERIMENTER": {
        "type": "Caste",
        "description":	"Found on some necromancers. Creatures with this tag may periodically \"perform horrible experiments\" offscreen, during which they can use any interaction with an [I_SOURCE:EXPERIMENT] tag on creatures in their area. Worlds are generated with a list of procedurally-generated experiment interactions, allowing necromancers to turn living people and animals into ghouls and other experimental creatures. You can mod in your own custom experiment interactions, but you cannot specify which experiments a given NIGHT_CREATURE_EXPERIMENTER performs."
    },
    "NIGHT_CREATURE_HUNTER": {
        "type": "Caste",
        "description": "Found on night trolls and werebeasts. Implies that the creature is a night creature, and shows its description in legends mode entry. The creature is always hostile and will start no quarter combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in fortress mode except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to vampires. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible)."
    },
    "NIGHT_CREATURE_NIGHTMARE": {
        "type": "Caste",
        "description":	"Found on nightmares. Corpses and severed body parts derived from creatures with this token turn into smoke after a short while."
    },
    "NO_AUTUMN": {
        "type": "Caste",
        "description": "The creature caste does not appear in autumn."
    },
    "NO_CONNECTIONS_FOR_MOVEMENT": {
        "type": "Caste",
        "description": "Creature doesn't require connected body parts to moveVerify; generally used on undead creatures with connections that have rotted away."
    },
    "NO_DIZZINESS": {
        "type": "Caste",
        "description": "Creature cannot become dizzy."
    },
    "NO_DRINK": {
        "type": "Caste",
        "description": "Creature does not need to drink."
    },
    "NO_EAT": {
        "type": "Caste",
        "description": "Creature does not need to eat."
    },
    "NO_FEVERS": {
        "type": "Caste",
        "description": "Creature cannot suffer fevers."
    },
    "NO_GENDER": {
        "type": "Caste",
        "description": "The creature is biologically sexless. Makes the creature unable to breed."
    },
    "NO_PHYS_ATT_GAIN": {
        "type": "Caste",
        "description": "The creature cannot raise any physical attributes."
    },
    "NO_PHYS_ATT_RUST": {
        "type": "Caste",
        "description": "The creature cannot lose any physical attributes."
    },
    "NO_SLEEP": {
        "type": "Caste",
        "description": "Creature does not need to sleep. Can still be rendered unconscious by other means."
    },
    "NO_SPRING": {
        "type": "Caste",
        "description": "The creature caste does not appear in spring."
    },
    "NO_SUMMER": {
        "type": "Caste",
        "description": "The creature caste does not appear in summer."
    },
    "NO_THOUGHT_CENTER_FOR_MOVEMENT": {
        "type": "Caste",
        "description": "Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains."
    },
    "NO_UNIT_TYPE_COLOR": {
        "type": "Caste",
        "description": "Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler)."
    },
    "NO_VEGETATION_PERTURB": {
        "type": "CasteVerify",
        "description": "Likely prevents the creature from leaving broken vegetation tracks.Verify"
    },
    "NO_WINTER": {
        "type": "Caste",
        "description": "The creature caste does not appear in winter."
    },
    "NOBONES": {
        "type": "Caste",
        "description": "Creature has no bones."
    },
    "NOBREATHE": {
        "type": "Caste",
        "description": "Creature doesn't need to breathe or have [BREATHE] parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown."
    },
    "NOCTURNAL": {
        "type": "Caste",
        "description": "Sets the creature to be active at night in adventure mode."
    },
    "NOEMOTION": {
        "type": "Caste",
        "description": "Creature has no emotions. It is immune to the effects of stress and unable to rage, and its needs cannot be fulfilled in any way. Used on undead in the vanilla game."
    },
    "NOEXERT": {
        "type": "Caste",
        "description": "Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time."
    },
    "NOFEAR": {
        "type": "Caste",
        "description": "Creature doesn't feel fear and will never flee from battle, and will be immune to ghosts' attempts to 'scare it to death'. Additionally, it causes bogeymen and nightmares to become friendly towards the creature."
    },
    "NOMEAT": {
        "type": "Caste",
        "description": "Creature will not drop meat when butchered."
    },
    "NONAUSEA": {
        "type": "Caste",
        "description": "Creature isn't nauseated by gut hits and cannot vomit."
    },
    "NOPAIN": {
        "type": "Caste",
        "description": "Creature doesn't feel pain."
    },
    "NOSKIN": {
        "type": "Caste",
        "description": "Creature will not drop a hide when butchered."
    },
    "NOSKULL": {
        "type": "Caste",
        "description": "Creature will not drop a skull on butchering, rot, or decay of severed head."
    },
    "NOSMELLYROT": {
        "type": "Caste",
        "description": "Does not produce miasma when rotting."
    },
    "NOSTUCKINS": {
        "type": "Caste",
        "description": "Weapons can't get stuck in the creature."
    },
    "NOSTUN": {
        "type": "Caste",
        "description": "Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it will die."
    },
    "NOT_BUTCHERABLE": {
        "type": "Caste",
        "description": "Cannot be butchered."
    },
    "NOT_LIVING": {
        "type": "Caste",
        "description": "Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, mummies and inorganic creatures like the amethyst man and bronze colossus. Creatures who are [OPPOSED_TO_LIFE] (undead) will be docile towards creatures with this token."
    },
    "NOTHOUGHT": {
        "type": "Caste",
        "description": "Creature doesn't require a [THOUGHT] body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation."
    },
    "ODOR_LEVEL": {
        "type": "Caste",
        "description": "How easy the creature is to smell. The higher the number, the easier the creature can be smelt. Zero is odorless, default is 50."
    },
    "ODOR_STRING": {
        "type": "Caste",
        "description": "What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used."
    },
    "OPPOSED_TO_LIFE": {
        "type": "Caste",
        "description": "Is hostile to all creatures except undead and other non-living ones and will show Opposed to life in the unit list. Used by undead in the vanilla game. Functions without the [NOT_LIVING] token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token."
    },
    "ORIENTATION": {
        "type": "Caste",
        "description": "Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value."
    },
    "OUTSIDER_CONTROLLABLE": {
        "type": "Caste",
        "description": "Lets you play as an outsider of this species in adventure mode."
    },
    "PACK_ANIMAL": {
        "type": "Caste",
        "description": "Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!"
    },
    "PARALYZEIMMUNE": {
        "type": "Caste",
        "description": "The creature is immune to all paralyzing special attacks."
    },
    "PATTERNFLIER": {
        "type": "Caste",
        "description": "Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now."
    },
    "PEARL": {
        "type": "Caste",
        "description": "In earlier versions, creature would generate pearls. Does nothing in the current version.Verify"
    },
    "PENETRATEPOWER": {
        "type": "Caste",
        "description": "Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers."
    },
    "PERSONALITY": {
        "type": "Caste",
        "description": "Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info."
    },
    "PET": {
        "type": "Caste",
        "description": "Allows the creature to be tamed in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the problems that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag."
    },
    "PET_EXOTIC": {
        "type": "Caste",
        "description": "Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?Verify Adding this to civilization members will classify them as pets instead of citizens, with all the problems that entails. (Example)."
    },
    "PETVALUE": {
        "type": "Caste",
        "description": "How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one."
    },
    "PETVALUE_DIVISOR": {
        "type": "Caste",
        "description": "Divides the creature's [PETVALUE] by the specified number. Used by honey bees to prevent a single hive from being worth a fortune."
    },
    "PHYS_ATT_CAP_PERC": {
        "type": "Caste",
        "description": "Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher)."
    },
    "PHYS_ATT_RANGE": {
        "type": "Caste",
        "description": "Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000."
    },
    "PHYS_ATT_RATES": {
        "type": "Caste",
        "description": "Physical attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE."
    },
    "PLUS_BP_GROUP": {
        "type": "Caste",
        "description": "Adds a body part group to selected body part group. Presumably used immediately after [SET_BP_GROUP]."
    },
    "PLUS_MATERIAL": {
        "type": "Creature",
        "description": "Adds a material to selected materials. Used immediately after [SELECT_MATERIAL]."
    },
    "POP_RATIO": {
        "type": "Caste",
        "description": "Weighted population of caste; Lower is rarer. Not to be confused with [FREQUENCY]."
    },
    "POPULATION_NUMBER": {
        "type": "Creature",
        "description": "The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified."
    },
    "POWER": {
        "type": "Caste",
        "description": "Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires [CAN_SPEAK] to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc)."
    },
    "PREFSTRING": {
        "type": "Creature",
        "description": "Sets what other creatures prefer about this creature. \"Urist likes dwarves for their beards.\" Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences."
    },
    "PROFESSION_NAME": {
        "type": "Creature",
        "description": "The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use [CASTE_PROFESSION_NAME] instead."
    },
    "PRONE_TO_RAGE": {
        "type": "Caste",
        "description": "Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore."
    },
    "PUS": {
        "type": "Caste",
        "description": "The creature has pus. Specifies the stuff secreted by infected wounds."
    },
    "RELSIZE": {
        "type": "Caste",
        "description": "Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers."
    },
    "REMAINS": {
        "type": "Caste",
        "description": "What the creature's remains are called."
    },
    "REMAINS_COLOR": {
        "type": "Caste",
        "description": "What color the creature's remains are."
    },
    "REMAINS_ON_VERMIN_BITE_DEATH": {
        "type": "Caste",
        "description": "Goes with [VERMIN_BITE] and [DIE_WHEN_VERMIN_BITE], the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites."
    },
    "REMAINS_UNDETERMINED": {
        "type": "Caste",
        "description": "Unknown."
    },
    "REMOVE_MATERIAL": {
        "type": "Creature",
        "description": "Removes a material from the creature."
    },
    "REMOVE_TISSUE": {
        "type": "Creature",
        "description": "Removes a tissue from the creature."
    },
    "RETRACT_INTO_BP": {
        "type": "Caste",
        "description": "The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)Second-person descriptions are used for adventurer mode natural ability. \"<pro_pos>\" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. Undead curled up creatures are buggyBug:11463Bug:10519."
    },
    "RETURNS_VERMIN_KILLS_TO_OWNER": {
        "type": "Cat behavior",
        "description": "If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires [HUNTS_VERMIN], obviously."
    },
    "ROOT_AROUND": {
        "type": "Caste",
        "description": "Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:[creature] [verb text] the [description of creature's location] In adventure mode, the \"rooting around\" ability will be included in the \"natural abilities\" menu, represented by its second person verb text."
    },
    "SAVAGE": {
        "type": "Creature",
        "description": "The creature will only show up in \"savage\" biomes. Has no effect on cavern creatures. Cannot be combined with [GOOD] or [EVIL]."
    },
    "SECRETION": {
        "type": "Caste",
        "description": "Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') contaminant is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are: CONTINUOUS - Secretion occurs once every 40 ticks in fortress mode, and every tick in adventurer mode. EXERTION - Secretion occurs continuously (at the rate described above) whilst the creature is at minimum Tired following physical exertion. Note that this cannot occur if the creature has [NOEXERT]. EXTREME_EMOTION - Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with [NOEMOTION]."
    },
    "SELECT_ADDITIONAL_CASTE": {
        "type": "Creature",
        "description": "Adds an additional previously defined caste to the selection. Used after [SELECT_CASTE]."
    },
    "SELECT_CASTE": {
        "type": "Creature",
        "description": "Selects a previously defined caste"
    },
    "SELECT_MATERIAL": {
        "type": "Creature",
        "description": "Selects a locally defined material. Can be ALL."
    },
    "SELECT_TISSUE": {
        "type": "Creature",
        "description": "Selects a tissue for editing."
    },
    "SEMIMEGABEAST": {
        "type": "Caste",
        "description": "Essentially the same as [MEGABEAST], but more of them are created during worldgen. See the semi-megabeast page for details."
    },
    "SENSE_CREATURE_CLASS": {
        "type": "Caste",
        "description": "Gives the creature the ability to sense creatures belonging to the specified creature class even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of blind units when fighting creatures they can sense. In adventure mode, the specified tile will be used to represent sensed creatures when they cannot be seen directly."
    },
    "SET_BP_GROUP": {
        "type": "Caste",
        "description": "Begins a selection of body parts."
    },
    "SKILL_LEARN_RATE": {
        "type": "Caste",
        "description": "The rate at which this creature learns this skill. Requires [CAN_LEARN] or [INTELLIGENT] to function."
    },
    "SKILL_LEARN_RATES": {
        "type": "Caste",
        "description": "The rate at which this creature learns all skills. Requires [CAN_LEARN] or [INTELLIGENT] to function."
    },
    "SKILL_RATE": {
        "type": "Caste",
        "description": "Like [SKILL_RATES], but applies to individual skills instead. Requires [CAN_LEARN] or [INTELLIGENT] to function."
    },
    "SKILL_RATES": {
        "type": "Caste",
        "description": "Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.Default is [SKILL_RATES:100:8:16:16]. Requires [CAN_LEARN] or [INTELLIGENT] to function."
    },
    "SKILL_RUST_RATE": {
        "type": "Caste",
        "description": "The rate at which this skill decays. Lower values cause the skill to decay faster. Requires [CAN_LEARN] or [INTELLIGENT] to function."
    },
    "SKILL_RUST_RATES": {
        "type": "Caste",
        "description": "The rate at which all skills decay. Lower values cause the skills to decay faster. Requires [CAN_LEARN] or [INTELLIGENT] to function."
    },
    "SLOW_LEARNER": {
        "type": "Caste",
        "description": "Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].Verify Used by a number of 'primitive' creatures (like ogres, giants and troglodytes) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of trolls."
    },
    "SMALL_REMAINS": {
        "type": "Caste",
        "description": "Creature leaves \"remains\" instead of a corpse. Used by vermin."
    },
    "SMELL_TRIGGER": {
        "type": "Creature",
        "description": "Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all."
    },
    "SOLDIER_ALTTILE": {
        "type": "Creature",
        "description": "If this creature is active in its civilization's military, it will blink between its default tile and this one."
    },
    "SOUND": {
        "type": "Caste",
        "description": "Creature makes sounds periodically, which can be heard in Adventure mode.First-person reads \"You bark\" Third-person reads \"The capybara barks\" Out of sight reads \"You hear a loud bark\" with the text in bold being the description arguments of the token."
    },
    "SPECIFIC_FOOD": {
        "type": "Caste",
        "description": "Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as pandas and bamboo) will only eat that grass and nothing else, risking starvation if there's none available."
    },
    "SPEECH": {
        "type": "Creature",
        "description": "Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data/speech."
    },
    "SPEECH_FEMALE": {
        "type": "Creature",
        "description": "Boasting speeches relating to killing females of this creature."
    },
    "SPEECH_MALE": {
        "type": "Creature",
        "description": "Boasting speeches relating to killing males of this creature."
    },
    "SPHERE": {
        "type": "Creature",
        "description": "Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name."
    },
    "SPOUSE_CONVERSION_TARGET": {
        "type": "Caste",
        "description": "This creature can be converted by a night creature with [SPOUSE_CONVERTER]."
    },
    "SPOUSE_CONVERTER": {
        "type": "Caste",
        "description": "If the creature has the [NIGHT_CREATURE_HUNTER] tag, it will kidnap [SPOUSE_CONVERSION_TARGET]s and transform them into the caste of its species with the [CONVERTED_SPOUSE] tag during worldgen. It may also start families this way."
    },
    "SPREAD_EVIL_SPHERES_IF_RULER": {
        "type": "Caste",
        "description": "If the creature rules over a site, it will cause the local landscape to be corrupted into evil surroundings associated with the creature's spheres. The creature must have at least one of the following spheres for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get evil plants and evil animals sometimes. NIGHTMARES gets bogeymen. [4] Used by demons in the vanilla game."
    },
    "STANCE_CLIMBER": {
        "type": "Caste",
        "description": "Caste does not require [GRASP] body parts to climb -- it can climb with [STANCE] parts instead."
    },
    "STANDARD_GRAZER": {
        "type": "Caste",
        "description": "Acts as [GRAZER] but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws."
    },
    "STRANGE_MOODS": {
        "type": "Caste",
        "description": "The creature will get strange moods in fortress mode and can produce artifacts."
    },
    "SUPERNATURAL": {
        "type": "Caste",
        "description": "Gives the creature knowledge of any secrets with [SUPERNATURAL_LEARNING_POSSIBLE] that match its spheres. Also prevents it from becoming a vampire or werebeast. Other effects are unknown."
    },
    "SWIMS_INNATE": {
        "type": "Caste",
        "description": "The creature naturally knows how to swim perfectly and does not use the swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there."
    },
    "SWIMS_LEARNED": {
        "type": "Caste",
        "description": "The creature swims only as well as their present swimming skill allows them to."
    },
    "SYNDROME_DILUTION_FACTOR": {
        "type": "Caste",
        "description": "Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity."
    },
    "TENDONS": {
        "type": "Caste",
        "description": "The creature has tendons in its [CONNECTIVE_TISSUE_ANCHOR] tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb."
    },
    "THICKWEB": {
        "type": "Caste",
        "description": "The creature's webs can catch larger creatures."
    },
    "TISSUE": {
        "type": "Creature",
        "description": "Begins defining a tissue in the creature file."
    },
    "TISSUE_LAYER": {
        "type": "Caste",
        "description": "Adds the tissue layer to wherever it is required.Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing"
    },
    "TISSUE_LAYER_OVER": {
        "type": "Caste",
        "description": "Presumably a counterpart to TISSUE_LAYER_UNDER (see below)."
    },
    "TISSUE_LAYER_UNDER": {
        "type": "Caste",
        "description": "Adds the tissue layer under a given part.For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man: [TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]"
    },
    "TITAN": {
        "type": "Caste",
        "description": "Found on titans. Cannot be specified in user-defined raws."
    },
    "TRADE_CAPACITY": {
        "type": "Caste",
        "description": "How much the creature can carry when used by merchants."
    },
    "TRAINABLE": {
        "type": "Caste",
        "description": "Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]."
    },
    "TRAINABLE_HUNTING": {
        "type": "Caste",
        "description": "Can be trained as a hunting beast, increasing speed."
    },
    "TRAINABLE_WAR": {
        "type": "Caste",
        "description": "Can be trained as a war beast, increasing strength and endurance."
    },
    "TRANCES": {
        "type": "Caste",
        "description": "Allows the creature to go into martial trances. Used by dwarves in the vanilla game."
    },
    "TRAPAVOID": {
        "type": "Caste",
        "description": "The creature will never trigger traps it steps on. Used by a number of creatures. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious."
    },
    "TRIGGERABLE_GROUP": {
        "type": "Creature",
        "description": "A large swarm of vermin can be disturbed, usually in adventurer mode.Verify"
    },
    "TSU_NOUN": {
        "type": "Caste",
        "description": "Noun for the [TISSUE_STYLE_UNIT], used in the description of the tissue layer's style."
    },
    "UBIQUITOUS": {
        "type": "Creature",
        "description": "Creature will occur in every region with the correct biome. Does not apply to [EVIL]/[GOOD] tags."
    },
    "UNDERGROUND_DEPTH": {
        "type": "Creature",
        "description": "Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective cavern levels, 4 is the magma sea and 5 is the HFS. A single argument may be used instead of min and max. Demons use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1."
    },
    "UNDERSWIM": {
        "type": "Caste",
        "description": "The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water."
    },
    "UNIQUE_DEMON": {
        "type": "Caste",
        "description": "Found on generated demons; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws prior to version 0.47.01."
    },
    "USE_CASTE": {
        "type": "Creature",
        "description": "Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: \"Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.\\"
    },
    "USE_MATERIAL": {
        "type": "Creature",
        "description": "Defines a new local creature material and populates it with all properties defined in the specified local creature material."
    },
    "USE_MATERIAL_TEMPLATE": {
        "type": "Creature",
        "description": "Defines a new local creature material and populates it with all properties defined in the specified template."
    },
    "USE_TISSUE": {
        "type": "Creature",
        "description": "Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument."
    },
    "USE_TISSUE_TEMPLATE": {
        "type": "Creature",
        "description": "Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt."
    },
    "UTTERANCES": {
        "type": "Caste",
        "description": "Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a [SKULKING] civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'."
    },
    "VEGETATION": {
        "type": "Caste",
        "description": "Like [AT_PEACE_WITH_WILDLIFE], but also makes the creature more valued in artwork by civilisations with the PLANT sphere. [5] Used by grimelings in the vanilla game."
    },
    "VERMIN_BITE": {
        "type": "Caste",
        "description": "Enables vermin to bite other creatures, injecting the specified material. See [SPECIALATTACK_INJECT_EXTRACT] for details about injection - this token presumably works in a similar manner.Verify"
    },
    "VERMIN_EATER": {
        "type": "Creature",
        "description": "The vermin creature will attempt to eat exposed food. See [PENETRATEPOWER]. Distinct from [VERMIN_ROTTER]."
    },
    "VERMIN_FISH": {
        "type": "Creature",
        "description": "The vermin appears in water and will attempt to swim around."
    },
    "VERMIN_GROUNDER": {
        "type": "Creature",
        "description": "The creature appears in \"general\" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag)."
    },
    "VERMIN_HATEABLE": {
        "type": "Caste",
        "description": "Some dwarves will hate the creature and get unhappy thoughts when around it. See the list of hateable vermin for details."
    },
    "VERMIN_MICRO": {
        "type": "Caste",
        "description": "This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants)."
    },
    "VERMIN_NOFISH": {
        "type": "Caste",
        "description": "The creature cannot be caught by fishing."
    },
    "VERMIN_NOROAM": {
        "type": "Caste",
        "description": "The creature will not be observed randomly roaming about the map."
    },
    "VERMIN_NOTRAP": {
        "type": "Caste",
        "description": "The creature cannot be caught in baited animal traps; however, a \"catch live land animal\" task may still be able to capture one if a dwarf finds one roaming around."
    },
    "VERMIN_ROTTER": {
        "type": "Creature",
        "description": "The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?Verify"
    },
    "VERMIN_SOIL": {
        "type": "Creature",
        "description": "The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the [ROOT_AROUND] interaction such as geese and chickens. Dwarves will ignore the creature when given the \"Capture live land animal\" task."
    },
    "VERMIN_SOIL_COLONY": {
        "type": "Creature",
        "description": "The vermin will appear in a single tile cluster of many vermin, such as a colony of ants."
    },
    "VERMINHUNTER": {
        "type": "Caste",
        "description": "Old shorthand for \"does cat stuff\". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]."
    },
    "VESPERTINE": {
        "type": "Caste",
        "description": "Sets the creature to be active during the evening in adventurer mode."
    },
    "VIEWRANGE": {
        "type": "Caste",
        "description": "Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20."
    },
    "VISION_ARC": {
        "type": "Caste",
        "description": "The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision. Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively."
    },
    "WAGON_PULLER": {
        "type": "Caste",
        "description": "Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals."
    },
    "WEBBER": {
        "type": "Caste",
        "description": "Allows the creature to create webs, and defines what"
    },
    "ATTACK_SKILL": {
        "type": "Caste",
        "description": "Defines the skill used by the attack."
    },
    "ATTACK_VERB": {
        "type": "Caste",
        "description": "Descriptive text for the attack."
    },
    "ATTACK_CONTACT_PERC": {
        "type": "Caste",
        "description": "The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%."
    },
    "ATTACK_PENETRATION_PERC": {
        "type": "Caste",
        "description": "The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000."
    },
    "ATTACK_PRIORITY": {
        "type": "Caste",
        "description": "Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference."
    },
    "ATTACK_VELOCITY_MODIFIER": {
        "type": "Caste",
        "description": "The velocity multiplier of the attack, multiplied by 1000."
    },
    "ATTACK_FLAG_CANLATCH": {
        "type": "Caste",
        "description": "Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the \"shake around\" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume."
    },
    "ATTACK_FLAG_WITH": {
        "type": "Caste",
        "description": "Displays the name of the body part used to perform an attack while announcing it, e.g. \"The weaver punches the bugbat with his right hand\"."
    },
    "ATTACK_FLAG_EDGE": {
        "type": "Caste",
        "description": "The attack is edged, with all the effects on physical resistance and contact area that it entails."
    },
    "ATTACK_PREPARE_AND_RECOVER": {
        "type": "Caste",
        "description": "Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks."
    },
    "ATTACK_FLAG_BAD_MULTIATTACK": {
        "type": "Caste",
        "description": "Multiple strikes with this attack cannot be performed effectively."
    },
    "ATTACK_FLAG_INDEPENDENT_MULTIATTACK": {
        "type": "Caste",
        "description": "Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once."
    },
    "SPECIALATTACK_INJECT_EXTRACT": {
        "type": "Caste",
        "description": "When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in thermal exchange within the creature - injecting something like molten iron (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also splatters over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated syndrome with the [SYN_INJECTED] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [ENTERS_BLOOD] token, the attacked bodypart has no [VASCULAR] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead."
    },
    "SPECIALATTACK_INTERACTION": {
        "type": "Caste",
        "description": "When this attack lands successfully, as Tissue layers are added to a creature's body parts by the creature tokens TISSUE_LAYER, TISSUE_LAYER_OVER, TISSUE_LAYER_UNDER, and the body detail plan token TL_LAYERS. These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the \"actual\" skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse. Some tissue layer tokens are analogous to tissue definition tokens, e.g. TL_CONNECTS to CONNECTS."
    },
    "SELECT_TISSUE_LAYER": {
        "type": "Caste",
        "description": "Begins a selection of tissue layers.[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]"
    },
    "PLUS_TISSUE_LAYER": {
        "type": "Caste",
        "description": "Adds tissue layers to those selected."
    },
    "SET_TL_GROUP": {
        "type": "Caste",
        "description": "Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes.Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as \"functional\" tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject."
    },
    "PLUS_TL_GROUP": {
        "type": "Caste",
        "description": "Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws."
    },
    "SET_LAYER_TISSUE": {
        "type": "Caste",
        "description": "Sets a selected tissue layer to be made of a different tissue."
    },
    "SHEARABLE_TISSUE_LAYER": {
        "type": "Caste",
        "description": "Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a llama's wool must have a LENGTH of 300 before it is shearable)."
    },
    "TISSUE_LAYER_APPEARANCE_MODIFIER": {
        "type": "Caste",
        "description": "Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY"
    },
    "TISSUE_STYLE_UNIT": {
        "type": "Caste",
        "description": "Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS."
    },
    "TL_COLOR_MODIFIER": {
        "type": "Caste",
        "description": "Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being \"transparent\"."
    },
    "TLCM_GENETIC_MODEL": {
        "type": "Caste",
        "description": "The way the color modifier is passed on to offspring. May or may not work right now.Verify"
    },
    "TLCM_IMPORTANCE": {
        "type": "Caste",
        "description": "Presumably modifies the importance of the tissue layer color modifier, for description purposes.HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures."
    },
    "TLCM_NOUN": {
        "type": "Caste",
        "description": "Names the tissue layer color modifier, and determines the noun. Also used by Stonesense for colouring body parts."
    },
    "TLCM_TIMING": {
        "type": "Caste",
        "description": "Determines the point in the creature's life when the color change begins and ends."
    },
    "TL_CONNECTS": {
        "type": "Caste",
        "description": "Gives the CONNECTS attribute to selected layers."
    },
    "TL_HEALING_RATE": {
        "type": "Caste",
        "description": "Changes the HEALING_RATE of the selected tissue layers."
    },
    "TL_MAJOR_ARTERIES": {
        "type": "Caste",
        "description": "Gives the \"major arteries\" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin."
    },
    "TL_PAIN_RECEPTORS": {
        "type": "Caste",
        "description": "Changes the number of pain receptors for selected tissue layers."
    },
    "TL_RELATIVE_THICKNESS": {
        "type": "Caste",
        "description": "Changes the relative thickness for"
    }
}