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		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=219120</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=219120"/>
		<updated>2015-05-25T06:07:51Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* Number of Civilizations */ Gnomes aren't civilized creatures in vanilla.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:09, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.&lt;br /&gt;
&lt;br /&gt;
World Generation can take long and may seem like a nuisance, but it is the actual heart of the game. This is where Toady invests most of his time, this is the piece of art that makes Dwarf Fortress unique enough for the New York museum. While you wait for the counter to finish, an entire fantasy world with unique geography, history and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with unique appearance and personality, live their lives, some of them a calm one, some go out and influence history. The world's complexity could rival the works of Tolkien himself. Dwarf Fortress is not only a game, it is a gigantic fantasy world simulator. Fortress and adventure mode allow you to influence a tiny part of that tale and write your own chapter. One chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
This article will cover basic world generation using the first option.&lt;br /&gt;
&lt;br /&gt;
:''For information on advanced parameters, see [[Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
= Basic World Generation Menu =&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicWorldGen.png]]&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
Each of the parameters is described below.&lt;br /&gt;
&lt;br /&gt;
=== World Size ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This controls the size of the world map&amp;quot; as it says at the bottom of the screen when this option is highlighted. Also at the bottom of the screen is shown the dimensions of the world that will be generated given the currently selected size. Using Basic World Generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17x17 region tiles)&lt;br /&gt;
* Smaller (33x33)&lt;br /&gt;
* Small (65x65)&lt;br /&gt;
* Medium (129x129)&lt;br /&gt;
* Large (257x257)&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. In v0.40 selecting bigger worlds will reduce the framerate (update speed) of the game in fortress mode. Selecting small or smaller worlds is recommended.&lt;br /&gt;
&lt;br /&gt;
The world size also affects the maximum amount of civilizations, new civilization sites limit and the number of existing forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Forgotten beasts&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 243&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 867&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. Essentially this means the amount of time that civilizations will have to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time gameplay begins.&lt;br /&gt;
&lt;br /&gt;
Setting this parameter to a higher value will cause world generation to take longer as more events need to be determined. Setting it to a very low value is ok, but will reduce the size of civilizations at game start.&lt;br /&gt;
&lt;br /&gt;
Higher values will also increase the number of abandoned (sacked) towns and fortresses which can matter for adventure mode, but doesn't matter that much for fortress mode. Recommend value for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal gameplay, but this will of course be much slower. Therefore it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of distinct civilizations exist in a world.&lt;br /&gt;
&lt;br /&gt;
Civilizations are dwarves, humans, goblins, gnomes and elves.&lt;br /&gt;
&lt;br /&gt;
It should be noted that this would refer to different kingdoms of the same races. A smaller number of civilizations ( smaller than 5 - 7) may exclude one or two races from your world but less civilizations will reduce the amount of time history generation takes. Larger numbers of civilizations would increase history generation time and make historical events happen much more often.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of civilizations is affected by the world size. At higher numbers (&amp;gt; 40) humans and elves are more frequent than dwarves and goblins.&lt;br /&gt;
 &lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Sites ===&lt;br /&gt;
&lt;br /&gt;
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as towns, hamlets, elf retreats, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site.&lt;br /&gt;
&lt;br /&gt;
High site numbers increase the duration of history generation by a huge amount of time.&lt;br /&gt;
With very low site numbers only the civilizations home settlements may exist after a few years of history with a high probability of getting eradicated by some event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
The total amount of sites is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 260&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 375&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 198&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 780&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1125&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 264&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1040&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 396&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1560&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 528&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Beasts ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of megabeasts such as dragons, titans, etc., that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history the more likely some of these will die.&lt;br /&gt;
&lt;br /&gt;
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in fortress mode. In adventure mode it means it will be easier to find more megabeasts. If set very low then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit.&lt;br /&gt;
&lt;br /&gt;
The total amount of beasts is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9 / 18 / 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 37 / 75 / 16&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 / 6 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 13 / 27 / 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 56 / 112 / 24&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 / 9 / 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 18 / 37 / 9&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 75 / 150 / 33&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 3 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 3 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6 / 13 / 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27 / 55 / 13&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 112 / 225 / 49&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8 / 18 / 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 36 / 74 / 18&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 150 / 300 / 66&lt;br /&gt;
|}&lt;br /&gt;
*Read numbers as: Megabeasts // Semi-megabeasts // Titans&lt;br /&gt;
&lt;br /&gt;
=== Natural Savagery ===&lt;br /&gt;
&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[Biome|biomes]] in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Mineral Occurrence ===&lt;br /&gt;
&lt;br /&gt;
This is a rather important parameter for fortress mode. Sparse means that many areas will only have one or two types of metal ore, if any, which can be very annoying to people until the economy is fully implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent.&lt;br /&gt;
&lt;br /&gt;
More details: [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]]&lt;br /&gt;
&lt;br /&gt;
In adventure mode this can impact the types of metals that civilizations have access to, which can affect the types of items that are available in shops. Therefore it may not be a bad idea to turn this up for worlds in which you plan to play adventure mode games.&lt;br /&gt;
&lt;br /&gt;
= The Generation Process =&lt;br /&gt;
&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:WorldGenerationScreen.png]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be random in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
== Rejections ==&lt;br /&gt;
&lt;br /&gt;
You may notice that during various phases of the world generation process worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors such as number of mountain tiles can't be determined ahead of time by the generation process. Instead worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice you don't need to worry about this for basic world generation because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once the world itself has been generated, the process of generating historical events will begin. This can take a very long time for large, heavily populated worlds with very long 2,000 year histories.&lt;br /&gt;
&lt;br /&gt;
== Finishing ==&lt;br /&gt;
&lt;br /&gt;
Once everything is complete, you can take a look around using the directional keys. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone. Check out the [[Map legend]].  At this point you can either abort the process or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
= Getting More Advanced =&lt;br /&gt;
&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific more extreme conditions. Check out the documentation on [[Advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
= Bugs = &lt;br /&gt;
*Magma sea breaching into [[Main:HFS|HFS]]{{bug|1791}}&lt;br /&gt;
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
= Easter Eggs = &lt;br /&gt;
*On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; [http://www.urbandictionary.com/define.php?term=86]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Tileset&amp;diff=219117</id>
		<title>DF2014:Tileset</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Tileset&amp;diff=219117"/>
		<updated>2015-05-24T23:48:55Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Redirected page to DF2014:Tilesets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Tilesets]]&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile&amp;diff=217556</id>
		<title>Saltwater crocodile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile&amp;diff=217556"/>
		<updated>2015-04-11T07:53:51Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:47, 25 May 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|lung=0-2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=0-2&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=0-1&lt;br /&gt;
|skull=0-1&lt;br /&gt;
|nail=0-1&lt;br /&gt;
|fat=0-28&lt;br /&gt;
|scale=0-1&lt;br /&gt;
|meat=0-33&lt;br /&gt;
|bone=0-34&lt;br /&gt;
|gizzard_stone=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Saltwater crocodiles''' are large exotic reptiles. Found in many wetland biomes (including freshwater biomes, despite their name), these creatures have a considerable pet value and are tamable. &lt;br /&gt;
&lt;br /&gt;
Saltwater crocodiles have the greatest egg-laying potential of any animal in the game, with 20-70 eggs per clutch. This makes them ideal animals to use for [[egg production]]. Considering the value of a single crocodile and the benefits of having 100+ tamed crocs watching over your dwarves, a breeding pair can be quite valuable. Taking two years to reach full size, they could power a valuable [[meat industry]] for a patient player.&lt;br /&gt;
&lt;br /&gt;
Tame saltwater crocodiles are also excellent animals to put into your [[moat]], as they are amphibious, aggressive towards enemies when tamed and most goblins do not know how to swim, giving a serious edge to your reptilian guards. They will also NOT attack your dwarves. Putting wild crocodiles into your moat or putting any crocodile into your MAGMA moat is of course a recipe for [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Though wild crocs generally do not wade far from the water's edge, they can be a major hazard to any dwarf whose job takes him near water. Fortunately, crocs are hard to provoke and most of the time will not chase your dwarves far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_computing&amp;diff=217499</id>
		<title>Template:DF2014 computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_computing&amp;diff=217499"/>
		<updated>2015-04-07T18:39:47Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar&lt;br /&gt;
|name=Template:Computing&lt;br /&gt;
|pretitle=Part of a series on&lt;br /&gt;
|title=[[Computing]]&lt;br /&gt;
|image=[[File:7x191.PNG|200px|center]]&lt;br /&gt;
|contentstyle=font-size:12px; padding-left:5px; text-align:center;&lt;br /&gt;
&lt;br /&gt;
|content1='''[[:Category:DF2014:Logic|Logic]]''': [[cv:Animal logic|Animal]] • [[cv:Creature logic|Creature]] • [[cv:Fluid logic|Fluid]] • [[cv:Mechanical logic|Mechanical]] • [[cv:Minecart logic|Minecart]]&lt;br /&gt;
&lt;br /&gt;
|content2='''[[:Category:DF2014:Computing|Components]]''': [[Adder (Computing)|Adder]] • [[Memory (computing)|Memory]] • [[Repeater]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tiger_man&amp;diff=217496</id>
		<title>Tiger man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tiger_man&amp;diff=217496"/>
		<updated>2015-04-07T07:49:17Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Tiger men''' (half man, half tiger) are the {{catlink|humanoids|anthropomorphic}} (or human-like) relatives of [[tiger]]s, often inhabiting [[forest#Tropical dry broadleaf forests |tropical forests]] and [[wetland|coastal/wetland]] [[biome|areas]].  They are large, predatory carnivores that can present [[fun|a significant threat]] to an unarmed [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|prefer]] tiger men for their ''stripes, of course''.&lt;br /&gt;
&lt;br /&gt;
==Tamed tiger men==&lt;br /&gt;
&lt;br /&gt;
In previous versions, [[Elves|Elven]] merchants used to sometimes bring tamed (enslaved?) Tiger men to [[trade]]. As they could not work, they had plenty of time to improve their social skills and could even become the [[mayor]] of a fortress. This was due to the combination of the Tiger Man's [PET] and [CAN_LEARN] tags; however, since the first one was removed in version 40.05, this no longer happens. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Tiger men prefer to consume [[prepared meal|meals]] made from [[flour]], [[Dwarven sugar]] and [[milk]] when possible. Particularly [[attributes|tough]], [[attributes|agile]] and [[attributes|strong]] tiger men may become [[broker]]s for this food combination, urging [[caravan]]s arriving to your fortress to purchase it while profusely claiming it is ''great''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Tiger_man/raw&amp;diff=217494</id>
		<title>DF2014:Tiger man/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Tiger_man/raw&amp;diff=217494"/>
		<updated>2015-04-07T07:48:33Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Klisz moved page DF2014:Tigerman/raw to DF2014:Tiger man/raw: At some point in the 0.40.xx series, tigermen were renamed to tiger men.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|TIGERMAN}}&amp;lt;/noinclude&amp;gt;{{variation raw|DF2014:creature_large_tropical.txt|CREATURE|TIGERMAN|{{{1|}}}|DF2014:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|TIGERMAN}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tigerman&amp;diff=217493</id>
		<title>DF2014 Talk:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tigerman&amp;diff=217493"/>
		<updated>2015-04-07T07:48:33Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Klisz moved page DF2014 Talk:Tigerman to DF2014 Talk:Tiger man: At some point in the 0.40.xx series, tigermen were renamed to tiger men.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014 Talk:Tiger man]]&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tiger_man&amp;diff=217492</id>
		<title>DF2014 Talk:Tiger man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tiger_man&amp;diff=217492"/>
		<updated>2015-04-07T07:48:33Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Klisz moved page DF2014 Talk:Tigerman to DF2014 Talk:Tiger man: At some point in the 0.40.xx series, tigermen were renamed to tiger men.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Still brought by Elves? ==&lt;br /&gt;
&lt;br /&gt;
As from 40.05 Toady removed the [PET] and the [PET_VALUE] tags from Tigermen, they are no longer sold by Elven caravans, am I right? [[Special:Contributions/88.203.73.28|88.203.73.28]] 15:15, 12 September 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Tigerman&amp;diff=217491</id>
		<title>DF2014:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Tigerman&amp;diff=217491"/>
		<updated>2015-04-07T07:48:31Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Klisz moved page DF2014:Tigerman to DF2014:Tiger man: At some point in the 0.40.xx series, tigermen were renamed to tiger men.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Tiger man]]&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tiger_man&amp;diff=217490</id>
		<title>Tiger man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tiger_man&amp;diff=217490"/>
		<updated>2015-04-07T07:48:30Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Klisz moved page DF2014:Tigerman to DF2014:Tiger man: At some point in the 0.40.xx series, tigermen were renamed to tiger men.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Tigermen''' (half man, half tiger) are the {{catlink|humanoids|anthropomorphic}} (or human-like) relatives of [[tiger]]s, often inhabiting [[forest#Tropical dry broadleaf forests |tropical forests]] and [[wetland|coastal/wetland]] [[biome|areas]].  They are large, predatory carnivores that can present [[fun|a significant threat]] to an unarmed [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|prefer]] tigermen for their ''stripes, of course''.&lt;br /&gt;
&lt;br /&gt;
==Tamed tigermen==&lt;br /&gt;
&lt;br /&gt;
In previous versions, [[Elves|Elven]] merchants used to sometimes bring tamed (enslaved?) Tigermen to [[trade]]. As they could not work, they had plenty of time to improve their social skills and could even become the [[mayor]] of a fortress. This was due to the combination of the Tigerman's [PET] and [CAN_LEARN] tags; however, since the first one was removed in version 40.05, this no longer happens. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Tigermen prefer to consume [[prepared meal|meals]] made from [[flour]], [[Dwarven sugar]] and [[milk]] when possible. Particularly [[attributes|tough]], [[attributes|agile]] and [[attributes|strong]] tigermen may become [[broker]]s for this food combination, urging [[caravan]]s arriving to your fortress to purchase it while profusely claiming it is ''great''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=217464</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=217464"/>
		<updated>2015-04-05T01:51:37Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Whoops, took the categories and interwiki link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor, hapless creature might get through encountering certain creatures, extracts, supernatural weather, or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Unknown. Affects gnomes only&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that is really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [evil rain] sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
| Being caught outside in freakish weather in an evil biome&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
|-&lt;br /&gt;
| [evil cloud] sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a creeping cloud in an evil biome&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Necrosis of the brain will eventually result in death once the brain rots away completely.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;5. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) end it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| No&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[DF2012:Tilesets|tile number]]:[[DF2012:Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT:percentage(?) &lt;br /&gt;
| Alters the size of the creature. (LENGTH and BROADNESS don't appear to work){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:&lt;br /&gt;
* CE:INTERACTION:interaction_id&lt;br /&gt;
* CE:SYNDROME_TAG:syndrome_trigger_type (SYN_INGESTED, SYN_INJECTED, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature is specified with:&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID (ex. CE:CREATURE:DWARF:FEMALE)&amp;lt;br&amp;gt;&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE. Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN&lt;br /&gt;
| How much the creature minds being outdoors. Low values are known to decrease the severity of certain unhappy [[thought]]s.&lt;br /&gt;
* 0 = likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
* 1 = does not mind being outdoors, at least for a time.&lt;br /&gt;
* 2 = (no message)&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_BREAK&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last went on [[break]]. Creatures generally go at least a year (100800 time units) between breaks unless the [[economy]] is active (which never happens).&lt;br /&gt;
|-&lt;br /&gt;
| ON_BREAK&lt;br /&gt;
| How long (in [[time]] units) the creature has been on break. Once it reaches 15000 (about 12.5 days), the creature should get back to work.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MAT_FIXED_TEMP:9001]&lt;br /&gt;
  [BOILING_POINT:9000]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as MATERIAL tokens.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=217463</id>
		<title>Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=217463"/>
		<updated>2015-04-05T01:51:02Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Moving breath attacks section from DF2014:Syndrome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used to define and use interactions.&lt;br /&gt;
&lt;br /&gt;
==Interaction Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_SOURCE}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* REGION - The interaction takes place in particular types of regions in the world.&lt;br /&gt;
* SECRET - The interaction is a secret that can be learned by particular individuals.&lt;br /&gt;
* DISTURBANCE - The interaction is triggered when disturbing a [[tomb]].&lt;br /&gt;
* DEITY - The interaction is inflicted upon mortals by the gods.&lt;br /&gt;
* ATTACK - The interaction is triggered by an attack during combat.&lt;br /&gt;
* INGESTION - The interaction is triggered by eating or drinking something.&lt;br /&gt;
* CREATURE_ACTION - The interaction is triggered by an explicit action.&lt;br /&gt;
* UNDERGROUND_SPECIAL - The interaction takes place in [[Demonic fortress|curious underground structure]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_1}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed ]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_2}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_FREQUENCY}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Number&lt;br /&gt;
| Presumably, the probability of biome specified by [IS_REGION] to have this interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_NAME}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with secrets, describes what the secret is about.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_REGION}}&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types regions are capable of performing this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANY&lt;br /&gt;
* ANY_TERRAIN&lt;br /&gt;
* NORMAL_ALLOWED&lt;br /&gt;
* EVIL_ALLOWED&lt;br /&gt;
* GOOD_ALLOWED&lt;br /&gt;
* SAVAGE_ALLOWED&lt;br /&gt;
* EVIL_ONLY&lt;br /&gt;
* GOOD_ONLY&lt;br /&gt;
* SAVAGE_ONLY&lt;br /&gt;
* Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SPHERE}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere]]&lt;br /&gt;
| Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus several [I_SOURCE:SECRET] tokens required to create a valid custom secret, which belongs to several different spheres&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET_GOAL}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* STAY_ALIVE&lt;br /&gt;
* MAINTAIN_ENTITY_STATUS&lt;br /&gt;
* START_A_FAMILY&lt;br /&gt;
* RULE_THE_WORLD&lt;br /&gt;
* CREATE_A_GREAT_WORK_OF_ART&lt;br /&gt;
* CRAFT_A_MASTERWORK&lt;br /&gt;
* BRING_PEACE_TO_THE_WORLD&lt;br /&gt;
* BECOME_A_LEGENDARY_WARRIOR&lt;br /&gt;
* MASTER_A_SKILL&lt;br /&gt;
* FALL_IN_LOVE&lt;br /&gt;
* SEE_THE_GREAT_NATURAL_SITES&lt;br /&gt;
* IMMORTALITY&lt;br /&gt;
However, currently only immortality will result in a secret being pursued during world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means&lt;br /&gt;
* MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means&lt;br /&gt;
* MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices&lt;br /&gt;
* MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_USAGE_HINT}}&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MAJOR_CURSE is the only value that makes sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_TARGET}}&lt;br /&gt;
| Global&lt;br /&gt;
| id, type&lt;br /&gt;
| Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:&lt;br /&gt;
* CORPSE - Also includes pieces of corpses&lt;br /&gt;
* CREATURE&lt;br /&gt;
* MATERIAL&lt;br /&gt;
* LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_LOCATION}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| Narrows down exactly what the interaction targets. Valid values:&lt;br /&gt;
* CONTEXT_REGION - Can only be used by IS_REGION interactions.&lt;br /&gt;
* CONTEXT_CREATURE&lt;br /&gt;
* CONTEXT_CREATURE_OR_LOCATION - Lets projectiles be aimed at specific creatures.&lt;br /&gt;
* CONTEXT_ITEM - Used when the target is a CORPSE.&lt;br /&gt;
* CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below).&lt;br /&gt;
* CONTEXT_LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MANUAL_INPUT}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the player what they should be selecting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_REQUIRES}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* FIT_FOR_ANIMATION - Any corpse or body part that can become a zombie (heads, hands, etc.)&lt;br /&gt;
* FIT_FOR_RESURRECTION - The target corpse's UPPERBODY must be attached.&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
* MORTAL&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
* Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_FORBIDDEN}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MATERIAL}}&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| Type&lt;br /&gt;
| Specifies the type of material the interaction targets. Valid values:&lt;br /&gt;
* FLOW:Breath attack token - Specifies an attack not made of any material.&lt;br /&gt;
* MATERIAL:[[Material token]]:Breath attack token - Specifies an attack made of a specific material.&lt;br /&gt;
* CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_EFFECT}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANIMATE - Raises the target corpse/bodypart as a zombie.  The zombie will always be hostile to life and will retain no information about its original personality/loyalties.  Syndromes can also be specified within this tag.&lt;br /&gt;
* ADD_SYNDROME - Adds one or more syndromes.  The actual syndrome is specified with the [SYNDROME] tag.&lt;br /&gt;
* RESURRECT - Returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.&lt;br /&gt;
* CLEAN - Cleans off most liquids/dust covering the creature.&lt;br /&gt;
* CONTACT - Causes the creatures to touch.  The interaction's range must be TOUCHABLE.&lt;br /&gt;
* MATERIAL_EMISSION - Used within the MATERIAL_EMISSION interaction.&lt;br /&gt;
* HIDE - Allows the creature to hide even if another creature can see it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TARGET}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which I_TARGET this effect will be applied to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_INTERMITTENT}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Indicates that the effect happens intermittently and specifies roughly how often. Valid values:&lt;br /&gt;
* WEEKLY&lt;br /&gt;
* MONTHLY&lt;br /&gt;
note:&lt;br /&gt;
DAILY and YEARLY also exist in the string dump but haven't been tested fully.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_IMMEDIATE}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_LOCATION}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Indicates where the effect can take place. Valid values:&lt;br /&gt;
* IN_WATER&lt;br /&gt;
* IN_MAGMA&lt;br /&gt;
* NO_WATER&lt;br /&gt;
* NO_MAGMA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ARENA_NAME}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction to be applied to newly spawned creatures in Arena mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_GRIME_LEVEL}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| amount?&lt;br /&gt;
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SYNDROME_TAG}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| Syndrome flag&lt;br /&gt;
| Indicates that cleaning off materials will activate their syndromes if they have this flag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interaction Usage==&lt;br /&gt;
In order to actually use an interaction, add the [[creature token]] [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through [[syndrome]]s using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens).&lt;br /&gt;
&lt;br /&gt;
The following CDI tokens can be specified:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| id&lt;br /&gt;
| Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET}}&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:&lt;br /&gt;
* LINE_OF_SIGHT - the source needs to be able to see the target&lt;br /&gt;
* TOUCHABLE - the source needs to be able to touch the target&lt;br /&gt;
* DISTURBER_ONLY - the target must be whoever disturbed the source&lt;br /&gt;
* SELF_ALLOWED - the target can be the source&lt;br /&gt;
* SELF_ONLY - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_RANGE}}&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Specifies how far away the target can be, in tiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCATION_HINT}}&lt;br /&gt;
| Location Hint (see above)&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USAGE_HINT}}&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available.  Valid values:&lt;br /&gt;
* MAJOR_CURSE - Used in disturbance curses and deity curses.  Targets the tomb disturber/temple defiler.&lt;br /&gt;
* GREETING - Creatures will target 'friendly' creatures, usually at random.&lt;br /&gt;
* CLEAN_SELF - Creature targets itself when covered in liquids or dust.&lt;br /&gt;
* CLEAN_FRIEND - Same, but targets other friendly units.&lt;br /&gt;
* ATTACK - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.&lt;br /&gt;
* FLEEING - Used when fleeing an enemy.  Creature will target itself.&lt;br /&gt;
* NEGATIVE_SOCIAL_RESPONSE - Used when a creature is expressing contempt (for example, to a murderer).  Used for spitting by civilised races.&lt;br /&gt;
* TORMENT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_NAME}}&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the interaction's name when used in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TARGET_NUMBER}}&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAIT_PERIOD}}&lt;br /&gt;
| number&lt;br /&gt;
| Controls how often the interaction can be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL}}&lt;br /&gt;
| &lt;br /&gt;
| Only creatures that can speak will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL_SPEECH}}&lt;br /&gt;
| filename&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_MUTUAL}}&lt;br /&gt;
| &lt;br /&gt;
| Presumably, allows two creatures with this same interaction to use it on each other simultaneously, for example cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB}}&lt;br /&gt;
| self:other:mutual&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the source as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB_REVERSE}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_VERB}}&lt;br /&gt;
| self:other&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REQUIRED}}&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOW}}&lt;br /&gt;
| [[#Breath Attack Types|Breath attack token]]&lt;br /&gt;
| Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| [[Material token]]:Breath attack token&lt;br /&gt;
| Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
  		[CDI:ADV_NAME:Breath custom material]&lt;br /&gt;
  		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
  		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
  		[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
  		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
  		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
  		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
  		[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
The most important part is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
&lt;br /&gt;
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
&lt;br /&gt;
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_DUST_FLOW&lt;br /&gt;
| Lets out a cloud of solid dust. Appears to use cave-in dust physics, causing this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_VAPOR_FLOW&lt;br /&gt;
| Shoots a trail of liquid mist at the target which can condense and trigger contact syndromes. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_GAS_FLOW&lt;br /&gt;
| Shoots a trail of gas substance at the creature which can be inhaled. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_ITEM_FLOW:[[item token]]&lt;br /&gt;
| Shoots a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately).  Instead, this token acts as TRAILING_GAS_FLOW, except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a &amp;quot;burst of steel&amp;quot;. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_GLOB&lt;br /&gt;
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. If the cooldown rate is short enough, some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_GLOB&lt;br /&gt;
| Shoots a liquid glob of substance at the creature.  Contact syndromes will take effect if the glob hits the target's exposed skin.&lt;br /&gt;
|-&lt;br /&gt;
| SPATTER_POWDER&lt;br /&gt;
| Creates a pile of powder at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| SPATTER_LIQUID&lt;br /&gt;
| Creates a pool of liquid at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_GAS&lt;br /&gt;
| Creature occasionally releases a cloud of gas substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_VAPOR&lt;br /&gt;
| Creature occasionally releases a cloud of liquid mist. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_DUST&lt;br /&gt;
| Creature occasionally releases a cloud of solid dust, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. &amp;lt;s&amp;gt;DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&amp;lt;/s&amp;gt; You know you want to.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_ITEM_CLOUD:[[item token]]&lt;br /&gt;
| Creature occasionally releases a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  The same comments apply as TRAILING_ITEM_FLOW. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| WEB_SPRAY&lt;br /&gt;
| Emits a burst of [[web]]s that entangle target creatures.&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIRE&lt;br /&gt;
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}. For this you want FLOW instead of a material.&lt;br /&gt;
|-&lt;br /&gt;
| FIREJET&lt;br /&gt;
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}. For this you want FLOW instead of a material.&lt;br /&gt;
|-&lt;br /&gt;
| FIREBALL&lt;br /&gt;
| Emits a fireball that burns the target creature. For this you want FLOW instead of a material.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_CREEPING_GAS&lt;br /&gt;
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_CREEPING_VAPOR&lt;br /&gt;
| Creates a cloud of creeping vapor. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_CREEPING_DUST&lt;br /&gt;
| Creates a cloud of creeping dust. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_FALLING_MATERIAL&lt;br /&gt;
| Causes it to start raining a particular material.  If the material is solid at the outdoor temperatures, it will snow the material instead.  Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.&lt;br /&gt;
&lt;br /&gt;
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.&lt;br /&gt;
&lt;br /&gt;
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its own targets.  Make sure to make your creatures immune to their own breath weapons!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=217462</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=217462"/>
		<updated>2015-04-05T01:49:59Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* Breath attacks */ Moving this section to DF2014:Interaction token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor, hapless creature might get through encountering certain creatures, extracts, supernatural weather, or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Unknown. Affects gnomes only&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that is really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [evil rain] sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
| Being caught outside in freakish weather in an evil biome&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
|rowspan=5| random&lt;br /&gt;
|-&lt;br /&gt;
| [evil cloud] sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a creeping cloud in an evil biome&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Necrosis of the brain will eventually result in death once the brain rots away completely.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;5. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) end it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| No&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. See the [[Interaction token]] '''IT_REQUIRES''' for valid tags.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[DF2012:Tilesets|tile number]]:[[DF2012:Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT:percentage(?) &lt;br /&gt;
| Alters the size of the creature. (LENGTH and BROADNESS don't appear to work){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:&lt;br /&gt;
* CE:INTERACTION:interaction_id&lt;br /&gt;
* CE:SYNDROME_TAG:syndrome_trigger_type (SYN_INGESTED, SYN_INJECTED, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature is specified with:&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID (ex. CE:CREATURE:DWARF:FEMALE)&amp;lt;br&amp;gt;&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE. Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN&lt;br /&gt;
| How much the creature minds being outdoors. Low values are known to decrease the severity of certain unhappy [[thought]]s.&lt;br /&gt;
* 0 = likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
* 1 = does not mind being outdoors, at least for a time.&lt;br /&gt;
* 2 = (no message)&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_BREAK&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last went on [[break]]. Creatures generally go at least a year (100800 time units) between breaks unless the [[economy]] is active (which never happens).&lt;br /&gt;
|-&lt;br /&gt;
| ON_BREAK&lt;br /&gt;
| How long (in [[time]] units) the creature has been on break. Once it reaches 15000 (about 12.5 days), the creature should get back to work.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MAT_FIXED_TEMP:9001]&lt;br /&gt;
  [BOILING_POINT:9000]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as MATERIAL tokens.&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saguaro&amp;diff=217185</id>
		<title>Saguaro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saguaro&amp;diff=217185"/>
		<updated>2015-03-20T06:02:02Z</updated>

		<summary type="html">&lt;p&gt;Klisz: Saguaro isn't an in-game word; those were the translations for &amp;quot;cactus&amp;quot; in general.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:30, 18 April 2013 (UTC)}}&lt;br /&gt;
{{Treelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Saguaros''' are a type of [[above ground]] [[tree]]. They are a cactus, and grow in [[desert]]s. Like the overwhelming majority of overland trees, saguaro rib [[carpenter|wood]] logs are brown and produce brown products.&lt;br /&gt;
&lt;br /&gt;
Saguaros currently bear fruit for a relatively long period of time. This can be very useful in Adventure mode as the saguaro fruit can still be plucked and eaten long after other shrubs and trees have lost their fruits.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Its solid density was determined empirically by DF players, as evidenced in the raws.  There was no other public, online source of that information prior to Dwarf Fortress.  The Toady One received a &amp;quot;Birthday Artifact&amp;quot; in 2012 made out of Saguaro rib wood, which can be viewed here:  http://imgur.com/EPtgt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Saguaro1.JPG|[[preference|Admired]] for its ''amazing arms''&lt;br /&gt;
Image:Dead saguaro1.jpg|Saguaro wood ribs&lt;br /&gt;
Image:Dead Saguaro.jpg|Saguaro wood&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dragon&amp;diff=199853</id>
		<title>v0.34:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dragon&amp;diff=199853"/>
		<updated>2014-06-13T02:47:05Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* Dragon Size */ Removed unnecessary capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|00:05, 7 March 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing, green reptilian [[megabeast]]s, eventually becoming the [[List_of_creatures_by_adult_size#end_of_list|largest land creatures]] in the world.&lt;br /&gt;
&lt;br /&gt;
While based on the occidental dragon model, dragons do not fly nor have wings. They are immune to fire and magma (and are not harmed by being immersed in it, they will however [[drown]] in it). They breathe out a jet of extremely hot (theoretically {{ct|50000}} hot, over four times the heat of [[magma]]) &amp;quot;[[dragonfire]]&amp;quot; which can injure things that are immune to normal fire, such as the [[Bronze colossus]] (dragonfire is, however, a blockable attack if a creature is using a shield). Only Dragons and [[Cave dragon|Cave Dragons]] are naturally immune to dragonfire. They are also ''not'' [[Trapavoid|trapavoid]].&lt;br /&gt;
&lt;br /&gt;
Dragons are covetous and seek to steal items from your fortresses to bring them back to their lairs. Dragons generally succeed in doing so on worldgen, but most of the time when they attack a player fortress they get caged, killed or succeed in burning the whole fortress down.&lt;br /&gt;
&lt;br /&gt;
Dragons are the glass cannons of the megabeasts. They aren't especially durable for a megabeast and can be slain quite easily with traps or skilled soldiers, however their dragonfire will melt every other non-shield-using creature in the game (except for [[sponge]]s), they breathe fire over a long distance (20+ tiles) and they breathe fire often.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|admire]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years.  As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarf size shortly after its second birthday, are more than double a dwarf at about year 5, and add another dwarf in size roughly every two years after that.  &lt;br /&gt;
&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*Thereafter, a dragon is the largest creature found on land. (The [[giant sperm whale]] is the largest creature found anywhere)&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Dragonfire]] can be blocked if the victim is using a shield, and it will be more than 99% of the time.  Dragons are also massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that wooden cages and stone mechanisms will be destroyed by dragonfire, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or more simply ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area.  While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, bridges not made of [[dragonfire]]-safe materials will melt and deactivate them. Also, Dragons make good companions if you are able to reanimate them as a [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Dragons can be captured in cage traps and tamed if you're lucky enough to catch one.  Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site.  Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-taming a highly difficult task.  Bear in mind that even with a skilled [[animal trainer]] at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]].&lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a tamed dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your booze stockpile or meeting room.&lt;br /&gt;
&lt;br /&gt;
Dragons do not have a {{token|CHILD|c}} tag, and therefore their eggs do not hatch in fortress mode.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armour (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it.&lt;br /&gt;
&lt;br /&gt;
Toady has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the [[Consolidated Development: Arcs, core-items, bloats, Reqs and Powergoals#Power Goals|old power goals]] referenced stealing dragon eggs as part of an adventure mode quest.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=199852</id>
		<title>v0.34:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=199852"/>
		<updated>2014-06-13T02:19:51Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* No Great Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|00:00, 31 December 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven '''calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the [[Status]] Screen ({{key|z}}). There are 12 months in the dwarven year divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating. By default, the world will stop genning at year 250. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advance option ''End Year'' in the ''Design New World with Advanced Parameters'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #aaa&amp;quot; |&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Gregorian equivalent (northern hemisphere)&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Gregorian equivalent (southern hemisphere)&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | Season&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 5em; text-align: center&amp;quot; | [[Caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; | [[Elf|Elven]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''Goblin*''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you are not at war with the Goblins then they will send caravans to you and you will be able to trade with them.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. No caravans arrive for the winter (with the exception of goblins, if your civilization is at peace with them), so it's smart to stock up on food and drink during the fall (or autumn to those of you more educated people).&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Age.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
==== Great Powers in Control ====&lt;br /&gt;
If there are more than 3 significant powers (historical figures with the [POWER] or [MEGABEAST]/[TITAN] [[creature token]]s) in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes. If there are 3 or less, then it will progress through the various Ages of Powers.&lt;br /&gt;
&lt;br /&gt;
;The Age of Myth&lt;br /&gt;
: The number of living powers and megabeasts is at least 2/3 of what it was when the world began.&lt;br /&gt;
:: ''The Age of Myth was a time when living gods and mighty beasts still held sway.''&lt;br /&gt;
;The Age of Legends&lt;br /&gt;
: The number of living powers and megabeasts is at least 1/3 of what it was when the world began.&lt;br /&gt;
:: ''The Age of Legends was a time when the powers of the world were fading.''&lt;br /&gt;
;The Age of Heroes&lt;br /&gt;
: The number of living powers and megabeasts is greater than zero.&lt;br /&gt;
:: ''The Age of Heroes was a time when the last of the powers fought their final battles.''&lt;br /&gt;
&lt;br /&gt;
In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to ''regress'' back to Myth, sometimes multiple times.&lt;br /&gt;
&lt;br /&gt;
;The Age of Three Powers&lt;br /&gt;
: Exactly three powers are alive in the world. If a world starts with 3 powers and manages to progress beyond that, it will proceed to the Age of Myth.&lt;br /&gt;
:: ''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''&lt;br /&gt;
;The Age of (Race) and (Race)&lt;br /&gt;
;The Age of Two (Race)s&lt;br /&gt;
: Exactly two powers are alive in the world.&lt;br /&gt;
:: ''The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.''&lt;br /&gt;
:: ''The Age of Two Dragons was a time when the dragon Flarrgh and the dragon Blarrgh were the only great powers in the world.''&lt;br /&gt;
;The Age of (Name)&lt;br /&gt;
;The Age of the (Race)&lt;br /&gt;
;The (Racial) Age&lt;br /&gt;
: Exactly one power is alive in the world. The name style is selected randomly.&lt;br /&gt;
:: ''The Age of the Hydra was a time when the hydra Flarrgh was the only great power in the world.''&lt;br /&gt;
:: ''The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.''&lt;br /&gt;
:: ''The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.''&lt;br /&gt;
&lt;br /&gt;
==== No Great Powers ====&lt;br /&gt;
Once there are no powers left in the world, the ages will proceed as follows.&lt;br /&gt;
&lt;br /&gt;
;The Age of (Race)&lt;br /&gt;
;The (Racial) Age&lt;br /&gt;
:Less than 50% of all civilized creatures are [[Creature token|mundane]], and the majority are of one race. The name style is selected randomly.&lt;br /&gt;
:: ''The Age of Dwarves was a time when dwarves ruled the world.''&lt;br /&gt;
;The Golden Age&lt;br /&gt;
:Less than 50% of all civilized creatures are [[Creature token|mundane]], but there is no single majority.&lt;br /&gt;
:: ''The Golden Age was a time when various civilized races peopled the world.''&lt;br /&gt;
;The Twilight Age&lt;br /&gt;
:Between 50% and 90% of all civilized creatures are [[Creature token|mundane]].&lt;br /&gt;
:: ''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
;The Age of Fairy Tales&lt;br /&gt;
:Over 90% of all civilized creatures are [[Creature token|mundane]], but some non-mundane ones still remain. Toady One' quote from 2008 devlog: &amp;lt;blockquote&amp;gt;&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:: ''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&lt;br /&gt;
;The Age of Civilization&lt;br /&gt;
:All civilized creatures are mundane, and all semi-megabeasts have been vanquished.&lt;br /&gt;
:: ''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&lt;br /&gt;
;The Age of Death&lt;br /&gt;
:All civilized creatures are dead, and the world has passed through at least one Age of Twilight, Age of Fairy Tales, Age of (Race), Golden Age, or Age of Civilization.&lt;br /&gt;
:: ''The Age of Death was a time after civilization had crumbled completely.''&lt;br /&gt;
;The Age of Emptiness&lt;br /&gt;
:All civilized creatures are dead, but the world never progressed beyond the Ages of Myth, Legends, Heroes, or Powers.&lt;br /&gt;
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.''&lt;br /&gt;
:: ''The Age of Emptiness was a time when only simple creatures inhabited the world.''&lt;br /&gt;
&lt;br /&gt;
A world that ends generation in the Age of Death or the Age of Emptiness will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wild_strawberry&amp;diff=199713</id>
		<title>v0.34:Wild strawberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wild_strawberry&amp;diff=199713"/>
		<updated>2014-06-11T00:32:10Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:38, 13 January 2011 (UTC)}}&lt;br /&gt;
{{plantlookup/0|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Wild strawberries''' are an [[above ground|above-ground]] [[crop]]. They can be [[plant gathering|gathered]] nearly anywhere, and are common items when [[trading]] with non-dwarven [[caravan|caravans]]. They can be [[food|eaten raw]], [[cooking|cooked]], or [[brewing|brewed]] into [[Strawberry wine]]. They are much like an above-ground version of [[plump helmet]]s, having the same [[value]] and uses.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tilesets&amp;diff=199552</id>
		<title>v0.34:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tilesets&amp;diff=199552"/>
		<updated>2014-06-01T19:41:41Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* Row 10 (144-159) */ It appears in some elven words.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created tilesets, see [[Tileset repository]].)'' &lt;br /&gt;
:''(For user-created creature graphics sets, see [[Graphics set repository]].)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics set]]s are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. They usually come with and are designed to work together with certain [[DF2012:Tilesets|tilesets]]. They can significantly change the appearance of the game and make it easier for players to tell what is happening onscreen. While Tilesets work the same as previous versions, Graphics Sets will have to be redone as the raws have changed.&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[graphics set|object tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
&amp;lt;small&amp;gt;00&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;01&amp;lt;/small&amp;gt; {{TST|☺}}#&lt;br /&gt;
[[Civilian]] dwarves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;02&amp;lt;/small&amp;gt; {{TST|☻}}#&lt;br /&gt;
[[Military]] dwarves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;03&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
[[Dimple cup]]s*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;04&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
[[Cut gem]]s, large [[gem]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;05&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
[[Fungiwood]] trees*, [[Spore tree]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;06&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
[[Plump helmet]]s*, [[Tower-cap]]s*, [[Black-cap]]s*, [[Goblin-cap]]s*, [[Nether-cap]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;07&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
[[Stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources in main map, [[cave]]s in main map, moon on travel map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;08&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;09&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
[[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Male]] sign, [[bag]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
[[Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
[[Tool|Ladle]]s*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
[[Armor stand]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
Unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], fireballs, bandit camps on travel map&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees, some conifer forests on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up, track ramp up$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down, track ramp down$&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Unexplored underground, spaces in text messages, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Various [[status icons]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]]*, quotation marks, Carpenter's workshop tile, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[floor grate]]s, labyrinths on travel map, text&lt;br /&gt;
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, waning moon on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]]*, [[glowing pit]]s, superior [[quality]] tags, key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Lignite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[bar]] [[bridge]] or [[road]], towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Dacite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Fortress gates on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*, command menu text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Mason's workshop]], [[Kitchen]], command menu text ([[CMV|Movies]] key)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| [[Stairs]] up, brackets around squad names, &amp;quot;Less than 1 unit weight&amp;quot; on Trading screen.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, *[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down, brackets around squad names.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| berserk dwarf#, adventurer#, dwarven [[merchant]]s#, dwarven [[caravan]] guards#, dwarven [[diplomat]]#, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, Tile in Farm Workshop, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, [[bronze colossus]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, [[Draltha]]#, Depot Access Display, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elephant]]#, [[elk bird]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], [[Necromancer's tower]] on world map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, full moon on travel map and dwarf mode, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Giant Rat#, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant cave spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Badlands on map, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Depot Access Display, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
|[[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, text, up/down stairs, Tile in Ashery, keyboard cursor, [[Archery target]],&amp;lt;br /&amp;gt;Nausea / Winded / Stunned / Unconscious / Migrant [[indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], item stack opening tag, moon on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Volcano]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, [[Crundle]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| [[Elf]]#, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Hilly Grassland(?) on Map, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text&lt;br /&gt;
*[[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag, tile in [[Jeweler's workshop]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Figurine]]s, shrines on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Cauldrons*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| [[Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*, text&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Bracelet]]s, wheelbarrows*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[hatch cover]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[splint]]s&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests (Also note that ¼ is being used in a future version for climbable leaved branches on trees.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Marble]]*, [[Limestone]]*, [[Granite]]*, various soils*, sky$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
[[Tunnel tube]] trees*, Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating horizontal [[axle]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
[[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
Smooth/constructed walls, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks$, fortress walls on travel map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
Smooth/constructed walls, bridges, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
Smooth/constructed walls, bridges, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
Overworld [[river]]s&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
Bridges, [[catapult]] tile, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
[[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
[[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
Metal doors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
Overworld [[river]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
Overworld rivers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
Interface window border, trade depot tile, ice wall and dig-designated tiles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
[[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
[[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
[[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
[[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| Various [[fish]]*, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[candlenut]] tree*, [[mango tree]]*, [[rubber tree]]*, [[cacao tree]]*, [[palm]] tree*, [[kapok]] tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[traction bench]]es, [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| Large Pots, [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[quality]] symbol, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| [[Willow]] tree*, swamps on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, Mudstone*, Serpentine*, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation, [[minecart]]s*, human houses/shops on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 / [ ]&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ↕ ∟ ↔ ₧ ª ¬ ½ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=199327</id>
		<title>v0.34:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=199327"/>
		<updated>2014-05-26T06:25:38Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* Months and seasons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|00:00, 31 December 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven '''calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the [[Status]] Screen ({{key|z}}). There are 12 months in the dwarven year divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating. By default, the world will stop genning at year 250. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advance option ''End Year'' in the ''Design New World with Advanced Parameters'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #aaa&amp;quot; |&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Gregorian equivalent (northern hemisphere)&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Gregorian equivalent (southern hemisphere)&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | Season&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 5em; text-align: center&amp;quot; | [[Caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; | [[Elf|Elven]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''Goblin*''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you are not at war with the Goblins then they will send caravans to you and you will be able to trade with them.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. No caravans arrive for the winter (with the exception of goblins, if your civilization is at peace with them), so it's smart to stock up on food and drink during the fall (or autumn to those of you more educated people).&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Age.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
* '''Age of Myth, Age of Legends, Age of Heroes'''&amp;lt;br /&amp;gt; Progression between these ages is most common in non-pocket worlds. The progression from Myth to Legends to Heroes is conditional upon the percentage death of megabeasts in a given world during generation. Slaying Megabeasts that visit you in Fortress Mode is known to trigger change of Age. In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to ''regress'' back to Myth, sometimes multiple times.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Myth was a time when living gods and mighty beasts still held sway.''&lt;br /&gt;
:: ''The Age of Legends was a time when the powers of the world were fading.''&lt;br /&gt;
:: ''The Age of Heroes was a time when the last of the powers fought their final battles.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast's/Demon's{{verify}}/[[Titan]]'s name/title)'''&amp;lt;br /&amp;gt; Occurs mostly in pocket worlds, where there's one Megabeast, demon, or titan with a relatively large [[kill list]].&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.''&lt;br /&gt;
&lt;br /&gt;
:In case the creature itself hasn't got a relatively large kill list, but is mythical itself, the age may be named after the race {{verify}}:&lt;br /&gt;
&lt;br /&gt;
:: ''The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast/Demon{{verify}}/Titan) and (Megabeast/Demon{{verify}}/Titan)'''&amp;lt;br /&amp;gt; Same as above, but with two notable Megabeasts/Demons.  e.g.: &amp;quot;'''The Age of Roc and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Three Powers'''&amp;lt;br /&amp;gt;Even better than above, three notable Megabeasts, Demons{{verify}}, or titans.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Race name)'''&amp;lt;br /&amp;gt; One race becomes dominant in the world, or it's the only race left in the world.  e.g.: &amp;quot;'''The Age of Dwarves'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Dwarves was a time when dwarves ruled the world.''&lt;br /&gt;
&lt;br /&gt;
* '''The Golden Age'''&amp;lt;br /&amp;gt; Civilizations are expanding, and there are no wars and other things for them to worry about. This age is very common in pocket worlds, and naturally progresses from an age of a prominent figure.&lt;br /&gt;
&lt;br /&gt;
:: ''The Golden Age was a time when various civilized races peopled the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Fairy Tales'''&amp;lt;br /&amp;gt; Toady One' quote from 2008 devlog:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Twilight'''&amp;lt;br /&amp;gt; There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&lt;br /&gt;
&lt;br /&gt;
:: ''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Civilization'''&amp;lt;br /&amp;gt; Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Death'''&amp;lt;br /&amp;gt; The Age of Death is a time when there are ''no civilizations'' [[extinction|left alive]]. A world that ends generation in this age will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Death was a time after civilization had crumbled completely.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Emptiness'''&amp;lt;br /&amp;gt;The Age of Emptiness is a time when there are no civilized beings [[extinction|left alive]]. A world can be permanently locked in this Age if the number of civilizations, megabeasts, and titans are all set to zero during worldgen.  A world that ends generation in this age will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.''&lt;br /&gt;
:: ''The Age of Emptiness was a time when only simple creatures inhabited the world.''&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=199315</id>
		<title>v0.34:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=199315"/>
		<updated>2014-05-24T22:58:02Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:31, 20 May 2012 (UTC)}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]] and produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and that spend enough time chatting may marry, at which point they will switch over to one bed for two and start producing children.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Parents''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
*'''Grandparents''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Worship is currently a mostly unimplemented feature; although dwarves can have different levels of worship (&amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;), they do not have much effect on the dwarves in question, as such things as temples and priests are non-existent (in Fortress mode), limiting their appearances to fine artwork produced by the dwarf in question (and only a small part of the time at that). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities.&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the lose's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other Familial Relationships==&lt;br /&gt;
Dwarves can also have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[Monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making Friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges.  This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle.  Dwarves who are busy eating, drinking, or doing any job, will not chat with one another.  This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score.  Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships.  These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough).  Dwarves who are too incompatible may instead form grudges.  Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another.  Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges.  Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers.  In order to be eligible for this, a dwarf has to be an adult, not be too closely related to their new friend, and have no other spouse or lover (even dead!).  Lovers who continue to have enough opportunities to chat will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships.  In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Saguaro&amp;diff=199275</id>
		<title>v0.34:Saguaro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Saguaro&amp;diff=199275"/>
		<updated>2014-05-20T02:07:04Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:30, 18 April 2013 (UTC)}}&lt;br /&gt;
{{Treelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Saguaros''' are a type of [[above ground]] [[tree]]. They are a cactus, and grow in [[desert]]s. Like the overwhelming majority of overland trees, saguaro rib [[carpenter|wood]] logs are brown and produce brown products. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Saguaro1.JPG|[[preference|Admired]] for its ''amazing arms''&lt;br /&gt;
Image:Dead saguaro1.jpg|Saguaro wood ribs&lt;br /&gt;
Image:Dead Saguaro.jpg|Saguaro wood&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tunnel_tube&amp;diff=199273</id>
		<title>v0.34:Tunnel tube</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tunnel_tube&amp;diff=199273"/>
		<updated>2014-05-20T01:14:47Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:39, 8 August 2010 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tunnel tubes''' are a type of [[underground]] [[tree]]. They are found in deep [[caverns]], and will grow on any [[mud|muddied]] [[rock]] or [[soil]] once found. When cut down, they yield violet logs suitable for producing colorful furniture. (Note that [[rose gold]] is the same color, and can also be used to create furniture other than [[bed]]s, so if you are able to create it, breaching the second cavern layer may not be necessary.)&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=199254</id>
		<title>v0.34:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=199254"/>
		<updated>2014-05-18T00:38:09Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:16, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Ivory''' is a resource used to decorate crafts at the [[craftsdwarf's workshop]]. Teeth are treated as ivory for the purpose of this task.&lt;br /&gt;
&lt;br /&gt;
Ivory and teeth are obtained from [[butcher]]ing certain animals at the [[butcher's shop]], and may also be produced by vicious bouts of teeth-tearing [[combat]] by animals and invaders that don't normally drop ivory when butchered. However, teeth lost in combat are useless.&lt;br /&gt;
&lt;br /&gt;
[[Goblin]]s will often wear [[jewelry]] made of [[troll]] ivory.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If you have a single tooth you may find it cannot be used for decorating or crafting.{{Bug|5816}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=199189</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=199189"/>
		<updated>2014-05-12T05:07:15Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* Description */ Elves worship forces, and goblins, kobolds and animalmen lack any sort of religion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only [[human]]s and [[dwarf|dwarves]] can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, don't need [[food|food]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population&amp;lt;sup&amp;gt;[which?]&amp;lt;/sup&amp;gt;, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and own items. They do not, however, eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in v0.34.11 is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above? Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled.  Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
=== Finding the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Finding a vampire in Adventure mode is quite simple.&lt;br /&gt;
&lt;br /&gt;
# Get a quest to kill a Vampire. Just keep doing quests and one will come along eventually.&lt;br /&gt;
# Get to the village where the vampire is said to be.&lt;br /&gt;
# Once at the village, ask a random villager about service. they will tell you of the vampire and mention where to start looking.&lt;br /&gt;
# Use process of elimination to locate the correct house. In each new house ask a villager about service. Pay attention to what direction villagers say to begin looking in each time you ask one about service until you find a villager inside a house that doesn't mention a direction in their service dialogue. That house contains the vampire.&lt;br /&gt;
# Accuse everyone in that house of being a night creature until you find him! He will announce his true name and become hostile to everyone around him.&lt;br /&gt;
&lt;br /&gt;
=== Killing the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if  you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Even though vampires do not need to eat, if you abandon a fortress with a vampire citizen, legends mode will still report &amp;quot;In the &amp;lt;season&amp;gt; of &amp;lt;year&amp;gt; the dwarf vampire &amp;lt;vampire's name&amp;gt; starved to death in &amp;lt;fortress name&amp;gt;&amp;quot; (Bug not yet reported due to account creation issues.)&lt;br /&gt;
* Drinking blood permanently lowers one's speed, due to uninhibited tooth and muscle growth.{{bug|5231}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:World_History_file&amp;diff=199188</id>
		<title>v0.34:World History file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:World_History_file&amp;diff=199188"/>
		<updated>2014-05-12T04:36:09Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|03:08, 23 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
In [[Legends]] Mode, pressing the {{k|p}} (Export Map/Gen information) will create three files in the root directory of DF, one of those files is the '''World History file''' named (save name)-world_history.txt.&lt;br /&gt;
&lt;br /&gt;
== File Breakdown ==&lt;br /&gt;
&lt;br /&gt;
Below the history file will be explained in detail, using portions from an example file to show all of the possibilities.&lt;br /&gt;
&lt;br /&gt;
=== World Name ===&lt;br /&gt;
At the top of the file is the World name, and English translation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Mareecamo Ewè&lt;br /&gt;
The Soul-Universe of Enchanting&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unintelligent Civs ===&lt;br /&gt;
&lt;br /&gt;
Following the world name is a series of names of different unintelligent civs which exist in the world; no further information can be gathered from these files about these civilizations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Mareecamo Ewè&lt;br /&gt;
The Soul-Universe of Enchanting&lt;br /&gt;
&lt;br /&gt;
Cave fish men&lt;br /&gt;
Serpent men&lt;br /&gt;
Reptile men&lt;br /&gt;
Bat men&lt;br /&gt;
Antmen&lt;br /&gt;
Cave swallow men&lt;br /&gt;
Olm men&lt;br /&gt;
... (Multiple more lines)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
The majority of the useful information in the history file exists within the civilizations, which follow immediately after the unintelligent civs.  A short example civ is shown below, but the components will be viewed in detail afterwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bat men&lt;br /&gt;
Amphibian men&lt;br /&gt;
Cave swallow men&lt;br /&gt;
The Hammer of Seers, Dwarves&lt;br /&gt;
 Worship List&lt;br /&gt;
  Engig the Bright Pearls, deity: metals, jewels, wealth&lt;br /&gt;
  Onget the Fiery Oil, deity: mountains, volcanos&lt;br /&gt;
  Laltur, deity: fortresses&lt;br /&gt;
  Ral Minedirons, deity: minerals&lt;br /&gt;
  Mirstal, deity: music, festivals, song&lt;br /&gt;
  Kogan Coastalpaddled, deity: rivers&lt;br /&gt;
 king List&lt;br /&gt;
  [*] Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8)&lt;br /&gt;
      4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14)&lt;br /&gt;
      Worshipped Onget the Fiery Oil (61%)&lt;br /&gt;
  [*] Bomrek Championboulder (b.7 d. 51, Reign Began: 37), Inherited from mother, Never Married&lt;br /&gt;
      No Children&lt;br /&gt;
      Worshipped Onget the Fiery Oil (94%)&lt;br /&gt;
  [*] Cog Cloisteredrazors (b.???, Reign Began: 52), *** New Line, Married&lt;br /&gt;
      14 Children -- Ages: 62 61 60 59 54 51 36 31 24 18 16 15 12 4&lt;br /&gt;
      Worships Mirstal (32%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Civ Name and Race ====&lt;br /&gt;
The Civ name is at the top of the section for each civ, along with the race of the civ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The Hammer of Seers, Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Worship List ====&lt;br /&gt;
If the civ has any Deities or Forces they have ever worshipped then this section will exist, beginning with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; Worship List&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each individual line refers to a different force or deity.  First the deity name, then whether they are a &amp;quot;deity&amp;quot; or &amp;quot;force&amp;quot;, and finally a list of the [[sphere]]s they belong to, or control.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  Istrath the Gravel of Oiling, deity: earth, wealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leader List ====&lt;br /&gt;
If the civ has had any leaders, they will be listed according to what type of leader they are (king/queen/law-giver/etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; king List&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each individual leader begins with the text &amp;lt;code&amp;gt;[*]&amp;lt;/code&amp;gt;, and has two or three lines.  Those are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  [*] Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8)&lt;br /&gt;
      4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14)&lt;br /&gt;
      Worshipped Onget the Fiery Oil (61%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*'''Leader Name and Life''': &amp;lt;code&amp;gt; Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8) &amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Leader Children''': &amp;lt;code&amp;gt; 4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14) &amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Leader Worship''': &amp;lt;code&amp;gt; Worshipped Onget the Fiery Oil (61%) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Leader Name and Life''' is made up of several pieces of information.&lt;br /&gt;
:*The leaders name: &amp;lt;code&amp;gt;Logem Anvilentrance&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The leaders birth year: &amp;lt;code&amp;gt; (b.???&amp;lt;/code&amp;gt;&lt;br /&gt;
:**This is represented as ??? if the leader was born before history (before year 1).&lt;br /&gt;
:**If there is a year, there is no space between the &amp;quot;b.&amp;quot; and the year.  ex: &amp;lt;code&amp;gt; (b.66&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The leaders death year: &amp;lt;code&amp;gt; d. 36&amp;lt;/code&amp;gt;&lt;br /&gt;
:**If the leader hasn't died, this won't be listed.&lt;br /&gt;
:**There '''is''' a space between the &amp;quot;d.&amp;quot; and the year.&lt;br /&gt;
:*The year the leader's reign began: &amp;lt;code&amp;gt;, Reign Began: 1),&amp;lt;/code&amp;gt;&lt;br /&gt;
:*How the Leader acquired power, either by being the original leader (&amp;lt;code&amp;gt; *** Original Line,&amp;lt;/code&amp;gt;), starting a new line (&amp;lt;code&amp;gt; *** New Line,&amp;lt;/code&amp;gt;), or by inheriting the position (&amp;lt;code&amp;gt; Inherited from &amp;lt;/code&amp;gt;)&lt;br /&gt;
:*If the position was inherited, it will list who they received it from.  The possibilities:&lt;br /&gt;
:**Father - &amp;lt;code&amp;gt; Inherited from father,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Mother - &amp;lt;code&amp;gt; Inherited from mother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Paternal Grandfather - &amp;lt;code&amp;gt; Inherited from paternal grandfather,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Paternal Grandmother - &amp;lt;code&amp;gt; Inherited from paternal grandmother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Maternal Grandfather - &amp;lt;code&amp;gt; Inherited from maternal grandfather,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Maternal Grandmother - &amp;lt;code&amp;gt; Inherited from maternal grandmother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Unknown - &amp;lt;code&amp;gt; Inherited from,&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The marriage of this leader.  Either: &amp;lt;code&amp;gt; Never Married&amp;lt;/code&amp;gt; or  &amp;lt;code&amp;gt; Married&amp;lt;/code&amp;gt;&lt;br /&gt;
:*If the leader has married, and the spouse died, it'll list the year they died &amp;lt;code&amp;gt; Married (d. 8)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Leader Children''' is made up of several pieces of information about a leader's children (if any)&lt;br /&gt;
:*Number of children: &amp;lt;code&amp;gt;No Children&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1 Child&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;x Children&amp;lt;/code&amp;gt;, where &amp;quot;x&amp;quot; is the number of children &amp;gt;1&lt;br /&gt;
:*Number of outlived children, which is some number less than or equal to the number of children: &amp;lt;code&amp;gt; (out-lived 9 of them) &amp;lt;/code&amp;gt;.  If the leader outlived none, then this part won't be given.&lt;br /&gt;
:*Ages (at death) of children.  Listed with &amp;lt;code&amp;gt;-- Ages at death: &amp;lt;/code&amp;gt; if the leader has died, otherwise with &amp;lt;code&amp;gt;-- Ages&amp;lt;/code&amp;gt;&lt;br /&gt;
:**It will list as &amp;quot;Ages&amp;quot; even if there was only one child.&lt;br /&gt;
:*The ages at death will be listed as numbers separated by spaces: (&amp;lt;code&amp;gt;37 31 27 9&amp;lt;/code&amp;gt;), or if the child was outlived, with the year they died: (&amp;lt;code&amp;gt;(d. 32) (d. 29) (d. 8)&amp;lt;/code&amp;gt;)&lt;br /&gt;
:**There aren't always the right number of items in this list, at times some children ages might not be listed.{{verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Leader Worship''' gives information about the leader's deity/force of worship, if they did not worship, this line won't exist.&lt;br /&gt;
:*Worship object name: &amp;lt;code&amp;gt;Worshipped Onget the Fiery Oil&amp;lt;/code&amp;gt;&lt;br /&gt;
:*Degree of worship: &amp;lt;code&amp;gt;(61%)&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Between 1% and 100% inclusive.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Legends|Legends Mode]]&lt;br /&gt;
* [[World Sites file]]&lt;br /&gt;
* [[XML dump]]&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=199187</id>
		<title>v0.34:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=199187"/>
		<updated>2014-05-12T00:26:51Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|00:00, 31 December 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven '''calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the [[Status]] Screen ({{key|z}}). There are 12 months in the dwarven year divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating. By default, the world will stop genning at year 250. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advance option ''End Year'' in the ''Design New World with Advanced Parameters'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #aaa&amp;quot; |&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Gregorian version&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | Season&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 5em; text-align: center&amp;quot; | [[Caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; | [[Elf|Elven]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''Goblin*''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you are not at war with the Goblins then they will send caravans to you and you will be able to trade with them.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. No caravans arrive for the winter (with the exception of goblins, if your civilization is at peace with them), so it's smart to stock up on food and drink during the fall (or autumn to those of you more educated people).&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Age.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
* '''Age of Myth, Age of Legends, Age of Heroes'''&amp;lt;br /&amp;gt; Progression between these ages is most common in non-pocket worlds. The progression from Myth to Legends to Heroes is conditional upon the percentage death of megabeasts in a given world during generation. Slaying Megabeasts that visit you in Fortress Mode is known to trigger change of Age. In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to ''regress'' back to Myth, sometimes multiple times.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Myth was a time when living gods and mighty beasts still held sway.''&lt;br /&gt;
:: ''The Age of Legends was a time when the powers of the world were fading.''&lt;br /&gt;
:: ''The Age of Heroes was a time when the last of the powers fought their final battles.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast's/Demon's{{verify}}/[[Titan]]'s name/title)'''&amp;lt;br /&amp;gt; Occurs mostly in pocket worlds, where there's one Megabeast, demon, or titan with a relatively large [[kill list]].&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.''&lt;br /&gt;
&lt;br /&gt;
:In case the creature itself hasn't got a relatively large kill list, but is mythical itself, the age may be named after the race {{verify}}:&lt;br /&gt;
&lt;br /&gt;
:: ''The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast/Demon{{verify}}/Titan) and (Megabeast/Demon{{verify}}/Titan)'''&amp;lt;br /&amp;gt; Same as above, but with two notable Megabeasts/Demons.  e.g.: &amp;quot;'''The Age of Roc and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Three Powers'''&amp;lt;br /&amp;gt;Even better than above, three notable Megabeasts, Demons{{verify}}, or titans.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Race name)'''&amp;lt;br /&amp;gt; One race becomes dominant in the world, or it's the only race left in the world.  e.g.: &amp;quot;'''The Age of Dwarves'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Dwarves was a time when dwarves ruled the world.''&lt;br /&gt;
&lt;br /&gt;
* '''The Golden Age'''&amp;lt;br /&amp;gt; Civilizations are expanding, and there are no wars and other things for them to worry about. This age is very common in pocket worlds, and naturally progresses from an age of a prominent figure.&lt;br /&gt;
&lt;br /&gt;
:: ''The Golden Age was a time when various civilized races peopled the world.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Fairy Tales'''&amp;lt;br /&amp;gt; Toady One' quote from 2008 devlog:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Twilight'''&amp;lt;br /&amp;gt; There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&lt;br /&gt;
&lt;br /&gt;
:: ''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Civilization'''&amp;lt;br /&amp;gt; Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Death'''&amp;lt;br /&amp;gt; The Age of Death is a time when there are ''no civilizations'' [[extinction|left alive]]. A world that ends generation in this age will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Death was a time after civilization had crumbled completely.''&lt;br /&gt;
&lt;br /&gt;
* '''Age of Emptiness'''&amp;lt;br /&amp;gt;The Age of Emptiness is a time when there are no civilized beings [[extinction|left alive]]. A world can be permanently locked in this Age if the number of civilizations, megabeasts, and titans are all set to zero during worldgen.  A world that ends generation in this age will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.''&lt;br /&gt;
:: ''The Age of Emptiness was a time when only simple creatures inhabited the world.''&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tilesets&amp;diff=199173</id>
		<title>v0.34:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tilesets&amp;diff=199173"/>
		<updated>2014-05-10T23:49:37Z</updated>

		<summary type="html">&lt;p&gt;Klisz: /* What tiles are used for what */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created tilesets, see [[Tileset repository]].)'' &lt;br /&gt;
:''(For user-created creature graphics sets, see [[Graphics set repository]].)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics set]]s are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. They usually come with and are designed to work together with certain [[DF2012:Tilesets|tilesets]]. They can significantly change the appearance of the game and make it easier for players to tell what is happening onscreen. While Tilesets work the same as previous versions, Graphics Sets will have to be redone as the raws have changed.&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[graphics set|object tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
&amp;lt;small&amp;gt;00&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;01&amp;lt;/small&amp;gt; {{TST|☺}}#&lt;br /&gt;
[[Civilian]] dwarves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;02&amp;lt;/small&amp;gt; {{TST|☻}}#&lt;br /&gt;
[[Military]] dwarves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;03&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
[[Dimple cup]]s*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;04&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
[[Cut gem]]s, large [[gem]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;05&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
[[Fungiwood]] trees*, [[Spore tree]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;06&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
[[Plump helmet]]s*, [[Tower-cap]]s*, [[Black-cap]]s*, [[Goblin-cap]]s*, [[Nether-cap]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;07&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
[[Stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources in main map, [[cave]]s in main map, moon on travel map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;08&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;09&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
[[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Male]] sign, [[bag]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
[[Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
[[Tool|Ladle]]s*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
[[Armor stand]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
Unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], fireballs, bandit camps on travel map&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees, some conifer forests on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up, track ramp up$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down, track ramp down$&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Unexplored underground, spaces in text messages, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Various [[status icons]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]]*, quotation marks, Carpenter's workshop tile, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[floor grate]]s, labyrinths on travel map, text&lt;br /&gt;
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, waning moon on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]]*, [[glowing pit]]s, superior [[quality]] tags, key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Lignite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[bar]] [[bridge]] or [[road]], towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Dacite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Fortress gates on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*, command menu text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Mason's workshop]], [[Kitchen]], command menu text ([[CMV|Movies]] key)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| [[Stairs]] up, brackets around squad names, &amp;quot;Less than 1 unit weight&amp;quot; on Trading screen.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, *[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down, brackets around squad names.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| berserk dwarf#, adventurer#, dwarven [[merchant]]s#, dwarven [[caravan]] guards#, dwarven [[diplomat]]#, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, Tile in Farm Workshop, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, [[bronze colossus]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, [[Draltha]]#, Depot Access Display, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elephant]]#, [[elk bird]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], [[Necromancer's tower]] on world map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, full moon on travel map and dwarf mode, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Giant Rat#, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant cave spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Badlands on map, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Depot Access Display, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
|[[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, text, up/down stairs, Tile in Ashery, keyboard cursor, [[Archery target]],&amp;lt;br /&amp;gt;Nausea / Winded / Stunned / Unconscious / Migrant [[indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], item stack opening tag, moon on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Volcano]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, [[Crundle]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| [[Elf]]#, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Hilly Grassland(?) on Map, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text&lt;br /&gt;
*[[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag, tile in [[Jeweler's workshop]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Figurine]]s, shrines on travel map, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Cauldrons*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| [[Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Bracelet]]s, wheelbarrows*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[hatch cover]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[splint]]s&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests (Also note that ¼ is being used in a future version for climbable leaved branches on trees.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Marble]]*, [[Limestone]]*, [[Granite]]*, various soils*, sky$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
[[Tunnel tube]] trees*, Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating horizontal [[axle]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
[[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
Smooth/constructed walls, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks$, fortress walls on travel map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
Smooth/constructed walls, bridges, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
Smooth/constructed walls, bridges, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
Overworld [[river]]s&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks$, fortress walls on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks$&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
Bridges, [[catapult]] tile, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
[[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
[[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks$&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
Ends of smooth walls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
Metal doors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
Overworld [[river]]s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
Overworld rivers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
Interface window border, trade depot tile, ice wall and dig-designated tiles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
[[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
[[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
[[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
[[Ballista]] tile&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| Various [[fish]]*, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[candlenut]] tree*, [[mango tree]]*, [[rubber tree]]*, [[cacao tree]]*, [[palm]] tree*, [[kapok]] tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[traction bench]]es, [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| Large Pots, [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[quality]] symbol, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| [[Willow]] tree*, swamps on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, Mudstone*, Serpentine*, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation, [[minecart]]s*, human houses/shops on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 / [ ]&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ↕ ∟ ↔ ₧ ª ¬ ½ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Firefly&amp;diff=198070</id>
		<title>v0.34:Firefly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Firefly&amp;diff=198070"/>
		<updated>2014-04-04T02:27:38Z</updated>

		<summary type="html">&lt;p&gt;Klisz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:08, 10 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-Firefly.jpg|thumb|left|Admired for its serenity.]]&lt;br /&gt;
&lt;br /&gt;
'''Fireflies''' are a type of [[above ground]] [[vermin]]. They are found flying around in any area that is not [[biome|freezing]] outside of winter. In [[adventure mode]] at night, they generate light.&lt;br /&gt;
&lt;br /&gt;
When killed the firefly may drop '''Firefly Ichor''' which has no known uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Klisz</name></author>
	</entry>
</feed>