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		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=232547</id>
		<title>Tileset repository</title>
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		<updated>2017-08-27T18:42:03Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* 13&amp;amp;times;13 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', 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). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
The default tilesets (640x300 and 800x600) render 8x12 and 10x12 characters respectively, with majuscule latin letters occupying a 7x9 box, and appear broadly similar to the IBM MDA font based on the shape of the &amp;quot;0&amp;quot;, &amp;quot;g&amp;quot;, and &amp;quot;f&amp;quot; characters (but with slight differences including the &amp;quot;0&amp;quot;, &amp;quot;W&amp;quot;, and &amp;quot;y&amp;quot;). The exact origin of the DF font is unknown.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
To use a specific tileset with Dwarf Fortress you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move/Copy the file to the DF art directory (''&amp;lt;DF Dir&amp;gt;/data/art'').&lt;br /&gt;
# Edit the initialization configuration file (''&amp;lt;DF Dir&amp;gt;/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:&lt;br /&gt;
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
&lt;br /&gt;
If the selected tileset requires modifications to the Raws, you will have to make those edits.  What those changes are will depend on the tileset itself.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27 (Updated 2017-08-27)&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer_20x20.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jolly12x12.png]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Cooz_curses_14x16.png]]&lt;br /&gt;
|author=Anonymous/[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2017-05-12&lt;br /&gt;
|size=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's shaded square 16x16 one and didn't see one, so I made this from it. Like the original, it's just rounded ASCII characters with no special glyphs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_1920x900.png]]&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;72==&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:DragonDePlatino|DragonDePlatino]]&lt;br /&gt;
|dated=2016-11-22&lt;br /&gt;
|size=48&amp;amp;times;72&lt;br /&gt;
|resolution=3820&amp;amp;times;1920 (4k)&lt;br /&gt;
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=232546</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=232546"/>
		<updated>2017-08-27T18:38:33Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Krenshala uploaded a new version of &amp;amp;quot;File:Kren 13x13.png&amp;amp;quot;: Minor updates to some glyphs to improve legibility (e.g., D and O are now easier to differentiate).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=227325</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=227325"/>
		<updated>2016-10-16T17:15:34Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Krenshala uploaded a new version of &amp;amp;quot;File:Kren 13x13.png&amp;amp;quot;: Updated version, fixed a number of problems with the original.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=223471</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=223471"/>
		<updated>2016-02-17T21:39:47Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Krenshala uploaded a new version of &amp;amp;quot;File:Kren 13x13.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222682</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222682"/>
		<updated>2016-01-03T19:28:23Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', 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). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
To use a specific tileset with Dwarf Fortress you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move/Copy the file to the DF art directory (''&amp;lt;DF Dir&amp;gt;/data/art'').&lt;br /&gt;
# Edit the initialization configuration file (''&amp;lt;DF Dir&amp;gt;/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:&lt;br /&gt;
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Once you have made the changes you need remember to save the file.&lt;br /&gt;
&lt;br /&gt;
If the selected tileset requires modifications to the Raws, you will have to make those edits.  What those changes are will depend on the tileset itself.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222574</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222574"/>
		<updated>2015-12-30T01:40:54Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', 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). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
To use a specific tileset with Dwarf Fortress you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move/Copy the file to the DF art directory (''&amp;lt;DF Dir&amp;gt;/data/art'').&lt;br /&gt;
# Edit the initialization configuration file (''&amp;lt;DF Dir&amp;gt;/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:&lt;br /&gt;
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Once you have made the changes you need remember to save the file.&lt;br /&gt;
&lt;br /&gt;
If the selected tileset requires modifications to the Raws, you will have to make those edits.  What those changes are will depend on the tileset itself.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222573</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222573"/>
		<updated>2015-12-30T01:39:07Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', 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). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
To use a specific tileset with Dwarf Fortress you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move/Copy the file to the DF art directory (''&amp;lt;DF Dir&amp;gt;/data/art'').&lt;br /&gt;
# Edit the initialization configuration file (''&amp;lt;DF Dir&amp;gt;/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:&lt;br /&gt;
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a windows graphical display by setting the filename in the '''[GRAPHICS_FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Once you have made the changes you need remember to save the file.&lt;br /&gt;
&lt;br /&gt;
If the selected tileset requires modifications to the Raws, you will have to make those edits.  What those changes are will depend on the tileset itself.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222565</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222565"/>
		<updated>2015-12-29T19:00:57Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Krenshala uploaded a new version of &amp;amp;quot;File:Kren 13x13.png&amp;amp;quot;: Reverted to version as of 18:48, 29 December 2015&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222564</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222564"/>
		<updated>2015-12-29T18:59:33Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Krenshala uploaded a new version of &amp;amp;quot;File:Kren 13x13.png&amp;amp;quot;: Final version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222563</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222563"/>
		<updated>2015-12-29T18:55:40Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* 13&amp;amp;times;13 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', 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). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
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 the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:List of user character sets|here]])&lt;br /&gt;
# Convert it into a PNG file if necessary (for DF v0.31 or newer), or a 24-bit BMP file (for DF 0.28.181.40d or older). Do NOT just change the extension; you must use a program like MS paint or GIMP to convert it.&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;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222562</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222562"/>
		<updated>2015-12-29T18:48:20Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Krenshala uploaded a new version of &amp;amp;quot;File:Kren 13x13.png&amp;amp;quot;: Minor improvements to a few of the glyphs.  Probably the final version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222519</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222519"/>
		<updated>2015-12-27T22:33:45Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* 13&amp;amp;times;13 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', 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). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
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 the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:List of user character sets|here]])&lt;br /&gt;
# Convert it into a PNG file if necessary (for DF v0.31 or newer), or a 24-bit BMP file (for DF 0.28.181.40d or older). Do NOT just change the extension; you must use a program like MS paint or GIMP to convert it.&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;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|Image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222518</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222518"/>
		<updated>2015-12-27T22:30:12Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Krenshala uploaded a new version of &amp;amp;quot;File:Kren 13x13.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222513</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=222513"/>
		<updated>2015-12-27T19:03:43Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', 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). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
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 the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:List of user character sets|here]])&lt;br /&gt;
# Convert it into a PNG file if necessary (for DF v0.31 or newer), or a 24-bit BMP file (for DF 0.28.181.40d or older). Do NOT just change the extension; you must use a program like MS paint or GIMP to convert it.&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;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|Image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222512</id>
		<title>File:Kren 13x13.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kren_13x13.png&amp;diff=222512"/>
		<updated>2015-12-27T18:49:42Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: A 13x13 standard tileset.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 13x13 standard tileset.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Food&amp;diff=217275</id>
		<title>DF2014 Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Food&amp;diff=217275"/>
		<updated>2015-03-25T18:04:15Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the contents of the [[Thirst]] page be added to this (the Hunger) page?  There are only minor differences between the two, and the Hunger page already includes some additional information about thirst that isn't on the Thirst page currently. [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 18:03, 25 March 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Food&amp;diff=217274</id>
		<title>DF2014 Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Food&amp;diff=217274"/>
		<updated>2015-03-25T18:03:43Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Created page with &amp;quot;Should the contents of the Thirst page be added to this (the Hunger) page?  There are only minor differences between the two, and the Hunger page already includes some add...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the contents of the [[Thirst]] page be added to this (the Hunger) page?  There are only minor differences between the two, and the Hunger page already includes some additional information about thirst that isn't on the Thirst page now. [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 18:03, 25 March 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=217273</id>
		<title>Thirst</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=217273"/>
		<updated>2015-03-25T18:00:14Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Changed 'subsiding' to 'subsisting'.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Thirsty_Dwarves.gif‎|thumb|left|Dwarves quenching thirst.]]&lt;br /&gt;
Dwarves, given time, will eventually get thirsty, as indicated by a blue down arrow blinking over the thirsty dwarf.  If a dwarf fails to drink in time, the thirst will proceed to dehydration and eventually death. A dwarf needs to drink about once in three weeks.&lt;br /&gt;
&lt;br /&gt;
A thirsty dwarf prefers to drink [[booze]].  If none is available, they will go to the nearest [[water]] source and drink. This is usually a [[well]] inside your fortress, but they will drink from a [[river]] or [[brook]] if there are no wells nearby, and have been observed to drink from [[murky pool]]s if there are no other sources of water.  A dwarf can live on water indefinitely if there is no booze to be had, but their speed and thus efficiency at work and in combat will suffer - dwarves are highly dependent on alcohol.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to be capable of subsisting on [[vomit]] and slime in particularly dire times, though this is traumatizing and will quickly result in [[tantrum]]s and [[insanity]]. This will usually only happen in cases of dwarves walling themselves in and being forgotten and in challenging embark locations.&lt;br /&gt;
&lt;br /&gt;
A [[rest|resting]] dwarf will not do anything on their own until they have recovered from recent injuries (preferably inside a [[hospital]]), and will depend on others to provide them with food and drink. They will not be given booze but receive water carried in [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rëcus&lt;br /&gt;
| elvish  = pacata&lt;br /&gt;
| goblin  = strabtom&lt;br /&gt;
| human   = ethgath&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Marriage&amp;diff=208816</id>
		<title>DF2014 Talk:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Marriage&amp;diff=208816"/>
		<updated>2014-08-04T00:21:40Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I have just had some migrants move in with two male dwarves married to each other.  I don't know if this is a bug, or a happy accident, or if DF is becoming more progressive.  Does anyone know for sure, and should the first line in the wiki be amended to just saying that &amp;quot;Two dwarfs can get married.&amp;quot; ?&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy &amp;amp;amp; Childbirth ===&lt;br /&gt;
I haven't had a chance to check/test in 0.40, however, in 0.34 a mother could give birth every 9.5 to 10 months.  I'll do some checking with my current for and update that with the data I gather if someone else hasn't done so by then. [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 00:21, 4 August 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Stairs&amp;diff=196689</id>
		<title>v0.34 Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Stairs&amp;diff=196689"/>
		<updated>2014-02-18T04:08:59Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Constructed vs Designated Stairs ==&lt;br /&gt;
&lt;br /&gt;
While I'm sure everyone knows you can construct downstairs on undug ground, I just discovered that when you deconstruct those stairs the ground is un-damaged!  In this case, I build granite up/down stairs on a claystone tile. Then I dug up stairs below that and mined out the area around the stairs (initial storage room in a new embark).  Later I decided that I didn't want the stairs to be up/down stairs so I designated them for removal. When the stairs were removed, the ground was still undug.  I'm putting in a set of down stairs now, but I'm tempted to remove them to see if the ground is still solid after they are built.  --- [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 04:08, 18 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stairs and Cave Ins ==&lt;br /&gt;
&lt;br /&gt;
Recent experimentation with deep, intentional cave-ins has led me to believe that full up/down stairs will resist cave-ins so long as there is more than one floor's worth of them.  I will make more notes as I continue experimenting.&lt;br /&gt;
&lt;br /&gt;
I am trying to drop a large (~20x20) plot of sand down 20 odd z levels to be closer to the magma.  beneath the sand walls are one floor of open space and many floors of up/down stairs.&lt;br /&gt;
[[User:Nshapter|Nshapter]] ([[User talk:Nshapter|talk]])&lt;br /&gt;
&lt;br /&gt;
== Creatures falling through stairs ==&lt;br /&gt;
&lt;br /&gt;
I've recently encountered a goblin invasion and before closing the main bridge, I've managed to trap one. Now, being an avid reader of the wiki I found this, and, moments later, created a pit that would lead into the 3x1 staircase that I built to access the lower levels.&lt;br /&gt;
&lt;br /&gt;
The staircase is extensive (about 30 levels), so I thought the goblin would become minced meat as soon as he plummeted. I tracked the goblin in order to see the fruition of this plan. However, it would seem as he somehow navigated, unscathed, out of the staircase into a chamber and is now content in searching some exploratory tunnels.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 07:35, 7 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
As it turns out, a creature actually needs to be &amp;quot;falling&amp;quot;. By falling I mean transitioning from the pit dump floor to an empty floor and then the staircase. Tested with some horses I had from my testing embark. They wouldn't fall down if a stair (whether it was a down or an up/down) existed right below the pit zone. Removing the stair proved deadly.&lt;br /&gt;
&lt;br /&gt;
However, I also ordered for a up/down staircase to be built over Open Space. A dwarf that was deconstructing it while standing on it also met a untimely death, even though the tile below was a stair.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 10:50, 7 January 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Security_design&amp;diff=188374</id>
		<title>v0.34:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Security_design&amp;diff=188374"/>
		<updated>2013-06-21T23:53:07Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Simple 5x5 Archer's Tower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Security design''' focuses on how to turn the physical layout and architecture of a fort into a defensible whole. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''[[defense guide]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military design]]'''.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down [[stairs]]&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
==General suggestions==&lt;br /&gt;
General designs should include suggestions that can be &amp;quot;plugged in&amp;quot; to a part of any typical fortress, and/or can be modified to suit a number of purposes.&lt;br /&gt;
&lt;br /&gt;
Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.  &lt;br /&gt;
&lt;br /&gt;
===Castle with a moat===&lt;br /&gt;
One of the easiest ways to protect your dwarves is to build a castle with a moat. The first step is to start your journey on a river. The first part of the castle that should be built is a canal about five wide with drawbridges to keep anything from getting into your fort. The next step is to build a two-thick wall with ramps to get up so that the dwarves can shoot from it and keep aquatic threats from simply swimming to the other side of the fort. You can also carve fortifications into the wall to allow your dwarves to  more efficiently shoot from the wall.&lt;br /&gt;
&lt;br /&gt;
===Meeting area as defense===&lt;br /&gt;
&lt;br /&gt;
Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thief|thieves]] near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.&lt;br /&gt;
&lt;br /&gt;
===Guard Animals===&lt;br /&gt;
&lt;br /&gt;
Both [[thief|thieves]] and [[ambush]]es are invisible until something detects them - a dwarf, a [[caravan]], a wild creature, a [[domestic animal]], anything.  Once this happens (even if it was triggered by a wild [[groundhog]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your attention to the situation - which is nice.  Therefore, it's a common practice to use animals to act as alarm systems, by [[restraint|restrain]]ing or assigning them to a [[pasture]] in entryways.&lt;br /&gt;
&lt;br /&gt;
There are some considerations to good placement of such animals.  If you have a 1- or 2-wide hall, one animal is enough.  If you have a 3-wide hallway, a single pastured animal placed in the middle is still sufficient, or you can restrain two animals, one at each side of the hall.  &lt;br /&gt;
&lt;br /&gt;
 ══════════     R = restraint&lt;br /&gt;
 +++1R1++++     1 = area of animal 1&lt;br /&gt;
 +++bbb++++     2 = area of animal 2&lt;br /&gt;
 +++2R2++++     b = area of both&lt;br /&gt;
 ══════════&lt;br /&gt;
&lt;br /&gt;
Either arrangement creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into an animal. Caravans can pass over [[restraint]]s and [[pasture]]s and their contained creatures without problem (however, do note that wagons will not appear on the map edge if a creature is blocking their intended location).  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.&lt;br /&gt;
&lt;br /&gt;
Unless you're happy losing these animals on a regular basis, you should try to keep them alive.&lt;br /&gt;
:* Put them around a corner or behind a U-bend, so archers cannot fire at them from a distance.&lt;br /&gt;
:* Don't have them as your &amp;quot;first line of defense&amp;quot;; put them deeper in the entry, behind some traps.&lt;br /&gt;
:* Put them inside, so flying creatures have to come down to their level to attack them.&lt;br /&gt;
:* Use [[window]]s to protect your guard animal (note, however, that some intruders may not be detected if they are not forced to move directly adjacent to your animal).&lt;br /&gt;
:* Consider using a [[pressure plate]] at the extreme entrance to seal off the hall further down and keep your guard animal(s) safe.  Thieves won't trigger them, but the animals can deal with those - ambushes ''will'' trigger them, and you don't want them getting to your guard animals.&lt;br /&gt;
&lt;br /&gt;
Remember that anything short of a [[megabeast]] is not a good match for an armoured opponent.{{verify}} While watching your tame [[grizzly bear]] or [[alligator]] tear a thief apart has an amusement value, watching the goblin maceman send them flying across the map, mangled and dying, has less.&lt;br /&gt;
&lt;br /&gt;
[[Animal trainer|Hunting animals]] have better observation (sight range) than their regular or war counterparts.&lt;br /&gt;
&lt;br /&gt;
===Defending the edge===&lt;br /&gt;
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving [[harpy|harpies]] and skeletal [[giant eagle]]s)''&lt;br /&gt;
&lt;br /&gt;
* To start with, you can channel the '''''second''''' square from the edge.  This will block the appearance of trade caravan [[wagon]]s and prevent their movement along that edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.  &lt;br /&gt;
* You can also build drawbridges all the way up to the edge.  A long, skinny, raised bridge is effectively a wall; however, it looks the same whether it's open or closed.&lt;br /&gt;
* If you channel to the second square from the edge where the '''''edge square''''' contains a tree then you have an impassible barrier while the tree survives.&lt;br /&gt;
* You can with some work use [[Obsidian]] casting to wall to the map edge&lt;br /&gt;
&lt;br /&gt;
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.&lt;br /&gt;
&lt;br /&gt;
Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.  ''[Note: On one 6x7 map [[horse]]s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''&lt;br /&gt;
&lt;br /&gt;
==== Design considerations ====&lt;br /&gt;
&lt;br /&gt;
* The moat should be designed to prevent entry except by falling and exit except by climbing, from both sides.  (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares, with much annoyance)  Despite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.&lt;br /&gt;
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)&lt;br /&gt;
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as [[tree|trees]] on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any [[channel]]ing permanently changes the dug-out tile to &amp;quot;Light Above Ground&amp;quot;, which restricts these features from tiles near the edge even if floors are later constructed to close the space.&lt;br /&gt;
* Because migrants might turn up near wild animals or be followed closely by [[goblin|goblins]], it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:&lt;br /&gt;
** Natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.&lt;br /&gt;
** Trees.  If left intact they separate any fertile patches into many small segments.&lt;br /&gt;
** Floors.  Although you can't directly Remove Stairs/Ramps at the edge, building a single square of floor on an up-ramp at the edge will destroy that up-ramp (and the down-ramp above it) and block movement around the edge.  Building a square of floor on a down-ramp and then removing it creates a [[one-way]] path.{{verify}}&lt;br /&gt;
** You can build drawbridges *along* the edge and raise them.  Combined with a channel right next to the drawbridge, this can completely obstruct passage of anything which can't destroy the bridge.&lt;br /&gt;
** You can build up ramps at the edge, which may disrupt passage?&amp;lt;sup&amp;gt;Needs testing&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Fortifications carved into the outer edge rock the next layer down?  It may be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagon.  In this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.&amp;lt;sup&amp;gt;Probably not.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Doors will not hold back [[building destroyer|building destroyers]], and remote [[lever]] control is needed because other gates can be &amp;quot;taken by invaders&amp;quot; and become non-lockable) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.&lt;br /&gt;
&lt;br /&gt;
===Simple 5x5 Archer's Tower===&lt;br /&gt;
&lt;br /&gt;
Build a [[tower]] specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. These tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[wall]]s up to the second or third floor and then carve fortifications into them, so your dwarves can fire out.  For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and/or [[dining room]] in or near the tower. Add a door or hatch to lock them in.&lt;br /&gt;
&lt;br /&gt;
NOTE: It is better to construct walls and then carve fortifications into them, than to construct fortifications. The reason for this is that constructed fortifications do not provide a walkable tile on the layer above them, as walls do. Walls cannot be constructed without access from one of the four compass directions. Because of this, if you were to construct fortifications, when you progress to the level above, you would need to build a walkable path to the corner tiles. This path would need to be deconstructed before the wall or fortification could be built. Once deconstructed, the building material will drop onto the tile below with the fortification, trapping it until the fortification is deconstructed.&lt;br /&gt;
&lt;br /&gt;
As discussed step-by-step in the article on [[mega construction]], this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge. &lt;br /&gt;
&lt;br /&gt;
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)&lt;br /&gt;
&lt;br /&gt;
  Side                Below         Ground       Archer       Roof&lt;br /&gt;
  view:               ground:       Level:       Level:       Level:&lt;br /&gt;
                       ╔═╗          ╔═══╗        ╬╬╬╬╬        ·····&lt;br /&gt;
     ___               ║&amp;lt;║          ║X..║        ╬&amp;gt;++╬        ·+++·&lt;br /&gt;
    ╬&amp;gt;__╬              ║.║          ║...║        ╬+╬+╬        ·+++·&lt;br /&gt;
 ___║X__║___           ║.║          ║...║        ╬++B╬        ·+++·&lt;br /&gt;
     &amp;lt;......           ║.║          ╚═══╝        ╬╬╬╬╬        ·····&lt;br /&gt;
   (Fortress-&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
This can hold 3 archers/side, and has the potential to be as many &amp;quot;archer levels&amp;quot; tall as you wish. The fortification in the center of the building prevents low-level archers from standing there (since they are unable to fire through any non-adjacent fortifications) while allowing high-level archers a full 360 field of fire. Including a  [[bed]] allows the room to be designated as a [[barracks]], so your marksdwarves can train while serving as lookouts and defending your fortress. Adding [[bridge]]s outside the fortifications will allow you to protect your marksdwarves when an elite enemy archer threatens. Building a secure &amp;quot;roof&amp;quot; will require a temporary exterior stairway. Alternately you can build stairs at the Archer Level in place of a non-corner wall to allow roof access, then once the roof is completed remove the stairs, put a wall in its place and finally carve fortifications into it.  Remember to use the &amp;quot;corners first&amp;quot; technique when necessary. (See [[40d:Mega_construction#Towers]].)&lt;br /&gt;
&lt;br /&gt;
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).&lt;br /&gt;
&lt;br /&gt;
Larger towers (or this with larger floors on higher levels) could house barracks, practice ranges, and other facilities.  Just expand to preferred size with floors, and then attach walls to those to act as a base for the next level of building.  Add more stairs (adjacent to each other is always better) if high traffic is anticipated.&lt;br /&gt;
&lt;br /&gt;
====Siege engine turrets====&lt;br /&gt;
If it's big enough, build a [[siege engine]] inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same [[z-level]] as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate.&lt;br /&gt;
&lt;br /&gt;
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)&lt;br /&gt;
&lt;br /&gt;
===Control Room===&lt;br /&gt;
Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your [[Activity zone#Meeting Area|meeting area]]s and [[noble]]s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers. This can, however, backfire when your chosen dwarf decides to go [[on break]], take a nap, or throw a [[tantrum]] in the middle of a crisis.&lt;br /&gt;
&lt;br /&gt;
It may also be an idea to have a second lever to at least one door, for emergency access.  And possibly to add a stockpile of booze and food or a well for longer sieges.&lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of the game's Artificial Intelligence and [[path]]finding  is a whole article in itself.  Try leaving a door un-forbidden during an attack.  When the bad guys approach the door, forbid it, and the enemy will wander off.  Unlock it again, and they turn around and head back towards the door again.  You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be fully automated via [[pressure plate]]s if you're feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
===Bait animal===&lt;br /&gt;
[[Restraint|Restraining]] or [[Pasture|pasturing]] a sacrificial animal just outside your walls, but within range of your marksdwarves and/or siege engines, can lure an enemy into attacking that while you cut them down.  Make sure to place a pattern of some walls (or statues, see below) so enemy archers cannot simply shoot the creature from a safe distance.&lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
Adding a ring of fortifications to help defend the animal against missile fire will keep melee troops away, but invite archers to come adjacent to the fortifications - and under your walls and crossbows.  If you allow any path, the melee troops will try to follow it to the animal - be creative with that fact. &lt;br /&gt;
&lt;br /&gt;
=====Traps=====&lt;br /&gt;
Surround the animal with traps to kill or capture approaching goblins.&lt;br /&gt;
&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, possibly even unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the animal is underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone|pit/pond]]. That way, you can &amp;quot;reload&amp;quot; a new bait animal from the safety of your fortress.  Note that this requires using a non-pet-passable door and that falls more than a couple z-levels may injure your bait.&lt;br /&gt;
&lt;br /&gt;
=====Distractions=====&lt;br /&gt;
Releasing a [[cage]] full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.  This can be useful as an emergency measure since the animals need to be stored somewhere anyway. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use remotely-actuated doors tied to a [[repeater]]: open providing a tempting target for enemy archers, then closed to block their arrows and protect the bait. Similarly, a captured [[necromancer]] can continually raise a few undead to give enemy archers easy targets to pincushion.&lt;br /&gt;
&lt;br /&gt;
=====Vanishing act=====&lt;br /&gt;
Having a linked drawbridge that can open/shut (perhaps on both a lever to open and a nearby pressure plate to close), to lure the enemy in under your guns and then protect the animal when they get too close (for multiple uses.)&lt;br /&gt;
&lt;br /&gt;
=====Vs. building destroyers=====&lt;br /&gt;
For [[building destroyer|building destroyers]], spare furniture can serve the same purpose as bait animals.  Building destroyers will hunt down and destroy structures, so carefully placing them can control their movements.&lt;br /&gt;
&lt;br /&gt;
=====Trap chokepoints=====&lt;br /&gt;
Enemies can be herded by constructed features. If you have a particular zone covered by catapults and would like enemies to pass through it, strategically placed walls can make enemy pathfinding more favorable. A trap occupying a single tile in the middle of a barren plain is likely to never get triggered. However, if walls are placed in a cross-hair pattern around the trap, animals and invaders are much more likely to pass over it as they wander across the map. This can be a very useful trick when capturing wildlife with cage traps. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
═════^═════&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pathing slowdowns=====&lt;br /&gt;
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Airlock defenses/buffer zone===&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
&lt;br /&gt;
===Siege Engines===&lt;br /&gt;
One effective way to have [[siege engine]]s (help) defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
'''One ballista vs 3-wide hallway'''&lt;br /&gt;
 ══════════════════════════╦═════&lt;br /&gt;
 Entrance++++++++++++▼·····║▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«&lt;br /&gt;
 Entrance++++++++++++▼·····║▐▄/&lt;br /&gt;
 ══════════════════════════╩═════&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are &amp;quot;civilians&amp;quot;) will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.&lt;br /&gt;
&lt;br /&gt;
====Ballista battery====&lt;br /&gt;
Three (or more!) ballistae can be put into a &amp;quot;battery&amp;quot; if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.  &lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&lt;br /&gt;
Be sure to use fortifications to prevent dwarves from wandering in front of the ballista to their deaths. If desired (and you have the &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt;dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Although less effective than ballistae, it's a little more firepower - and that can't be a bad thing.&lt;br /&gt;
&lt;br /&gt;
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.&lt;br /&gt;
&lt;br /&gt;
Adding additional channels on either side of the hall will allow stray ammo to be recovered at a later time.  Make sure to add locked doors, to prevent siege operators from walking down below enemy archers during a battle.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two [[screw pump]]s and two [[Gear assembly|gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with [[water]] or [[magma]] for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Reverse Battlement&amp;quot; design ===&lt;br /&gt;
&lt;br /&gt;
Level Z+0 (ground):&lt;br /&gt;
   ...............&lt;br /&gt;
 F ═══════════════&lt;br /&gt;
 O .≥.g≥...g......&lt;br /&gt;
 R ..≤......g.....&lt;br /&gt;
 T ...g≤..g....... &amp;lt;-- enemies enter here&lt;br /&gt;
 R ..≥......g.....&lt;br /&gt;
 E .g.≤.........g.&lt;br /&gt;
 S ═══════════════&lt;br /&gt;
 S ...............&lt;br /&gt;
&lt;br /&gt;
Level Z+1 (bridge):&lt;br /&gt;
&lt;br /&gt;
 E ·····║+++║·····&lt;br /&gt;
 N +++++║+++║+++++&lt;br /&gt;
 T ·····╬☺++║·····&lt;br /&gt;
 R ·····╬☺++║·····&lt;br /&gt;
 A ·····╬☺++║····· &amp;lt;-- archers shoot them from up above&lt;br /&gt;
 N ·····╬☺++║·····&lt;br /&gt;
 C ·····╬☺++║·····&lt;br /&gt;
 E +++++║+++║+++++&lt;br /&gt;
   ·····║+++║·····&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.&lt;br /&gt;
&lt;br /&gt;
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above).&lt;br /&gt;
&lt;br /&gt;
''(Adding ammo stockpiles, of your best quality bolts, to these stations will speed up reloading for longer sieges/battles.  Even adding small, convenient food and alcohol stockpiles is not unheard of.  Some designers place access to/from archery ranges very close to these stations, for faster deployment.)''&lt;br /&gt;
&lt;br /&gt;
===Twisty maze===&lt;br /&gt;
A maze of turns and blindspots patrolled by quality military can be a very formidable defense.  Wide enough for wagons to pass though, but with no clear shots for any ranged weapons.  Missile weapons do have a minimum range, so if a target is closer than that range, they will instead just charge to melee - and meet a dwarf with a much better melee skill. Downside to this is that you'd be mixing it up in melee all the time, but so long as you have at least 10 dwarves greeting the goblins as one coherent mass, you should win.&lt;br /&gt;
&lt;br /&gt;
Variations on the twisty maze include:&lt;br /&gt;
&lt;br /&gt;
*A wagon-wide twisty maze, and a not-so-twisty 1-tile wide hall o'traps, with a drawbridge that can force one or the other as the only [[path]] into your fortress.&lt;br /&gt;
&lt;br /&gt;
*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice.  When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forced Detour===&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.  A walled maze gives melee an advantage, but an open maze gives advantage to ranged attackers.&lt;br /&gt;
&lt;br /&gt;
 ++++++++++++++++++ENTRANCE+&lt;br /&gt;
 ══╦════════════════O╞═╡O╦══  &amp;lt;-- Bridge 1&lt;br /&gt;
 +☺╬·+++++++++++++++++++·╬☺+&lt;br /&gt;
 ++╬·+···············╞═╡·╬++  &amp;lt;-- Bridge 2&lt;br /&gt;
 ++╬·+·+++·+++·+++·+++++·╬++&lt;br /&gt;
 +☺╬·+·+·+·+·+·+·+·+·+++·╬☺+&lt;br /&gt;
 ++╬·+·+·+·+·+·+·+·+·+++·╬++&lt;br /&gt;
 ++╬·+·+·+·+·+·+·+·+·+++·╬++&lt;br /&gt;
 +☺╬·+++·+++·+++·+++·+++·╬☺+&lt;br /&gt;
 ++╬·················+++·╬++&lt;br /&gt;
 ++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗·+++·╬++&lt;br /&gt;
 ++☺++☺++☺++☺++☺++☺╬·+++·╬☺+&lt;br /&gt;
 ++++++++++++++++++╬·+++·╬++&lt;br /&gt;
 ++++++++++++++++++╬·+++·╬++&lt;br /&gt;
 ══════════════╗++☺╬·+++·╬☺+&lt;br /&gt;
               ║+++╬·+++·╬++&lt;br /&gt;
               ║+++╬·+++·╬++&lt;br /&gt;
               ║++☺╬·╞═╡·╬☺+  &amp;lt;-- Bridge 3&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
&lt;br /&gt;
===Bridge Use===&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of bridge construction tactics to deal with vile forces of ''any'' size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped/defended path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
===Pulling it all together===&lt;br /&gt;
&lt;br /&gt;
Using ballistae, marksdwarves, bridges, traps, and guard animals in tandem brings up a few more considerations.&lt;br /&gt;
&lt;br /&gt;
*Given the tendency of ballistae to pierce through enemies and knock out an entire row, forcing invaders along narrow paths can score multiple hits per shot.  This is the most efficient use of these valuable pieces.&lt;br /&gt;
*Be careful about positioning your marksdwarves and ballistae opposite each other as an unlucky bolt might pierce a battlement on the other side.&lt;br /&gt;
*Ballista are operated by Dwarf civilians. Therefore putting your ballista right next to the path the [[Goblin_christmas|friendly neighbors]] use, will cause your BallistaDwarfs to run off right as you want them to fire.&lt;br /&gt;
*Adding a stair back at the entrance of a trap hallway allows dwarves to access loot that falls; it also forces anything that dodges off the edge to walk the entire length again.&lt;br /&gt;
*Filling the walkway with traps is also highly recommended.  Throwing random weapon traps around the map in high-traffic areas isn't a bad idea.  Traps are cheap and effective, use them liberally.&lt;br /&gt;
*War animals are convenient for catching thieves.  They also serve as bait.  Don't place them where enemy archers can reach them easily, and keep them well out of range of the inevitable hailstorm of bolts.&lt;br /&gt;
*Bridges, and for non-building-destroyers, doors, can be used to control the movement of enemies.&lt;br /&gt;
*Don't use cage traps as the front line of defense.  Currently, a goblin squad will follow its leader indefinitely, and if its leader is caught in a cage the rest of the goblins will just stand there until they find [[Wood cutter|something]] [[fisherdwarf|to]] [[hunter|do]] rather than exploring the lovely, pointy playground you've created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                        Base&lt;br /&gt;
                        ║╞═╡║&lt;br /&gt;
                        ║D+D║ ╞═╡= Bridge&lt;br /&gt;
                        ║D+D║  D = War Dog (chained)&lt;br /&gt;
   ☺  ☺  ☺  ☺  ☺  ☺  ☺  ║+++║  ^ = Trap&lt;br /&gt;
 ╔╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬═╝+++╠════&lt;br /&gt;
 ║.......................+++║▐▀\&lt;br /&gt;
 ║.++^+^+^+^+^+^+^+^++++++++╬◄═«&lt;br /&gt;
 ║.+.....................+++║▐▄/&lt;br /&gt;
 ║.+.....................+++║▐▀\&lt;br /&gt;
 ║.++^+^+^+^+^+^+^+^+++..+++╬◄═«&lt;br /&gt;
 ║....................+..+++║▐▄/&lt;br /&gt;
 ║....................+..+++║▐▀\&lt;br /&gt;
 ║.++^+^+^+^+^+^+^+^+++..+++╬◄═«&lt;br /&gt;
 ║.+.....................+++║▐▄/&lt;br /&gt;
 ║.+.....................╞═╡║▐▀\&lt;br /&gt;
 ║.++^+^+^+^+^+^+^+^++++++++╬◄═«&lt;br /&gt;
 ║.....................+++++║▐▄/&lt;br /&gt;
 ║....................&amp;gt;+++++╠════&lt;br /&gt;
 ╚════════════════════╗+++++║&lt;br /&gt;
                      ║╞═══╡║&lt;br /&gt;
                     Entrance&lt;br /&gt;
&lt;br /&gt;
                                         Base&lt;br /&gt;
                                        ║╞═╡║&lt;br /&gt;
                                        ║D+D║ ╞═╡= Bridge&lt;br /&gt;
                                        ║D+D║  D = War Dog (chained)&lt;br /&gt;
                   ☺  ☺  ☺  ☺  ☺  ☺  ☺  ║+++║  ^ = Trap  c= cage trap&lt;br /&gt;
                 ╔╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╝+++╚═══╗ &lt;br /&gt;
 /▀▌╔════════════╝.......................+++.+..║ P= Gathering Pit&lt;br /&gt;
 »=►╬++++++++++++..ccc+^+^+^+^+^+^+^++++++++.+..║    connected to&lt;br /&gt;
 \▄▌║++++++++++++..+.....................+++.+.P║    Base next &lt;br /&gt;
 /▀▌║++++++++++++..+.....................+++.+..║    z-level down&lt;br /&gt;
 »=►╬++++++++++++..ccc+^+^+^+^+^+^+^+++..+++.+..║&lt;br /&gt;
 \▄▌║++++++++++++.....................+..+++.+..║&lt;br /&gt;
 /▀▌║++++++++++++.....................+..+++.+..║&lt;br /&gt;
 »=►╬++++++++++++..ccc+^+^+^+^+^+^+^+++..+++.+..║&lt;br /&gt;
 \▄▌║++++++++++++..+.....................+++.+..║&lt;br /&gt;
 /▀▌║++++++++++++..+.....................╞═╡.+..║&lt;br /&gt;
 »=►╬++++++++++++..ccc+^+^+^+^+^+^+^++++++++.+..║&lt;br /&gt;
 \▄▌╚════════════╗.....................+++++.+..║&lt;br /&gt;
                 ║....................&amp;gt;+++++.+..║&lt;br /&gt;
                 ╚════════════════════╗+++++.╔══╝&lt;br /&gt;
                                      ║╞═══╡.║&lt;br /&gt;
                                      Entrance&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress defense}}&lt;br /&gt;
{{category|Design}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Serpentine&amp;diff=182739</id>
		<title>v0.34:Serpentine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Serpentine&amp;diff=182739"/>
		<updated>2013-03-21T04:19:46Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:59, 6 August 2010 (UTC)}}{{stonelookup/0|wiki=Serpentinite}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Serpentine''' is a non-economic green stone found within clusters of [[olivine]]. Unlike olivine, it is not fire- or [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Thoughts_and_preferences&amp;diff=180987</id>
		<title>v0.34:Thoughts and preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Thoughts_and_preferences&amp;diff=180987"/>
		<updated>2013-02-11T02:46:39Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Age and date of birth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{quality|Exceptional|04:10, 20 May 2012 (UTC)}}&lt;br /&gt;
The most detailed screen in the [[profile]] is the '''thoughts and preferences''' screen, accessible with {{k|u}}-{{k|v}}-{{k|Enter}} or {{k|v}}-{{k|z}}-{{k|Enter}}. It gives you a detailed breakdown of your dwarves' happiness and [[thought]]s, familial status, [[civilization]] membership, age and date of birth, physical descriptors (and [[wound]]s), physical [[attribute]]s, [[preference]]s, mental attributes, and [[personality trait]]s, in that order. All dwarves have two pieces of their profiles in common: &amp;quot;He/she needs [[alcohol]] to get through the working day&amp;quot; (indicating that all dwarves are alcoholics), amongst their personality traits, and &amp;quot;A short sturdy creature fond of work and industry&amp;quot; at the end of the screen (this is actually the dwarf's tagline, and will appear at the beginning for all other [[creature]]s). Non-citizens have profiles too, although these are far less detailed, only giving physical characteristics, wounds, and their tagline.&lt;br /&gt;
&lt;br /&gt;
==Thoughts==&lt;br /&gt;
{{main|Thoughts}}&lt;br /&gt;
This first section is in white, and will state the name of the dwarf and then their overall status (Ecstatic/Happy/Content/Unhappy/Very unhappy/Miserable). It will then list their recent [[thought]]s, providing an overview of what's making them happy or unhappy.&lt;br /&gt;
&lt;br /&gt;
==Familial status==&lt;br /&gt;
Family [[relationship]]s are special in that they get special mention on the dwarves' thoughts and preferences, in light blue. This section will list spouses, children, and parents, in that order.&lt;br /&gt;
&lt;br /&gt;
==Civilization membership==&lt;br /&gt;
{{main|Civilization}}&lt;br /&gt;
This section will list first the civilizations that the dwarf has entered or left, and at the end will give their date of arrival at your fortress. This section is static, and most important when hunting for [[vampire]]s, which will almost always have excessively long (10+) civilization memberships. Most dwarves have at most five items on this screen, which is in blue.&lt;br /&gt;
&lt;br /&gt;
==Age and date of birth==&lt;br /&gt;
This section is in yellow, and is fairly self-explanatory. [[Age]] is mostly irrelevant, but will tell you how close babies are to becoming [[children]], children to adults, and how long it is before elderly dwarves pass away from old age (your fortress has to be ''very'' old for that to start to happen, however).  &lt;br /&gt;
&lt;br /&gt;
In short history worlds, you may encounter dwarves that were created along with the world.  Since they were created as adults, they are technically younger than they look.  Thus you will get the &amp;quot;has the appearance of one who is X years old&amp;quot; message when you check their age.  They also tend to be highly experienced and hold high positions.  As these are also common traits of vampires, it's possible that you might end up wasting a perfectly good dwarf.  A &amp;quot;quarantine&amp;quot; room, with beds, food, and drink can help you determine which is the case.  Wall them in, and check periodically.  If the food, drink or beds are ever used, you know you are dealing with un-undead.&lt;br /&gt;
&lt;br /&gt;
==Physical description==&lt;br /&gt;
This section, in white, gives a physical description of the dwarf, and will be the only thing displayed for a non-dwarf. Physical properties are only important in dwarves for combat (more muscle and fat means more mass for fighting and an ability to wield bigger weapons), but is an important variable in [[butcher]]ing returns as well as affecting how well other creatures fight. Physical characteristics are heavily influenced by dwarven [[genetics]].&lt;br /&gt;
&lt;br /&gt;
In addition, any external [[wound]]s will be noted in red (open), brown (bruise or scar), or gray (missing body parts). This is the best way to get an at-a-glace of a creature's wounds, giving a better description then the {{k|v}}iew window's wounds screen outside of internal wounds requiring [[surgery]]. Serious injuries will still need [[diagnosis]] before [[healthcare|treatment]], however.&lt;br /&gt;
&lt;br /&gt;
==Physical attributes==&lt;br /&gt;
{{main|Attribute#Body Attributes}}&lt;br /&gt;
[[Attribute#Body Attributes|Physical attributes]] affect how well your dwarves are able to do something, and are trained by performing jobs that exercise that attribute. These are strength (used in combat, mining, and woodcutting), agility (used when running), toughness (used in combat), endurance (used when working while tired and pump operating), recuperation (used when healing wounds), and disease resistance (used when healing from [[syndrome]]s). Above-average attributes will be in green, below-average in red. Average results will not be reported.&lt;br /&gt;
&lt;br /&gt;
==Preferences==&lt;br /&gt;
{{main|Preferences}}&lt;br /&gt;
Dwarves like certain [[material]]s, [[color]]s, [[creature|animal]]s, and brews of alcohol, and detest certain [[vermin]]. Being exposed to these likes or dislikes will give them a higher-then-normal chance of getting a higher-then-normal positive or negative thought, respectively. This comes in handy most when designating dwarves for duties, as dwarves love to work with materials and creatures of their preferences, and will produce higher [[quality]] goods as a result. Being able to outfit [[noble]]s' quarters with classy preferable items is a perk, too. This section is in green again.&lt;br /&gt;
&lt;br /&gt;
==Mental attributes==&lt;br /&gt;
{{main|Attribute#Soul Attributes}}&lt;br /&gt;
[[Attribute#Soul Attributes|Mental attributes]] work in much the same way as physical attributes, are listed in the same way, and come in a much greater variety. Most effect how your dwarves are able to do their [[job]]s, as certain mental abilities are important in certain trades.&lt;br /&gt;
&lt;br /&gt;
==Personality traits==&lt;br /&gt;
{{main|Personality trait}}&lt;br /&gt;
A dwarf's [[personality trait]]s affect a lot of things. A nervous wreck of a [[wood cutter]] would be very quick to become unhappy if they are unlucky enough to be ambushed by a foe while felling a tree, even if they come out on top in the ensuing encounter. Some are truly meaningless (&amp;quot;she always takes a deep breath whenever she is surprised&amp;quot;), but many affect how the dwarf works and relates to others. Affects how and what [[social skill]]s they train.&lt;br /&gt;
&lt;br /&gt;
{{category|Interface}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Thoughts_and_preferences&amp;diff=180985</id>
		<title>v0.34:Thoughts and preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Thoughts_and_preferences&amp;diff=180985"/>
		<updated>2013-02-11T02:46:17Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Age and date of birth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{quality|Exceptional|04:10, 20 May 2012 (UTC)}}&lt;br /&gt;
The most detailed screen in the [[profile]] is the '''thoughts and preferences''' screen, accessible with {{k|u}}-{{k|v}}-{{k|Enter}} or {{k|v}}-{{k|z}}-{{k|Enter}}. It gives you a detailed breakdown of your dwarves' happiness and [[thought]]s, familial status, [[civilization]] membership, age and date of birth, physical descriptors (and [[wound]]s), physical [[attribute]]s, [[preference]]s, mental attributes, and [[personality trait]]s, in that order. All dwarves have two pieces of their profiles in common: &amp;quot;He/she needs [[alcohol]] to get through the working day&amp;quot; (indicating that all dwarves are alcoholics), amongst their personality traits, and &amp;quot;A short sturdy creature fond of work and industry&amp;quot; at the end of the screen (this is actually the dwarf's tagline, and will appear at the beginning for all other [[creature]]s). Non-citizens have profiles too, although these are far less detailed, only giving physical characteristics, wounds, and their tagline.&lt;br /&gt;
&lt;br /&gt;
==Thoughts==&lt;br /&gt;
{{main|Thoughts}}&lt;br /&gt;
This first section is in white, and will state the name of the dwarf and then their overall status (Ecstatic/Happy/Content/Unhappy/Very unhappy/Miserable). It will then list their recent [[thought]]s, providing an overview of what's making them happy or unhappy.&lt;br /&gt;
&lt;br /&gt;
==Familial status==&lt;br /&gt;
Family [[relationship]]s are special in that they get special mention on the dwarves' thoughts and preferences, in light blue. This section will list spouses, children, and parents, in that order.&lt;br /&gt;
&lt;br /&gt;
==Civilization membership==&lt;br /&gt;
{{main|Civilization}}&lt;br /&gt;
This section will list first the civilizations that the dwarf has entered or left, and at the end will give their date of arrival at your fortress. This section is static, and most important when hunting for [[vampire]]s, which will almost always have excessively long (10+) civilization memberships. Most dwarves have at most five items on this screen, which is in blue.&lt;br /&gt;
&lt;br /&gt;
==Age and date of birth==&lt;br /&gt;
This section is in yellow, and is fairly self-explanatory. [[Age]] is mostly irrelevant, but will tell you how close babies are to becoming [[children]], children to adults, and how long it is before elderly dwarves pass away from old age (your fortress has to be ''very'' old for that to start to happen, however).  &lt;br /&gt;
&lt;br /&gt;
In short history worlds, you may encounter dwarves that were created along with the world.  Since they were created as adults, they are technically younger than they look.  Thus you will get the &amp;quot;has the appearance of one who is X years old&amp;quot; message when you check their age.  They also tend to be highly experienced and hold high positions.  As these are also common traits of vampires, it's possible that you might end up wasting a perfectly good dwarf.  A &amp;quot;quarantine&amp;quot; room, with beds, food, and drink can help you determine which is the case.  Wall them in, and check periodically.  If the food, drink or beds are never used, you know you are dealing with un-undead.&lt;br /&gt;
&lt;br /&gt;
==Physical description==&lt;br /&gt;
This section, in white, gives a physical description of the dwarf, and will be the only thing displayed for a non-dwarf. Physical properties are only important in dwarves for combat (more muscle and fat means more mass for fighting and an ability to wield bigger weapons), but is an important variable in [[butcher]]ing returns as well as affecting how well other creatures fight. Physical characteristics are heavily influenced by dwarven [[genetics]].&lt;br /&gt;
&lt;br /&gt;
In addition, any external [[wound]]s will be noted in red (open), brown (bruise or scar), or gray (missing body parts). This is the best way to get an at-a-glace of a creature's wounds, giving a better description then the {{k|v}}iew window's wounds screen outside of internal wounds requiring [[surgery]]. Serious injuries will still need [[diagnosis]] before [[healthcare|treatment]], however.&lt;br /&gt;
&lt;br /&gt;
==Physical attributes==&lt;br /&gt;
{{main|Attribute#Body Attributes}}&lt;br /&gt;
[[Attribute#Body Attributes|Physical attributes]] affect how well your dwarves are able to do something, and are trained by performing jobs that exercise that attribute. These are strength (used in combat, mining, and woodcutting), agility (used when running), toughness (used in combat), endurance (used when working while tired and pump operating), recuperation (used when healing wounds), and disease resistance (used when healing from [[syndrome]]s). Above-average attributes will be in green, below-average in red. Average results will not be reported.&lt;br /&gt;
&lt;br /&gt;
==Preferences==&lt;br /&gt;
{{main|Preferences}}&lt;br /&gt;
Dwarves like certain [[material]]s, [[color]]s, [[creature|animal]]s, and brews of alcohol, and detest certain [[vermin]]. Being exposed to these likes or dislikes will give them a higher-then-normal chance of getting a higher-then-normal positive or negative thought, respectively. This comes in handy most when designating dwarves for duties, as dwarves love to work with materials and creatures of their preferences, and will produce higher [[quality]] goods as a result. Being able to outfit [[noble]]s' quarters with classy preferable items is a perk, too. This section is in green again.&lt;br /&gt;
&lt;br /&gt;
==Mental attributes==&lt;br /&gt;
{{main|Attribute#Soul Attributes}}&lt;br /&gt;
[[Attribute#Soul Attributes|Mental attributes]] work in much the same way as physical attributes, are listed in the same way, and come in a much greater variety. Most effect how your dwarves are able to do their [[job]]s, as certain mental abilities are important in certain trades.&lt;br /&gt;
&lt;br /&gt;
==Personality traits==&lt;br /&gt;
{{main|Personality trait}}&lt;br /&gt;
A dwarf's [[personality trait]]s affect a lot of things. A nervous wreck of a [[wood cutter]] would be very quick to become unhappy if they are unlucky enough to be ambushed by a foe while felling a tree, even if they come out on top in the ensuing encounter. Some are truly meaningless (&amp;quot;she always takes a deep breath whenever she is surprised&amp;quot;), but many affect how the dwarf works and relates to others. Affects how and what [[social skill]]s they train.&lt;br /&gt;
&lt;br /&gt;
{{category|Interface}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=175675</id>
		<title>v0.34 Talk:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=175675"/>
		<updated>2012-07-21T18:22:03Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All my Fortress Mode edits are entirely from personal experience across approx. ten forts in three world gens. Can anyone verify? --[[User:Vietarmis|Vi Et Armis]] 15:17, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hiding necromancers? ==&lt;br /&gt;
&lt;br /&gt;
So randomly some corpses have started animating yet no necromancer is nearby it seems. I'm in a good region and have had no announcements except Urist McHauler cancels store barrel: Interrupted by Kea corpse.&lt;br /&gt;
Perhaps Necromancers can ambush?&lt;br /&gt;
&lt;br /&gt;
What else could cause undeath?&lt;br /&gt;
--[[User:Merreton|Merreton]] 02:16, 15 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=====I believe necromancers are capable of hiding and raising corpses while sneaking. Since you're in a good region that rules out the corpses raising themselves, and I don't think good regions produce mists or clouds, so there's no other answer.&lt;br /&gt;
&lt;br /&gt;
=====I can confirm this; my fortress faced an early siege which (apparently) consisted of only a single Elf Corpse.  The SIEGE indicator vanished when my military defeated the Elf, but things kept on animating.  Later on, I noticed lines in combat log showing that a Human necromancer had been hanging around (in hiding) after the end of the official Siege, and raising corpses.&lt;br /&gt;
:Yes, necromancers can hide. I've seen it with sieges, although not as separate ambushes. Even while hidden it still prints into the combat log ('the necromancer is fighting! the x corpse is fighting!') when they raise the dead, so it's easy to know if this is the cause, although that's probably a bug. -- [[User:Qazmlpok|Qazmlpok]] 17:22, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tower Distance ==&lt;br /&gt;
Do we have any direct evidence that a tower more than 10 or 11 region tiles away will send necros/zombies to a fortress?  In my own experience, the &amp;quot;Tower&amp;quot; designation only shows  up if you embark within 11 region tiles of the tower, and I do not recall getting attacked when more than 11 but less than 21 region tiles away.  I don't have firm data on the 11-20 region tile distance, however. [[User:Krenshala|Krenshala]] 18:22, 21 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Calendar&amp;diff=175653</id>
		<title>v0.34 Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Calendar&amp;diff=175653"/>
		<updated>2012-07-21T01:27:22Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Pocket world */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After experimenting a few times with worldgen in the latest release, I found that usually after ~100 years on small worlds the age rapidly progresses through Legends and Heroes, sometimes all the way to Golden. I'm using medium everything except history length and size. Is this normal? It says here (&amp;quot;after 3.1&amp;quot;) that it usually never gets past Myth. [[User:BaronNinja|BaronNinja]] 22:56, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pocket world ==&lt;br /&gt;
&lt;br /&gt;
This page makes references to Pocket worlds. What does that mean? It should be explained here.&lt;br /&gt;
&lt;br /&gt;
:I've added a link to the World Size portion of World Gen in case someone has this question. [[User:Krenshala|Krenshala]] 01:27, 21 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=175652</id>
		<title>v0.34:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Calendar&amp;diff=175652"/>
		<updated>2012-07-21T01:24:35Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Known Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:53, 17 April 2011 (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. 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; | ''none''&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;
&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, so it's smart to stock up on food and drink during the fall.&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.&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 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 relative large kill list.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Flarrgh 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.  eg: &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.  eg: &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'' 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 left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode.  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;
&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;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:World_generation&amp;diff=175651</id>
		<title>v0.34:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:World_generation&amp;diff=175651"/>
		<updated>2012-07-21T01:22:32Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* World Size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:22, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&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;
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.&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. 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.&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.&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;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Sites ===&lt;br /&gt;
&lt;br /&gt;
This is the maximum number of sites such as towns, hamlets, elf retreats, etc. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&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;
=== 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 people 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;
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 [[Hell|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;&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bed&amp;diff=169081</id>
		<title>v0.34:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bed&amp;diff=169081"/>
		<updated>2012-04-03T00:29:10Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|06:15, 12 July 2010 (UTC)}}&lt;br /&gt;
{{furniture|name=Bed&lt;br /&gt;
|tile=Θ|col=6:0:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Bedroom]]&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
* [[Dormitory]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bed''' is a piece of [[furniture]] manufactured in a [[Carpenter's workshop]] and then constructed on an indoor floor. A constructed bed is the base object used to designate [[bedroom]]s. Once a bedroom is setup, it may be designated as a [[barracks]] or a [[dormitory]]. Manufacturing a bed requires one piece of [[wood]]. To construct a bed, hover near a Carpenter's workshop, then {{k|q}}uery, {{k|a}}ssign new task, build {{k|b}}ed.&lt;br /&gt;
&lt;br /&gt;
Dwarves gain unhappy [[thoughts]] from sleeping without a bed and happy thoughts from having their own, high quality bedrooms, so building beds is often a necessity for a happy fortress.&lt;br /&gt;
&lt;br /&gt;
Unlike many other pieces of furniture, beds can only be created from [[wood]]. If your fortress has no surface [[tree]]s, you will have to bring wood with you, or rely on [[subterranean]] trees or [[trading|trade]] to get wood for beds.&lt;br /&gt;
&lt;br /&gt;
A beginning fortress might only need 4-5 beds for their initial 7 dwarves, although as time passes and their sleeping rhythms get more out of sync, that number drops.  Although a fortress of 100 dwarves might only need a dozen or so beds to accommodate all sleepers at any one time, by the time a fortress reaches that size, some private [[bedroom]]s will, most likely, be a good idea, and bedrooms can ''only'' be defined from a bed.&lt;br /&gt;
&lt;br /&gt;
== (De-)Construction ==&lt;br /&gt;
Because beds may only be built [[indoors]], a bed on the surface will need to have a [[floor]] or [[wall]] built above it before it can be constructed.&lt;br /&gt;
&lt;br /&gt;
Beds can be deconstructed even while a dwarf is sleeping in them, causing the dwarf to wake up.  See [[noise]], however.&lt;br /&gt;
&lt;br /&gt;
== Bed Assignments ==&lt;br /&gt;
To assign a dwarf their own bed, you must first define a bedroom from the bed by {{k|q}}uerying the bed, making it a {{k|r}}oom, and using +/- to adjust the size of the resulting [[room]].  If, after defining a bedroom, you leave the bed unassigned, the next dwarf to sleep in the bed will claim the bed if not already assigned a bed elsewhere.&lt;br /&gt;
&lt;br /&gt;
To assign the bed to a specific dwarf create the bedroom as above, then hit {{k|a}}ssign, and choose a dwarf from the list.  '''Green''' names indicate dwarves that have not been assigned beds, while '''brown''' names already have an assigned bed.&lt;br /&gt;
&lt;br /&gt;
You can (re-)assign or free (unassign) a bed even if a dwarf is sleeping in it at the time.  The change in assignment will take effect when they wake up.  Each bed can only be assigned to one dwarf at a time, however, it is possible for one dwarf to be assigned to multiple beds. If, after you assign a dwarf their bed, you see two dwarves listed, don't panic - it's okay, they're [[marriage|married]], and will share that bed.  Married dwarves can sleep in the same bed at the same time.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[bedroom design]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Furniture|Bed}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Soil&amp;diff=165451</id>
		<title>v0.34:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Soil&amp;diff=165451"/>
		<updated>2012-03-04T19:10:56Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be [[farming|planted]] on (both above and below ground) without [[irrigation]] using [[water]].  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Loam]]||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Loamy sand]]||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peat]]||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay loam]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy loam]]||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt]]||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay loam]]||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt loam]]||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Pelagic clay]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siliceous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcareous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand (tan)]]||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Black sand]]||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Red sand]]||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[White sand]]||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Yellow sand]]||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay loam]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay]]||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay]]||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as [[sand]] for [[glass]]making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section at the bottom are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either [[fortress mode]] or [[adventurer mode]].&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an [[aquifer]].&lt;br /&gt;
* The &amp;quot;clay&amp;quot; types listed at the bottom can be used for making ceramic items. Fire clay produces [[stoneware]], while the other types produce [[earthenware]].&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to [[stone|rock]] types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only [[farming|plant]] cave [[crop|flora]] if the tile is marked &amp;quot;[[Subterranean]].&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in [[stone|rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be [[Smoothing|smooth]]ed, so it is more difficult to make high value rooms, or pierce [[aquifer]]s.  Also, since soil cannot be smoothed, soil cannot be used to make [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the [[caverns]], subterranean trees and shrubs will begin to grow on any subterranean soil.&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Embark&amp;diff=165013</id>
		<title>v0.34 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Embark&amp;diff=165013"/>
		<updated>2012-02-25T01:49:11Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Embark Neighbors ==&lt;br /&gt;
I wanted to add to the Embark page for DF2012 that it is possible to have towers listed multiple times in the Neighbors screen.  The starting embark location in the world I just generated (0.34.02) lists two (2) towers in addition to the normal Dwarf, Elf, Goblin, and Human entries.  Unfortunately, I do not have the time to transcribe the contents of the 0.31 Embark page over so I can make the appropriate edit.  Instead of leaving my update as the only content I'm adding it here for now.  [[User:Krenshala|Krenshala]] 01:48, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Embark&amp;diff=165012</id>
		<title>v0.34 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Embark&amp;diff=165012"/>
		<updated>2012-02-25T01:48:47Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: Created page with &amp;quot;I wanted to add to the Embark page for DF2012 that it is possible to have towers listed multiple times in the Neighbors screen.  The starting embark location in the world I just ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wanted to add to the Embark page for DF2012 that it is possible to have towers listed multiple times in the Neighbors screen.  The starting embark location in the world I just generated (0.34.02) lists two (2) towers in addition to the normal Dwarf, Elf, Goblin, and Human entries.  Unfortunately, I do not have the time to transcribe the contents of the 0.31 Embark page over so I can make the appropriate edit.  Instead of leaving my update as the only content I'm adding it here for now.  [[User:Krenshala|Krenshala]] 01:48, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=159859</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=159859"/>
		<updated>2012-02-14T00:49:47Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Possessed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that is muttering nonsense has already gathered everything it needs&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if its a noble), drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw [[turtle]]s, [[mussel]]s, [[oyster]]s, or [[cave lobster]]s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them, since traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Version 0.31.12 and beyond should have much fewer shell requests.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]&lt;br /&gt;
* The item to be built is not set at the beginning of the mood.  Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact. If you want to receive artifact adamantine breastplate, make sure to have adamantine nearby and forbid/move away any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items. If other items of that type are available, dwarf will immediately switch to them.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Main:Planepacked|Planepacked]] glitch.&lt;br /&gt;
* If a dwarf dies because of failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody [[metalsmith]]s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal.  Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| rock bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]], possibly [[Skull]], [[Horn]], [[Ivory]] &lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, caused by stones and metals having been joined into a single &amp;quot;inorganic&amp;quot; material type in version 0.31 - they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[Unit type token|profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| Anyone Else&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object; carpenters, a wood object, etc. engravers and stone crafters will turn out a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of [[experience]] in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=159759</id>
		<title>v0.31:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=159759"/>
		<updated>2012-02-08T04:54:21Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{Building|name=Well|key=l&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Bucket]] (lye/milk-free)&lt;br /&gt;
* [[Chain]] or [[Rope]]&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
1 of&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Provide clean [[water]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are [[building|structures]] that provide access to a [[water]] source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the [[alcohol]] runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. Grates will not stop building destroyers.&lt;br /&gt;
&lt;br /&gt;
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the &amp;quot;empty space&amp;quot; requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components (Prevent this by placing it one Z-level above the water source if it freezes). Using the well (10 times) will take a small amount of water from the water tile below ([[water depth|1/7]] from that one tile), so it will eventually dry up if not replenished. A well can be defined as a [[activity zone#Meeting_Area|meeting area]] with the {{K|q}} key. Un-defining the meeting area will break up any [[party]] that is currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
&lt;br /&gt;
Using a well provides that dwarf with a happy [[thought]], especially if you make the well with high-value [[chain]]/[[rope]], [[bucket]], [[block]] and [[mechanism]], and/or the [[building designer]] produces a high quality result. Drinking [[Water#Stagnant_water|stagnant water]] from a well will still lead to a bad thought, and will lead to [[Health care#Infection|infection]] if used to clean a [[wound]]. If the floor of your water source is covered by a pile of [[mud]] (like the floor of underground pools in [[cavern]]s) then the water drawn out will be 'water laced with mud' unless there are two [[z-level]]s of water in it. Badly [[wound]]ed dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up.  Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough and the water is only one z-level down, the tile can also be used for fishing.&lt;br /&gt;
&lt;br /&gt;
Dwarves will use the well to wash themselves.  This means that if dwarves are exposed to [[contaminant]]s such as blood, it may accumulate around your well. Deadly contaminants from [[Forgotten beast|Forgotten Beasts]] can and will accumulate around your wells, too. Wells in highly trafficked areas can become death traps this way, quickly spreading the [[syndrome]] to your entire fort. One approach to decontamination is to build wells off the beaten path, in a nook limiting access to one tile, and placing a [[drawbridge]] [[Dwarven_atom_smasher|atom smasher]] over that tile. Whenever a dwarf leaves a mess by a well, lock the access [[door]]s and smash that mess with a bridge. Another approach involves flooding the area around the well and draining the excess water off screen somehow. Removing the contaminants from the map is the only sure way to deal with them permanently and stop them from killing your [[FPS]], and your dwarves if they are deadly.&lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any [[water pressure]] to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) [[well guide]].&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an [[aquifer]], a [[river]], a [[lake]], or an artificial [[reservoir]], so long as it has water in it that's at least [[water depth|3/7 deep]].  [[Brook]]s can be used, but you must first [[channel]] off the [[floor|surface]] of the brook to allow the bucket to dip into the water.  The water can be any distance directly below the well.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. [[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* 1 [[block]]&lt;br /&gt;
:* 1 [[bucket]] &lt;br /&gt;
:* 1 [[chain]] or 1 [[rope]]&lt;br /&gt;
:* 1 [[mechanism]] &lt;br /&gt;
:* an 'open space' or 'downward slope' tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles, there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the [[architecture]] [[labor]] designated to design, and then a [[mason]]/[[carpenter]]/[[metalsmith]] to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort on the part of either or both the steps involved, and can result in an extremely valuable piece of architecture for your fortress.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;. If the well is flooding, it will display &amp;quot;bucket is full of water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the actual rope and bucket travel through the z-level. Although interesting, if your water source is very deep it may take awhile for a single dwarf to obtain his or her ration of water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below, they will not obstruct one another, as they are not impassible structures. [[Hatch]]es, floor [[bars]] and floor [[grate]]s will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a [[lever]]. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. Wells cannot function through a stairwell. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
A well is essentially a hole in the floor, so dwarves can fall through it under the right circumstances. Using a well is safe, while fighting or flooding near a well may not be. Any dwarves who fall through may escape drowning if the water source includes an escape route.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.&lt;br /&gt;
&lt;br /&gt;
Wells can be removed if it is in an area where ice freezes, and you place it over top of water that freezes, the well will be deconstructed to its original parts, but if the ice melts, the parts may be lost. One solution is to place it one tile over any outdoor water.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=159258</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=159258"/>
		<updated>2012-01-05T05:28:12Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Freebies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
* So I fought 26 untrained dwarves against wolves; half of the dwarves had steel crossbows without ammo, the other half steel warhammers. In the end, 9 dwarves using each weapon survived, and 4 perished. Two dead hammerdwarves did enough damage for their wolves to die very shortly after them, and one crossbowdwarf did the same. A while later, two further wolves died from sustained wounds, one from each weapon. Extra note - mortal wounds (that weren't happening fast) were discovered on two additional wolves, one on each side. This leaves one wolf that could survive, who killed a crossbowdwarf.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:46, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
:i have quivers, i have bows, i have bolts. i have wildlife both above and underground, and i have acesss TO the wildlife both above and underground. i have activated bolts for hunters in the '[m]ilitary' -&amp;gt; '[f]?-ammunition' section. i have offered him the default 100 bolts, an inflated 200 bolts, the bare-minimum 10, and a fair-sized 20 bolts. i have offered all the different types of bolts available (metal, wood, bone, or any material (despite having only bone ones available)), i have even asked him to go pick up some unusable 'arrows' and 'blowdarts' (of which, again, i have none), and still have a hunter who's refusing to hunt. he's picked up his bow, and his quiver, but has decided to go sit in the dining hall with his feet up instead of picking up some bolts and going hunting. checking through my stocks, i have a number of stacks of 5 bolts from various different animals, including 8 stacks of 5 finely crafted vulture bone bolts for example (which is 40 total, all of the same kind, and quality, spread over 8 stacks), but none in stacks of 20 (which is currently how many i've asked him to carry). i've also assigned him a hunting dog (not a war dog), and have taken off all his other duties apart from 'hunting' - still nothing.... i used my broker/manager/leader/bookkeeper to become my 'arsenal dwarf', and.. after i had to remove my broker/manager/bookkeeper jobs ([n]obles -&amp;gt; [r]eplace -&amp;gt; 'leave vacant'), his ammunition was eventually assigned, and he went and picked up some bolts! :D  4 stacks of 5 (different animal bones and different quality, so that doesnt affect it), and then..  he went and sat in the dining hall, feet up, refusing to move.. i give up -_- --[[User:DJ Devil|DJ Devil]] 04:19, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Try removing his labor, and re-assigning it again. That usually will make him remember that he doesn't have any bolts and he will go fetch some. [[User:Speed112|Speed112]] 04:32, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:i did do, several times. i completely forgot about the 'arsenal dwarf', and in the raws it says he's in control of the ammo, so.. thinking i was onto a winner, i got my leader to become ONLY the arsenal dwarf, and my hunter was assigned some bolts. he went to pick them up fine, put them in his quiver fine, and then STILL refuses to go out hunting. i'm gonna fiddle about with the military section today, to see if i can get him to hunt via that :]--[[User:DJ Devil|DJ Devil]] 12:53, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:omg, he did it..! he shot some bolts at a few wolves! i r so proud of him ^-^   i created a squad uniform for my hunters (leather armour and any bows, minus the shield), put him as the sole occupant, and after a bit of scurrying 'round, he was set. i was wondering if you had to manually assign quivers, and how to do that (there doesnt seem to be an option for it) but fortunately you dont - he went and picked a new one up after dumping his 'hunting' one (inc. bolts). then going through the [s]quads screen, i selected squad [a], [k]ill, 'wolf', and he seemed happy enough to trot off after one of 'em. he actually killed two in a hundred bolts (the idiot was shooting from halfway across the map, through trees - go figure..), and he went and bludgeoned the third with his bone crossbow. i have organised a party at talc Table, if anyone would like to attend?--[[User:DJ Devil|DJ Devil]] 13:42, 16 May 2010 (UTC)&lt;br /&gt;
p.s. there should be more information on this page about the arsenal dwarf, and unless i'm being truly dense and missing something obvious (like the arsenal dwarf, for example.. lol), that hunting is completely bugged; even WITH animals at his disposal, and all the necessary items in his inventory, my hunter still wouldnt hunt.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::for a bit of an update; i have 4 &amp;quot;hunters&amp;quot;, with exactly the same labours turned on, but only one of them willing to hunt. he's been actively hunting for a while now, and the rest still have &amp;quot;no job&amp;quot; or something of the like. i have very little reason to construct a 'why' one will hunt, and the rest wont. all four are also in a military squad i sometimes use to chase off wildlife, with varying success - some dont re-equip a quiver/arrows before giving chase, some dont re-equip a bow, some dont equip anything (and before you say 'arsenal dwarf', i've removed all his labours but the arsenal dwarf one..). could it perhaps be something to do with the dwarves not dropping their military-assigned bows and picking up their hunting-assigned bow to become hunters again, and vice-versa? i.e. not being allowed to go hunting using the bow they've been assigned for military work? perhaps bolts have something similar stopping hunting-assigned bolts being used for military work, and vice-versa. i'm gonna have a play around with it and see what i figure out, anyway.. some help would be greatly appreciated xD  --[[User:DJ Devil|DJ Devil]] 00:24, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:okay, so i dont fully know why my hunters wouldnt hunt, but i now have THREE of them actively hunting 'til they run out of bolts. one of them still refuses to do a single thing, but that's also true of all his other tasks.. i dumped all the bows, ammo and quivers, reclaimed them, waited 'til they were back in the stockpiles, then asked them to re-equip (turned their hunting labours back on). as they had other jobs, it took a while, but two of them went after some prey once they'd done, with a bow, bolts, and a quiver. they continued until they ran out, which i believe is a current bug. then an indestructable titan showed up, and i had to 'end task', so tried it again with just dumping and reclaiming bows and quivers, which worked just aswell :]   i'm gonna presume it's something to do with the hunting/marksdwarves jobs clashing over which bows/bolts/quivers should be used, and the inability of the hunters to decipher between them (thus, not dropping a perfectly good hunting bow to pick up their military bow for military work, etc), and the quivers - if they have military bolts in them, they cant be used for hunting, and vice-versa. i think they definitely need to be dumped so the old ammo is cleaned out, before reequipping. i figured i'd bulletpoint a few tips, if it's not working for you...&lt;br /&gt;
* either they're a hunter, or a marksdwarf/soldier. both is buggy&lt;br /&gt;
* you must have a quiver per hunter to hold his bolts in.&lt;br /&gt;
* quivers need to be cleaned of previous bolts (via dumping of the quiver itself, or of the individual bolts held in the quiver(presumably, but dumping the quiver seems easier)). if the quiver was empty (like after your hunter had used the last of his bolts), then there are no problems.&lt;br /&gt;
* the arsenal dwarf must assign bolts to your hunters, specifically. i had my leader doing it along with the other 5 or so admin jobs, but have since employed a secondary bookkeeper to keep him free to &amp;quot;upgrade equipment manifests&amp;quot; and the like.&lt;br /&gt;
* once your hunters are out of bolts, and decide to bum about in the main hall, turn off their hunting labour, then put it back on again at some point (either immediately or after they've dumped their stuff - i dont think it makes a difference) for them to re-equip bolts (and possibly grab a new bow, too).&lt;br /&gt;
perhaps these (reworded) should be put on the wiki itself? i'm sure they could help other people in a similar predicament as i was :]&lt;br /&gt;
::i found out why it was, btw; known issue 0000605 - &amp;quot;When relieved from a squad, dwarves do not resume civilian jobs, even when squad is deleted entirely&amp;quot;. my first hunter was part of my military for a very short time before i assigned him to become a hunter. he started a combat drill, then i deleted the squad (cant remember the reason), and that's why he's not working as a hunter now, but the other 3 are. so apart from the arsenal dwarf delaying things, and i'm relatively sure the bolts affect things now and again (wrong material, or not the specifically assigned ones, etc), or the fact you gotta keep switching the hunting labour on and off.. i cant see too many problems with hunting in general--[[User:DJ Devil|DJ Devil]] 15:50, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect of Skill Levels? ==&lt;br /&gt;
Does anyone have any idea what happens as the skill gets higher? --[[User:Romeofalling|Romeofalling]] 19:45, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:High skill, faster sneaking, less likely to be detected even after a few rounds of combat. At max, sneaking movement rate has no penalty, and it's possible to punch a colossus for a good couple of minutes before he notices you. Ranged ambushers probably make the most of this due to distance, esp with interference from melee squadmates.&lt;br /&gt;
: It's still kind of broken though (as of v.16), hostiles will still close in even if they don't detect the ambusher, and may attempt to swing, but usually miss. Also, fleeing NPCs and creatures will still run directly away from you even if unable to detect you. [[User:Uzu Bash|Uzu Bash]] 16:42, 13 October 2010 (UTC)&lt;br /&gt;
:: Well, imagine you're a giant hulking monster walking through the forest and suddenly an arrow flies out at you. Would you stand there dumbly, continue on your way, or go in the direction the arrow seemed to come from and try to root out the source of it? It feels like it's going against standard game mechanics, but this behavior is actually quite realistic for those more likely to fight than flee. No comment on panicked, fleeing people, though you'd imagine thieves might be so overly paranoid that a sound or split-second sighting that others might shrug off would catch their attention enough for their cowardly selves to get out of there. --[[User:Twilightdusk|Twilightdusk]] 00:22, 24 November 2010 (UTC)&lt;br /&gt;
::: It's more broken than simply homing in on the direction of ranged attacks; hostile NPC's and monsters move toward sneaking adventurers, and timid NPC's and animals flee away, even with no plausible environmental stimulus. Your comments don't show much familiarity with how it actually functions in adventure mode. [[User:Uzu Bash|Uzu Bash]] 22:07, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freebies ==&lt;br /&gt;
&lt;br /&gt;
Started out with an Ambusher/Marksman in v.18, and my hunter came with bismuth bronze equipment (crossbow and mail) and was packing silver bolts, not just leather and wood.&lt;br /&gt;
&lt;br /&gt;
:Running 0.31.25, and an immigrant hunter had a steel crossbow and bronze bolts.  Personally I think the freebie section should be changed to say they get &amp;quot;metal bolts&amp;quot; instead of &amp;quot;steel bolts&amp;quot; as it currently reads, since you won't always get steel.  [[User:Krenshala|Krenshala]] 05:28, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Natural resource depletion ==&lt;br /&gt;
&lt;br /&gt;
After some time of hunting new huntable animals stop to appear on the map. Is there some information on what triggers it?&lt;br /&gt;
I had made a fort in Joyous Wilds, and animals killed before new ones stopped appearing were 2 Cougars, 13 Unicorns and 16 Groundhogs.&lt;br /&gt;
Trigger factor was not population - animals stopped to appear between two immigration waves.&lt;br /&gt;
I didn't do much mining, just a 5x5 room for chairs/tables/beds.&lt;br /&gt;
It might be related to a number of killed animals or to a wealth. Had anybody done some Science on this subject?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've figured out that animals seem to come in groups. When you kill and/or cage all the members of a group, another one will instantly spawn randomly on the edge of the map... above or below ground, and potentially hostile.&lt;br /&gt;
&lt;br /&gt;
I've also noticed Hunters will hunt anything marked as a &amp;quot;Wild Animal&amp;quot;, which, much to my annoyance, can include Giant Cave Spiders and other deadly animals. They'll also fire at anything that looks threatening enough, like your Military does. [[Special:Contributions/107.9.22.199|107.9.22.199]] 02:44, 4 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=159224</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=159224"/>
		<updated>2012-01-03T05:36:28Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Maces as ammo?==&lt;br /&gt;
I just saw an engraving in my fort that claims a goblin was mortally wounded by a steel mace shot out of a bismuth bronze crossbow... anybody seen this sort of thing happen? --[[User:Octorok|Octorok]] 21:15, 25 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wooden and bone bolts aren't supposed to be effective against armor, it's unrealistic.==&lt;br /&gt;
I saw on the list of bugs concerning the effectiveness of armor, saying that it's useless against armor and some creatures. It's not supposed to be effective. Only an idiot could actually believe that wood or bone could put a hole in chain mail or plate armor. Same goes for gold, silver, and other soft metals. Remove this &amp;quot;bug&amp;quot; from the list before you damage your credibility further.&lt;br /&gt;
:New at wikis, eh?19:52, 26 February 2011 (UTC)&lt;br /&gt;
:: and historically incorrect. --[[Special:Contributions/213.103.212.251|213.103.212.251]] 14:25, 10 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;br /&gt;
:does anyone have an answer for this? i'd be asking the same question--[[User:DJ Devil|DJ Devil]] 13:44, 13 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .31.09 ==&lt;br /&gt;
Need some testing with the new values to see how they work now. [[User:Richards|Richards]] 22:15, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made by who? ==&lt;br /&gt;
Metal bolts are made by weaponsmiths or bowyers? --[[User:Romeofalling|Romeofalling]] 04:30, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weaponsmiths.  See [[Bowyer]] for full details.  Probably either that info should be repeated here, or (preferably I think) this page merged with [[Crossbow]]. [[User:Bognor|Bognor]] 12:28, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Encrust Ammo==&lt;br /&gt;
Is there any reason that you would want to encrust ammo with gems? I can only think of trading them but they are much more valuable as ammunition.--[[Special:Contributions/98.193.70.214|98.193.70.214]] 15:25, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Friendly Fire==&lt;br /&gt;
is this an issue? e.g. if i have a melee of goblins and dwarves fighting in an enclosed space, will my marksdwarves hiding behind nearby fortifications hit, injure or kill dwarves by accident? and if so, would it still be likely to occur if the marksdwarves are trained?--[[User:DJ Devil|DJ Devil]] 02:51, 15 December 2010 (UTC)&lt;br /&gt;
:This is untested, but I believe FF is a danger. From what I can tell, DF does calculate a full trajectory for weapons, and this game doesn't pull punches. --[[User:Waladil|Waladil]] 14:02, 21 February 2011 (UTC)&lt;br /&gt;
::As of version .31.25 no FF was noticed whatsoever. (for 5 years after got military working with 5 markdwarfs, no single bolt, flying through touched them. Both for archery ranges and field situations)[[Special:Contributions/95.37.21.239|95.37.21.239]] 17:34, 15 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Assignments==&lt;br /&gt;
On the military screen ({{K|m}} -&amp;gt; {{K|f}} -&amp;gt; select a group), it lists a number of bolts.  Is that the total number assigned/available to the squad (or hunters) or is that the amount each member of the selected group will equip?  I'm guessing it is &amp;quot;bolts per group&amp;quot;, but wanted to verify as I have both hunters and marksdwarves this time when I normally only have one or the other. ;)  [[User:Krenshala|Krenshala]] 05:36, 3 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=154769</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=154769"/>
		<updated>2011-11-14T05:51:00Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Pregnancy Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age displayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pregnancy Time==&lt;br /&gt;
Not sure if anyone else has checked this, but in my current fort my sheriff and her husband arrived at Blazedbolt on 21 Hematite 5, bringing their two sons with them.  On 28 Granite 6 the sheriff gave birth to her third son (for whom I received a kidnapping notice on 25 Hematite).  Nine months later, on 26 Moonstone 6, she gave birth to her fourth son.  I've added this bit of info to the end of the &amp;quot;Babies&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, I'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage built, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? In fact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on its own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Children Jobs - Levers and Hauling stuff to the Depot==&lt;br /&gt;
&lt;br /&gt;
The page listed jobs that children do as pulling levers and taking stuff to the depot.  I don't think these are correct - I've never seen them and I have ~100 kids in my current fortress.  If they are correct, though, please put these two back in. --[[User:Kwieland|Kwieland]] 04:36, 4 June 2010 (UTC)&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
:I could've told you that children didn't pull levers - I've personally confirmed that they don't do that in 40d ''or'' 23a, and it's why I put the Verify tag on it in the first place. If bringing stuff to the depot is also off-limits to children in 0.31, I'm guessing it's also that way in older versions as well. --[[User:Quietust|Quietust]] 12:34, 4 June 2010 (UTC)&lt;br /&gt;
::My experience is only 40d on.  I know they don't take stuff to the depot in 40d. After a child harvests a plant, they do get a &amp;quot;store item in stockpile&amp;quot;. I think someone may have seen that and confused the two.--[[User:Kwieland|Kwieland]] 16:51, 4 June 2010 (UTC)&lt;br /&gt;
:: also kids can deconstruct things like walls and floors. --[[User:TomiTapio|TomiTapio]] 02:01, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Do children suffer any penalties swimming in 4/7 water? You know, since they're shorter and the water may go above their heads. How about mothers carrying babies in their arms- any swimming penalties or drowning chances?&lt;br /&gt;
&lt;br /&gt;
:I don't know about 4/7, but I know 7/7 will make a mother drop their baby.--[[User:Kwieland|Kwieland]] 23:55, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm.. will a ''swimming'' mother (swimmer skill &amp;gt;= Novice) drop their baby in 7/7? If so, what happens? Drowned rugrat? or cancellation spam as the mom swims over to pick up the baby, then drops it again, then...&lt;br /&gt;
&lt;br /&gt;
::also, flowing water of ''any'' level (as low as 2/7) can make a mother drop her baby. Fortunately, in shallow water (e.g. a cleaning trench with some flow), this just results in a job cancellation or two until the mom manages to drag the baby out of the water. [[Special:Contributions/218.186.8.11|218.186.8.11]] 08:09, 11 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birth after death? ==&lt;br /&gt;
&lt;br /&gt;
I might be mistaken, but I'm pretty sure a baby was born after it's mother died. Because, maybe a month after a woman came with her only son, and no husband with her(probably died?) she was killed in a battle with goblins. Then, about a month after that, I noticed a baby that said she was it's mother with her son it's brother. The problem was that it was only two days old...when she had been dead for a while...is this a bug or am I maybe completely off when she died? --[[User:Ullallulloo|Ullallulloo]] 03:04, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just confirmed that the baby was born 7-8 months after his mother died, and it's listed as a child, not a baby, at one month old now. I'm not sure it was like that when it was born. It acts just like a child too. He's currently gathering plants. --[[User:Ullallulloo|Ullallulloo]] 03:18, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This bug has been reported - #2739[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2739].--[[User:Kwieland|Kwieland]] 11:36, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets ==&lt;br /&gt;
&lt;br /&gt;
So one of my dwarves gave to birth 3 good for nothing babies at once.&lt;br /&gt;
&lt;br /&gt;
Announcement&lt;br /&gt;
[[File:Triplets.JPG]]&lt;br /&gt;
&lt;br /&gt;
The mother's tought:&lt;br /&gt;
[[File:Triplets1.JPG]]&lt;br /&gt;
&lt;br /&gt;
As for the father, his tought is:&lt;br /&gt;
&amp;quot;He became a parent of triplets recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also the mother, having 2 arms can carry 3 babies.--[[User:Brakarg|Brakarg]] 18:13, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children and burrows ==&lt;br /&gt;
&lt;br /&gt;
children assigned to burrows seem to leave the burrow to follow their mothers into danger rooms.--[[Special:Contributions/99.111.154.190|99.111.154.190]] 02:39, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ponds ==&lt;br /&gt;
&lt;br /&gt;
Do children actually fill ponds? --[[User:Quietust|Quietust]] 18:17, 1 December 2010 (UTC)&lt;br /&gt;
:Not that I've seen.--[[User:Kwieland|Kwieland]] 19:14, 11 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Childbirth during strange mood ==&lt;br /&gt;
Recently a dwarven female decided she should get a strange mood. during this strange mood she requested items that did not exist on my map (gems and the like).&amp;lt;br /&amp;gt;&lt;br /&gt;
Unable to fulfill her request, I surrounded her workshop with walls and left her until she calmed down (I've had too many bad experiences with mad dwarves). Anyway she gave birth while she was in her mood, and she did not cancel her mood to retrieve the baby. I opened the door that I left for the mother to leave by, but only the baby crawled out.&amp;lt;br /&amp;gt;&lt;br /&gt;
It seems that strange moods are an overriding factor in dwarven parenting.&lt;br /&gt;
: What kind of strange mood fail status was it? Insanity, berserk or melancholy? --[[Special:Contributions/84.46.82.189|84.46.82.189]] 14:52, 9 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eating habits ==&lt;br /&gt;
I've disabled the eating of plump helmets- but a child actually went and started eating one (I saw the purple spade next to the kid). Looking at the &amp;quot;v &amp;gt; p:Prf&amp;quot; screen, it says &amp;quot;A child does as it pleases!&amp;quot;. Does this mean children are exempt to some rules of society? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 15:41, 7 May 2011 (UTC)&lt;br /&gt;
:I know they don't follow burrow orders.--[[User:Kwieland|Kwieland]] 00:27, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nevermind. All dwarves eat raw plump helmets anyways. --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:17, 19 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kidnapping ==&lt;br /&gt;
&lt;br /&gt;
Since children can be kidnapped by Snatchers, it might be worth discussing that a bit here.  If not, at least link to the snatcher article someplace on this article.  I know next to nothing on the topic, so I'm just leaving a note here. [[User:Vitriolum|Vitriolum]] 02:08, 20 May 2011 (UTC)&lt;br /&gt;
:This is definitely mentioned now, as of October 2011, but I was thinking of adding that assigning a bedroom to children keeps them from wandering outdoors, where they are much more likely to be kidnapped. I've found over the years (starting in .40d, but it should carry over) that I never have children kidnapped as long as I assign them bedrooms. Does anyone have similar experiences? Should that footnote be added here, and/or perhaps under Snatcher? --[[User:Zander j|Zander j]] 06:37, 9 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a child taken by a strange mood, she finishes the project and then gets promptly kidnapped.&lt;br /&gt;
Is there any way of getting her back? --[[Special:Contributions/121.73.99.102|121.73.99.102]] 07:37, 6 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=154768</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=154768"/>
		<updated>2011-11-14T05:50:28Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Babies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:06, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including {{L|Dwarves}}, start out as infants, then after a certain number of years become children, and then finally become adults. For {{L|Dwarves}}, childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your {{L|fortress}} might be any age from 2 to 12. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of {{L|goblin}} society is centered around {{L|snatcher|stealing the children}} of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a {{L|war hammer}}.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, the game will pause and announce the arrival of the baby.  The mother will cancel whatever task they are in the middle of (even sleep) to seek their infant.  They will immediately resume whatever task they were doing before the child was born. Dwarven mothers can also give birth to twins or triplets.&lt;br /&gt;
Babies are looked after by their mother, who will continue working with their baby. Babies usually share a tile with their mother. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing or hospitalized, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a {{L|insane|raving mad}} adult, wandering freely over the map without any sense of self-preservation. &lt;br /&gt;
&lt;br /&gt;
If babies are separated from their mothers (say, for example, the mother gets put in jail, goes for a swim, gets injured and gets carried off to the hospital), the baby will crawl around aimlessly. It will be fed and watered{{verify}} as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. 'Job cancellation spam' can be generated as the baby is seen by the game to be 'insane' (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The gender of a baby is determined upon birth. Reloading a save might get a baby of the other gender.&lt;br /&gt;
&lt;br /&gt;
After giving birth it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}Much like chinchillas who are born fully furred, Dwarven babies are born fully bearded. One may assume that this is a bug, but instead may be intended. The booze running through the mother's systems helps to promote beard growth, and in fact, while fetal alcohol syndrome exists in humans and elves, alcohol serves only to strengthen the Dwarven baby. Plump helmets in particular are known for promoting healthy beard growth.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In {{L|fortress mode}}, children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socializing like starting {{L|party|parties}};&lt;br /&gt;
* removing {{L|construction}}s (such as {{L|wall}}s, {{L|floor}}s, {{L|ramp}}s);&lt;br /&gt;
* eating, drinking, and sleeping as necessary;&lt;br /&gt;
* {{L|Farming|harvesting}} {{L|crops}}, if the 'All dwarves harvest' order is on. This will also increase their {{L|grower}} skill. Naturally, almost all children will grow up with at least proficient in growing.&lt;br /&gt;
* when they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* filling designated {{L|pond|ponds}};{{verify}}&lt;br /&gt;
* children can enter {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the {{L|noble|nobility}}. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=154767</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=154767"/>
		<updated>2011-11-14T05:50:12Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age displayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pregnancy Time==&lt;br /&gt;
Not sure if anyone else has checked this, but in my current fort my sheriff and her husband arrived at Blazedbolt on 21 Hematite 5, bringing their two sons with them.  On 28 Granite 6 the sheriff gave birth to her third son (for whom I received a kidnapping notice on 25 Hematite).  Nine months later, on 26 Moonstone 6, she gave birth to her fourth son.  I've added this bit of info to the end of the &amp;quot;Birth&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, I'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage built, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? In fact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on its own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Children Jobs - Levers and Hauling stuff to the Depot==&lt;br /&gt;
&lt;br /&gt;
The page listed jobs that children do as pulling levers and taking stuff to the depot.  I don't think these are correct - I've never seen them and I have ~100 kids in my current fortress.  If they are correct, though, please put these two back in. --[[User:Kwieland|Kwieland]] 04:36, 4 June 2010 (UTC)&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
:I could've told you that children didn't pull levers - I've personally confirmed that they don't do that in 40d ''or'' 23a, and it's why I put the Verify tag on it in the first place. If bringing stuff to the depot is also off-limits to children in 0.31, I'm guessing it's also that way in older versions as well. --[[User:Quietust|Quietust]] 12:34, 4 June 2010 (UTC)&lt;br /&gt;
::My experience is only 40d on.  I know they don't take stuff to the depot in 40d. After a child harvests a plant, they do get a &amp;quot;store item in stockpile&amp;quot;. I think someone may have seen that and confused the two.--[[User:Kwieland|Kwieland]] 16:51, 4 June 2010 (UTC)&lt;br /&gt;
:: also kids can deconstruct things like walls and floors. --[[User:TomiTapio|TomiTapio]] 02:01, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Do children suffer any penalties swimming in 4/7 water? You know, since they're shorter and the water may go above their heads. How about mothers carrying babies in their arms- any swimming penalties or drowning chances?&lt;br /&gt;
&lt;br /&gt;
:I don't know about 4/7, but I know 7/7 will make a mother drop their baby.--[[User:Kwieland|Kwieland]] 23:55, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm.. will a ''swimming'' mother (swimmer skill &amp;gt;= Novice) drop their baby in 7/7? If so, what happens? Drowned rugrat? or cancellation spam as the mom swims over to pick up the baby, then drops it again, then...&lt;br /&gt;
&lt;br /&gt;
::also, flowing water of ''any'' level (as low as 2/7) can make a mother drop her baby. Fortunately, in shallow water (e.g. a cleaning trench with some flow), this just results in a job cancellation or two until the mom manages to drag the baby out of the water. [[Special:Contributions/218.186.8.11|218.186.8.11]] 08:09, 11 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birth after death? ==&lt;br /&gt;
&lt;br /&gt;
I might be mistaken, but I'm pretty sure a baby was born after it's mother died. Because, maybe a month after a woman came with her only son, and no husband with her(probably died?) she was killed in a battle with goblins. Then, about a month after that, I noticed a baby that said she was it's mother with her son it's brother. The problem was that it was only two days old...when she had been dead for a while...is this a bug or am I maybe completely off when she died? --[[User:Ullallulloo|Ullallulloo]] 03:04, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just confirmed that the baby was born 7-8 months after his mother died, and it's listed as a child, not a baby, at one month old now. I'm not sure it was like that when it was born. It acts just like a child too. He's currently gathering plants. --[[User:Ullallulloo|Ullallulloo]] 03:18, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This bug has been reported - #2739[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2739].--[[User:Kwieland|Kwieland]] 11:36, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets ==&lt;br /&gt;
&lt;br /&gt;
So one of my dwarves gave to birth 3 good for nothing babies at once.&lt;br /&gt;
&lt;br /&gt;
Announcement&lt;br /&gt;
[[File:Triplets.JPG]]&lt;br /&gt;
&lt;br /&gt;
The mother's tought:&lt;br /&gt;
[[File:Triplets1.JPG]]&lt;br /&gt;
&lt;br /&gt;
As for the father, his tought is:&lt;br /&gt;
&amp;quot;He became a parent of triplets recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also the mother, having 2 arms can carry 3 babies.--[[User:Brakarg|Brakarg]] 18:13, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children and burrows ==&lt;br /&gt;
&lt;br /&gt;
children assigned to burrows seem to leave the burrow to follow their mothers into danger rooms.--[[Special:Contributions/99.111.154.190|99.111.154.190]] 02:39, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ponds ==&lt;br /&gt;
&lt;br /&gt;
Do children actually fill ponds? --[[User:Quietust|Quietust]] 18:17, 1 December 2010 (UTC)&lt;br /&gt;
:Not that I've seen.--[[User:Kwieland|Kwieland]] 19:14, 11 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Childbirth during strange mood ==&lt;br /&gt;
Recently a dwarven female decided she should get a strange mood. during this strange mood she requested items that did not exist on my map (gems and the like).&amp;lt;br /&amp;gt;&lt;br /&gt;
Unable to fulfill her request, I surrounded her workshop with walls and left her until she calmed down (I've had too many bad experiences with mad dwarves). Anyway she gave birth while she was in her mood, and she did not cancel her mood to retrieve the baby. I opened the door that I left for the mother to leave by, but only the baby crawled out.&amp;lt;br /&amp;gt;&lt;br /&gt;
It seems that strange moods are an overriding factor in dwarven parenting.&lt;br /&gt;
: What kind of strange mood fail status was it? Insanity, berserk or melancholy? --[[Special:Contributions/84.46.82.189|84.46.82.189]] 14:52, 9 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eating habits ==&lt;br /&gt;
I've disabled the eating of plump helmets- but a child actually went and started eating one (I saw the purple spade next to the kid). Looking at the &amp;quot;v &amp;gt; p:Prf&amp;quot; screen, it says &amp;quot;A child does as it pleases!&amp;quot;. Does this mean children are exempt to some rules of society? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 15:41, 7 May 2011 (UTC)&lt;br /&gt;
:I know they don't follow burrow orders.--[[User:Kwieland|Kwieland]] 00:27, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nevermind. All dwarves eat raw plump helmets anyways. --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:17, 19 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kidnapping ==&lt;br /&gt;
&lt;br /&gt;
Since children can be kidnapped by Snatchers, it might be worth discussing that a bit here.  If not, at least link to the snatcher article someplace on this article.  I know next to nothing on the topic, so I'm just leaving a note here. [[User:Vitriolum|Vitriolum]] 02:08, 20 May 2011 (UTC)&lt;br /&gt;
:This is definitely mentioned now, as of October 2011, but I was thinking of adding that assigning a bedroom to children keeps them from wandering outdoors, where they are much more likely to be kidnapped. I've found over the years (starting in .40d, but it should carry over) that I never have children kidnapped as long as I assign them bedrooms. Does anyone have similar experiences? Should that footnote be added here, and/or perhaps under Snatcher? --[[User:Zander j|Zander j]] 06:37, 9 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a child taken by a strange mood, she finishes the project and then gets promptly kidnapped.&lt;br /&gt;
Is there any way of getting her back? --[[Special:Contributions/121.73.99.102|121.73.99.102]] 07:37, 6 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=154765</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=154765"/>
		<updated>2011-11-14T05:44:01Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Babies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:06, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including {{L|Dwarves}}, start out as infants, then after a certain number of years become children, and then finally become adults. For {{L|Dwarves}}, childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your {{L|fortress}} might be any age from 2 to 12. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of {{L|goblin}} society is centered around {{L|snatcher|stealing the children}} of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a {{L|war hammer}}.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, the game will pause and announce the arrival of the baby.  The mother will cancel whatever task they are in the middle of (even sleep) to seek their infant.  They will immediately resume whatever task they were doing before the child was born. Dwarven mothers can also give birth to twins or triplets.&lt;br /&gt;
Babies are looked after by their mother, who will continue working with their baby. Babies usually share a tile with their mother. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing or hospitalized, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a {{L|insane|raving mad}} adult, wandering freely over the map without any sense of self-preservation. &lt;br /&gt;
&lt;br /&gt;
If babies are separated from their mothers (say, for example, the mother gets put in jail, goes for a swim, gets injured and gets carried off to the hospital), the baby will crawl around aimlessly. It will be fed and watered{{verify}} as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. 'Job cancellation spam' can be generated as the baby is seen by the game to be 'insane' (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The gender of a baby is determined upon birth. Reloading a save might get a baby of the other gender.&lt;br /&gt;
&lt;br /&gt;
After giving birth it is possible for the mother to become pregnant again immediately, and give birth to another child eight months later.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}Much like chinchillas who are born fully furred, Dwarven babies are born fully bearded. One may assume that this is a bug, but instead may be intended. The booze running through the mother's systems helps to promote beard growth, and in fact, while fetal alcohol syndrome exists in humans and elves, alcohol serves only to strengthen the Dwarven baby. Plump helmets in particular are known for promoting healthy beard growth.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In {{L|fortress mode}}, children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socializing like starting {{L|party|parties}};&lt;br /&gt;
* removing {{L|construction}}s (such as {{L|wall}}s, {{L|floor}}s, {{L|ramp}}s);&lt;br /&gt;
* eating, drinking, and sleeping as necessary;&lt;br /&gt;
* {{L|Farming|harvesting}} {{L|crops}}, if the 'All dwarves harvest' order is on. This will also increase their {{L|grower}} skill. Naturally, almost all children will grow up with at least proficient in growing.&lt;br /&gt;
* when they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* filling designated {{L|pond|ponds}};{{verify}}&lt;br /&gt;
* children can enter {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the {{L|noble|nobility}}. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=154764</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=154764"/>
		<updated>2011-11-14T05:40:33Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Babies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:06, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including {{L|Dwarves}}, start out as infants, then after a certain number of years become children, and then finally become adults. For {{L|Dwarves}}, childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your {{L|fortress}} might be any age from 2 to 12. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of {{L|goblin}} society is centered around {{L|snatcher|stealing the children}} of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a {{L|war hammer}}.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, the game will pause and announce the arrival of the baby.  The mother will cancel whatever task they are in the middle of (even sleep) to seek their infant.  They will immediately resume whatever task they were doing before the child was born. Dwarven mothers can also give birth to twins or triplets.&lt;br /&gt;
Babies are looked after by their mother, who will continue working with their baby. Babies usually share a tile with their mother. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing or hospitalized, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a {{L|insane|raving mad}} adult, wandering freely over the map without any sense of self-preservation. &lt;br /&gt;
&lt;br /&gt;
If babies are separated from their mothers (say, for example, the mother gets put in jail, goes for a swim, gets injured and gets carried off to the hospital), the baby will crawl around aimlessly. It will be fed and watered{{verify}} as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. 'Job cancellation spam' can be generated as the baby is seen by the game to be 'insane' (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The gender of a baby is determined upon birth. Reloading a save might get a baby of the other gender.&lt;br /&gt;
&lt;br /&gt;
After giving birth it is possible for the mother to become pregnant again immediately, and give birth again nine months later.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}Much like chinchillas who are born fully furred, Dwarven babies are born fully bearded. One may assume that this is a bug, but instead may be intended. The booze running through the mother's systems helps to promote beard growth, and in fact, while fetal alcohol syndrome exists in humans and elves, alcohol serves only to strengthen the Dwarven baby. Plump helmets in particular are known for promoting healthy beard growth.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In {{L|fortress mode}}, children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socializing like starting {{L|party|parties}};&lt;br /&gt;
* removing {{L|construction}}s (such as {{L|wall}}s, {{L|floor}}s, {{L|ramp}}s);&lt;br /&gt;
* eating, drinking, and sleeping as necessary;&lt;br /&gt;
* {{L|Farming|harvesting}} {{L|crops}}, if the 'All dwarves harvest' order is on. This will also increase their {{L|grower}} skill. Naturally, almost all children will grow up with at least proficient in growing.&lt;br /&gt;
* when they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* filling designated {{L|pond|ponds}};{{verify}}&lt;br /&gt;
* children can enter {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the {{L|noble|nobility}}. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152805</id>
		<title>v0.31:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152805"/>
		<updated>2011-09-03T19:42:33Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:53, 17 April 2011 (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 {{L|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. 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 {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|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; | Real life 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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;| {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;
&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 [[megabeasts]].&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.&lt;br /&gt;
&lt;br /&gt;
* '''Age of Myth, Age of Legends, Age of Heroes'''&amp;lt;br /&amp;gt; In previous versions, those three were the most common. Since the first .31 update, changes in underlying parameters in world gen mean that it has become rarer for the world to reach even the Age of Legends. 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. When there are very few Megabeasts/Demons left, breaking into a {{L|Hell|very bad place}} can also trigger an Age change.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
:: ''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
:: ''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast's/Demon's name/title)'''&amp;lt;br /&amp;gt; Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast/Demon) and (Megabeast/Demon)'''&amp;lt;br /&amp;gt; Same as above, but with two notable Megabeasts/Demons.  eg: &amp;quot;'''The Age of Titan 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.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of Three Powers'''&amp;lt;br /&amp;gt;Even better than above, three notable Megabeasts/Demons.&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.''&amp;lt;br /&amp;gt;&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.  eg: &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.''&amp;lt;br /&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
:: ''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&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.''&amp;lt;br /&amp;gt;&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.''&amp;lt;br /&amp;gt;&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'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&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 left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not register the ''civilizations themselves'' as being extinct, so the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.) 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;
&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, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152804</id>
		<title>v0.31:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152804"/>
		<updated>2011-09-03T19:39:32Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:53, 17 April 2011 (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 {{L|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. 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 {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|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; | Real life 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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;| {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;
&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 [[megabeasts]].&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. All worlds start in the Age of Myth.  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.&lt;br /&gt;
&lt;br /&gt;
* '''Age of Myth, Age of Legends, Age of Heroes'''&amp;lt;br /&amp;gt; In previous versions, those three were the most common. Since the first .31 update, changes in underlying parameters in world gen mean that it has become rarer for the world to reach even the Age of Legends. 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. When there are very few Megabeasts/Demons left, breaking into a {{L|Hell|very bad place}} can also trigger an Age change.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
:: ''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
:: ''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast's/Demon's name/title)'''&amp;lt;br /&amp;gt; Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast/Demon) and (Megabeast/Demon)'''&amp;lt;br /&amp;gt; Same as above, but with two notable Megabeasts/Demons.  eg: &amp;quot;'''The Age of Titan 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.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of Three Powers'''&amp;lt;br /&amp;gt;Even better than above, three notable Megabeasts/Demons.&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.''&amp;lt;br /&amp;gt;&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.  eg: &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.''&amp;lt;br /&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
:: ''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&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.''&amp;lt;br /&amp;gt;&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.''&amp;lt;br /&amp;gt;&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'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&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 left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not register the ''civilizations themselves'' as being extinct, so the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.) 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;
&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, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152803</id>
		<title>v0.31:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152803"/>
		<updated>2011-09-03T19:38:27Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:53, 17 April 2011 (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 {{L|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. 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 {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|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; | Real life 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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;| {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;
&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 [[megabeasts]].&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. All worlds start in the Age of Myth, which describes a time when living gods and mighty beasts still held sway over the world.  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.&lt;br /&gt;
&lt;br /&gt;
* '''Age of Myth, Age of Legends, Age of Heroes'''&amp;lt;br /&amp;gt; In previous versions, those three were the most common. Since the first .31 update, changes in underlying parameters in world gen mean that it has become rarer for the world to reach even the Age of Legends. 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. When there are very few Megabeasts/Demons left, breaking into a {{L|Hell|very bad place}} can also trigger an Age change.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
:: ''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
:: ''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast's/Demon's name/title)'''&amp;lt;br /&amp;gt; Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of (Megabeast/Demon) and (Megabeast/Demon)'''&amp;lt;br /&amp;gt; Same as above, but with two notable Megabeasts/Demons.  eg: &amp;quot;'''The Age of Titan 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.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Age of Three Powers'''&amp;lt;br /&amp;gt;Even better than above, three notable Megabeasts/Demons.&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.''&amp;lt;br /&amp;gt;&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.  eg: &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.''&amp;lt;br /&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
:: ''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&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.''&amp;lt;br /&amp;gt;&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.''&amp;lt;br /&amp;gt;&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'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&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 left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not register the ''civilizations themselves'' as being extinct, so the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&lt;br /&gt;
&lt;br /&gt;
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.) 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;
&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, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152802</id>
		<title>v0.31:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=152802"/>
		<updated>2011-09-03T19:25:49Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:53, 17 April 2011 (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 {{L|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. 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 {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|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; | Real life 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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;| {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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; | {{L|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;
&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 [[megabeasts]].&lt;br /&gt;
&lt;br /&gt;
All worlds start in the Age of Myth, which describes a time when living gods and mighty beasts still held sway over the world.&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. Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.&lt;br /&gt;
&lt;br /&gt;
'''List of known 'Ages', explanation and their (possible) triggers, the italic are in-game descriptions:'''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In previous versions, those three were the most common. Since the first .31 update, changes in underlying parameters in world gen mean that it has become rarer for the world to reach even the Age of Legends. 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. When there are very few Megabeasts/Demons left, breaking into a {{L|Hell|very bad place}} can also trigger an Age change.&lt;br /&gt;
&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast's/Demon's name/title)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;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.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;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.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&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;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;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;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not register the ''civilizations themselves'' as being extinct, so the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.) 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;
&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, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=150742</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=150742"/>
		<updated>2011-06-27T00:44:04Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* multiple items not always displayed longer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)&lt;br /&gt;
:::It's all a coincidence.  Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:57, 14 May 2011 (UTC)&lt;br /&gt;
:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet. --[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
::i do not think having a workshop (or not) affects which type of mood is selected. i think it's more like... 'happiness &amp;gt; skills &amp;gt; random number'. in effect; if your dwarf is happy, it will not be a 'fell' or 'macabre' mood. if your dwarf does NOT have a 'moodable' skill, then he'll be 'possessed'. if he DOES have a 'moodable' skill, it's a random number out of 3 for 'fey', 'secretive' or 'possessed'. and i would also like to confirm that 'dabbling' is enough to be counted as good enough for a mood - i had a dabbling mechanic (with no other 'moodable' skills) claim a mechanic's workshop, and surprisingly make a mechanism... and he wasnt 'possessed' like the others, he was 'fey'.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
:::The availability of moodable skills has '''no effect at all''' on the type of mood - a completely unskilled Peasant is perfectly capable of going Fey or Secretive. --[[User:Quietust|Quietust]] 21:38, 9 June 2011 (UTC)&lt;br /&gt;
::::I don't want to create an argument, just to clear it up. You ''claim'' that a Peasant can go Fey or Secretive, but is there evidence of it? If even a single dwarf were to enter a Fey or Secretive mood, who ''did not have any moodable skills prior'' (even at dabbling), this would disprove DJ Devil's hypothesis. Present a case where this has happened, and he should be satisfied. I would also like to see this evidence, as the only Possessed dwarves I've had were those without moodable skills - and those with had all (if I remember correctly) Fey or Secretive. --[[User:Drake1500|Drake1500]] 00:48, 20 June 2011 (UTC)&lt;br /&gt;
:::::Humans are really good as spotting patterns.  We're so good at it that sometimes we see patterns where none actually exist.&amp;lt;br/&amp;gt;Mix in something as important to the game and as rare as strange moods, well, it's understandable that a player would want to know how to control them.&amp;lt;br/&amp;gt;But the reality is, moods are purely random.  There are only two inputs into mood type selection, exactly as I said a year ago in this very section.  The &amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt; control you have to prevent a possessed mood is to keep your dwarfs unhappy enough that all moods are fell or macabre.&amp;lt;br/&amp;gt;Here's the proof.  This is part of the disassembly of the current version{{version|0.31.25}}'s mood selection code.  I have shown all of the calculations for &amp;quot;good&amp;quot; moods, but skipped the choice between the two &amp;quot;bad&amp;quot; moods.  Also, I have shown only one of the five pieces of code that set the mood type.  They all work the same.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This is the test that determines whether the dwarf will get a fell or&lt;br /&gt;
; macabre mood, or one of the happier moods.&lt;br /&gt;
&lt;br /&gt;
; This HORRIBLE piece of code derives a random number in the inclusive&lt;br /&gt;
; range [0..49] decimal.  It is so awful because it was compiled using&lt;br /&gt;
; full optimization (on a piece of code that runs once per hour at best.&lt;br /&gt;
; The whole binary is like this.)&lt;br /&gt;
&lt;br /&gt;
; I am not going to work through all the math here, but I did run a&lt;br /&gt;
; test on this snippet.  For all possible inputs, the output is in&lt;br /&gt;
; [0..49].  I assume it is normally distributed in the statistical sense.&lt;br /&gt;
&lt;br /&gt;
call    MT_RAND                 ; MT_RAND is the well-known Mersenne&lt;br /&gt;
                                ; Twister random number generator.&lt;br /&gt;
mov     ecx, eax&lt;br /&gt;
mov     eax, 3&lt;br /&gt;
mul     ecx&lt;br /&gt;
mov     eax, ecx&lt;br /&gt;
sub     eax, edx&lt;br /&gt;
shr     eax, 1&lt;br /&gt;
add     eax, edx&lt;br /&gt;
shr     eax, 1Eh&lt;br /&gt;
imul    eax, 80000001h&lt;br /&gt;
add     ecx, eax&lt;br /&gt;
mov     eax, 0C7FFFFFDh&lt;br /&gt;
mul     ecx&lt;br /&gt;
mov     ecx, a_creature_vector.Start ; This is one of the creature vectors.&lt;br /&gt;
                                ; It is not the one that Dwarf Therapist uses,&lt;br /&gt;
                                ; so it's probably not &amp;quot;main_creature_vector&amp;quot;.&lt;br /&gt;
                                ; This vector might contain only dwarfs.&lt;br /&gt;
mov     eax, [ecx+edi*4]        ; EDI is an index into that vector, so this&lt;br /&gt;
                                ; selects the dwarf that is going to get a mood.&lt;br /&gt;
shr     edx, 19h                ; EDX now contains a random number in [0..49].&lt;br /&gt;
&lt;br /&gt;
; !!!!!!  THIS IS AN IMPORTANT PART !!!!!!&lt;br /&gt;
cmp     edx, [eax+710h]         ; 710 is the offset of the happiness scalar of&lt;br /&gt;
                                ; the dwarf.  (Verified with Dwarf Therapist.)&lt;br /&gt;
&lt;br /&gt;
jge     @@do_unhappy_mood       ; We compared the random number with the dwarf's&lt;br /&gt;
                                ; happiness.  This chooses between good and bad&lt;br /&gt;
                                ; moods.&lt;br /&gt;
&lt;br /&gt;
; If we get here, we're doing a good mood.&lt;br /&gt;
; Now we generate a second random number, this time in [0..2].&lt;br /&gt;
; Again, I have verified that for all possible inputs, the output is in [0..2].&lt;br /&gt;
&lt;br /&gt;
call    MT_RAND&lt;br /&gt;
&lt;br /&gt;
mov     ecx, eax&lt;br /&gt;
mov     eax, 3&lt;br /&gt;
mul     ecx&lt;br /&gt;
mov     eax, ecx&lt;br /&gt;
sub     eax, edx&lt;br /&gt;
shr     eax, 1&lt;br /&gt;
add     eax, edx&lt;br /&gt;
shr     eax, 1Eh&lt;br /&gt;
imul    eax, 80000001h&lt;br /&gt;
add     ecx, eax&lt;br /&gt;
mov     eax, 0BFFFFFFFh&lt;br /&gt;
mul     ecx&lt;br /&gt;
shr     edx, 1Dh                ; EDX now contains a random number in [0..2].&lt;br /&gt;
&lt;br /&gt;
; !!!!!!  THIS IS AN IMPORTANT PART !!!!!!&lt;br /&gt;
; We have generated a random number that is 0, 1, or 2.  Now we figure out&lt;br /&gt;
; which of those possibilities it actually was, and branch accordingly.&lt;br /&gt;
sub     edx, ZERO               ; The ZERO is actually the EBX register, which&lt;br /&gt;
                                ; was zeroed at the beginning of the routine&lt;br /&gt;
                                ; and remains zero throughout.&lt;br /&gt;
jz      @@fey_mood&lt;br /&gt;
&lt;br /&gt;
dec     edx&lt;br /&gt;
jz      short @@secretive_mood&lt;br /&gt;
&lt;br /&gt;
dec     edx&lt;br /&gt;
jnz     @@end_of_mood_setup     ; This jump would skip the case statement if&lt;br /&gt;
                                ; the tested value was not in [0..2].&lt;br /&gt;
                                ; Above, we have seen that that can't happen.&lt;br /&gt;
@@possessed_mood:&lt;br /&gt;
mov     ecx, a_creature_vector.Start&lt;br /&gt;
mov     edx, [ecx+edi*4]&lt;br /&gt;
mov     eax, 2                  ; 2 is possessed mood.&lt;br /&gt;
mov     [edx+210h], ax          ; 210 is the offset for mood type.&lt;br /&gt;
mov     ecx, a_creature_vector.Start&lt;br /&gt;
mov     ecx, [ecx+edi*4]&lt;br /&gt;
push    ZERO&lt;br /&gt;
lea     edx, [esp+1F0h+a_message_string]&lt;br /&gt;
call    prep_string_var&lt;br /&gt;
&lt;br /&gt;
push    14h&lt;br /&gt;
mov     eax, offset HasBeenPossessed ; &amp;quot; has been possessed!&amp;quot;&lt;br /&gt;
lea     ecx, [esp+1F0h+a_message_string]&lt;br /&gt;
call    fixedlength_ascii_to_string&lt;br /&gt;
&lt;br /&gt;
mov     edx, 5&lt;br /&gt;
mov     word ptr [esp+1ECh+var_1BC+2], dx&lt;br /&gt;
mov     byte ptr [esp+1ECh+var_1B8], 1&lt;br /&gt;
jmp     @@end_of_mood_setup&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::::The takeaway here is that the branches in the code that choose moods (that's the instructions that start with 'j') depend solely on random numbers.  There is &amp;lt;u&amp;gt;nothing&amp;lt;/u&amp;gt; to tweak that will change this random outcome.&amp;lt;br/&amp;gt;Training doesn't affect it.  Skill rust doesn't affect it.  Availability of a workshop doesn't affect it.  Whether the dwarf is wearing lucky socks doesn't affect it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:20, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
&lt;br /&gt;
::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
&lt;br /&gt;
:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange problem with moods ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Woodcrafter mood? ==&lt;br /&gt;
&lt;br /&gt;
I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Forge vs. Normal Forge ==&lt;br /&gt;
&lt;br /&gt;
I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Highest experience skill not chosen ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== multiple items not always displayed longer ==&lt;br /&gt;
&lt;br /&gt;
Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
&lt;br /&gt;
::I just had a child take over a craftshop for a fey mood.  She demanded &amp;quot;body parts&amp;quot; and &amp;quot;rocks&amp;quot;, both displayed for two seconds each.  When she finally started working on her artifact it was only after grabbing two different stacks of bones.  The artifact was a deer bone short sword with hanging rings of badger bone and spikes of mudstone.  I'm running v0.31.25.  [[User:Krenshala|Krenshala]]&lt;br /&gt;
&lt;br /&gt;
== Random mood crafting. ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
&lt;br /&gt;
:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
&lt;br /&gt;
== Dwarf not using available materials? ==&lt;br /&gt;
&lt;br /&gt;
Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
&lt;br /&gt;
Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clothier won't take materials ==&lt;br /&gt;
&lt;br /&gt;
I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
&lt;br /&gt;
==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==cloth... thread...==&lt;br /&gt;
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite logs loop?==&lt;br /&gt;
This might possibly be because my dwarf likes mahogany logs and only has one of them, but it seems that all of the TSK'd items (more than 30 already) are logs and there are still things that my dwarf needs. Like metal bars, thread, etc. I had to set burrows to get my dwarf out of the workshop to get more items as well. 07:57, 17 May 2011 (UTC)&lt;br /&gt;
:See [[Planepacked]]. --[[User:Quietust|Quietust]] 14:58, 17 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New skills not moodable==&lt;br /&gt;
I haven't checked the entirety of the FOTF forum thread, but has anything been said about the new craftsdwarf skills like Potter and Waxworker becoming moodable. I like having a full complement of legendary craftsdwarves... because I'm anal retentive like that. [[Special:Contributions/199.67.140.44|199.67.140.44]] 00:46, 10 June 2011 (UTC)&lt;br /&gt;
:I've checked against a disassembly, and I can't find evidence that any of the new skills are moodable - there's a big table that maps moodable skills to the actual Strange Mood job selected (i.e. which workshop they claim and what kind of item they produce), and that table only goes up to the &amp;quot;Mechanic&amp;quot; skill. --[[User:Quietust|Quietust]] 03:01, 10 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=149514</id>
		<title>v0.31:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=149514"/>
		<updated>2011-05-22T08:12:11Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Avoiding Entrapment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:46, 1 October 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
'''Constructions''' are buildings such as {{L|floor|floors}}, {{L|wall|walls}} and {{L|stair|stairs}}. They can be made of any solid material, {{L|wood}}, {{L|stone}}, {{L|metal}} or {{L|glass}}, and are accessed by pressing the {{k|b}}uild-{{k|C}}onstruction keys.&lt;br /&gt;
&lt;br /&gt;
Unlike most objects accessed from the {{k|b}}uild menu, Constructions are treated as inert terrain features when completed, and can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow {{L|removal}}, suspension, and an idea of the current status before the Construction is complete.&lt;br /&gt;
&lt;br /&gt;
== Required labors ==&lt;br /&gt;
&lt;br /&gt;
In order to make a construction, a dwarf with the appropriate {{L|labor}} is required. {{L|Wood}} requires {{L|carpentry}}; {{L|stone}}, {{L|glass}}, and {{L|soap}} require {{L|masonry}}, and {{L|metal}} requires any form of {{L|metalsmithing}}. No experience is granted when building constructions.&lt;br /&gt;
&lt;br /&gt;
No labor is required for removing constructions - {{L|noble}}s and {{L|child}}ren can and will tear down walls given the opportunity.&lt;br /&gt;
&lt;br /&gt;
== Constructions and Designated formations ==&lt;br /&gt;
&lt;br /&gt;
Constructions are similar to {{L|Mining|designated formations}}. However, unlike the {{L|wall}}s and {{L|floor}}s surrounding {{L|Mining|mined}} or {{L|Channel|channeled}} spaces, constructed walls cannot be smoothed or engraved. In order to construct {{L|smoothing|smooth}} stone {{L|wall}}s and {{L|floor}}s, {{L|block}}s need to be used in place of raw {{L|stone}}. {{L|Wood}}, {{L|metal}}, and {{L|glass}} constructions are not considered either rough or smooth, but in the case of wood, building with {{L|block}}s will increase room value - {{L|metal}} {{L|bar}}s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.&lt;br /&gt;
&lt;br /&gt;
== Order of Construction ==&lt;br /&gt;
&lt;br /&gt;
Constructions are built in a Last-In-First-Out(LIFO) order. That means that whichever Constructions are ordered first will be built last. Also, if there is a large group of Constructions being built, and a new set of constructions is ordered, the Constructions in progress will be ignored until the new constructions are finished. &lt;br /&gt;
&lt;br /&gt;
Respecting the LIFO order is also necessary to efficiently and correctly construct {{L|Tower|multi-z-level walls}}.&lt;br /&gt;
&lt;br /&gt;
See also {{L|Mega construction}}&lt;br /&gt;
&lt;br /&gt;
== Avoiding Entrapment ==&lt;br /&gt;
&lt;br /&gt;
When building walls to close off portions of caves or mines, masons have a habit of standing on the wrong side and trapping themselves within.  If this occurs, you can always have the mason remove a piece of the wall again to escape, using {{k|d}}-{{k|n}} to designate the removal as mentioned above.&lt;br /&gt;
&lt;br /&gt;
To avoid this happening in the first place, know that masons have a preference on which side of their work target they will stand, in the following priority order: &lt;br /&gt;
:west, east, north, south, northwest, southwest, northeast, southeast.  &lt;br /&gt;
Masons do not like to stand on a queued construction, though, and will try another position to get at their work.  Planning the order of construction with this in mind, one can often avoid entrapment.  If you want to override the mason's preferred side, designate another construction or other activity to occupy the space in question, then suspend that work.  The mason will then avoid working from that space if at all possible.  Remove the suspended job {{k|q}}-{{k|x}} after the desired construction is complete.&lt;br /&gt;
&lt;br /&gt;
If the preferred location is a spot where a building is already present then a suspended construction is not an option for keeping the mason safe.  In that case you will need to designate the areas that will trap the builder as a Restricted location {{k|d}}-{{k|o}}-{{k|r}}.  Once the construction is completed, assuming the dwarf doesn't trap himself anyway, you can clear that traffic designation {{k|d}}-{{k|o}}-{{k|n}}. Be aware, however, that this does not always prevent the mason from standing on the wrong side of the construction.&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Note&amp;diff=149147</id>
		<title>v0.31:Note</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Note&amp;diff=149147"/>
		<updated>2011-05-13T03:40:37Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Symbol selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Notes''' are comments that you can leave around your fortress, each attached to a single tile.  They are both placed and read using the {{k|N}} key, the Notes showing up as custom symbols on the map, with the full text in the Notes menu, much the same way that {{L|zone}}s and their information are visible only when you enter the zone function ({{k|i}}).  They are also used to predefine stations and patrol routes.&lt;br /&gt;
&lt;br /&gt;
Activating the menu also allows one to find the closest Note, including across {{L|z-level}}s, by +/- x,y,z coordinates.  By navigating the cursor nearest a particular symbol, you can read or edit the text of that particular note.  The currently active note will flash when selected - if you move the cursor, you'll see the nearest note symbol flashing on the tile where it was placed. The flashing indicates that it is the currently displayed note, and you can see distance and direction with the x,y,z coordinates at the top of the notes screen.  The coordinates and menu always display the ''closest'' note, even if it's off-screen or on a different level.&lt;br /&gt;
&lt;br /&gt;
==The Notes menu==&lt;br /&gt;
Press {{k|N}} to bring up the notes screen.&lt;br /&gt;
&lt;br /&gt;
The default selection determines the single symbol that will mark that note. One note is attached to one tile - one note per tile max.  There are 3 parts to the sub-menu - at the top is the list of available symbols to mark your note, and below are (in order) 8 possible background colors and 8 more (16 total) possible font colors.  One and only one symbol will mark your note in each selected tile.&lt;br /&gt;
&lt;br /&gt;
==Adding a Note==&lt;br /&gt;
When you first open the Note function*, you will notice 3 flashing X's - one bright and two greyed out.  You will be changing between these sub-menus using the {{k|c}}hange key.  The contrast is not great, and the flashing doesn't help - look closely to make sure you've selected the desired sub-menu.&lt;br /&gt;
&lt;br /&gt;
:''(* If you already have Notes in place anywhere on the map, the text of the nearest Note will be visible at the top along with the symbol for that Note - see {{L|Note#Finding/Reading existing Notes|Finding/Reading}}, below.)''&lt;br /&gt;
&lt;br /&gt;
In order, the steps are 1) select a symbol, 2) select the location tile, and 3) type the note itself.  &lt;br /&gt;
&lt;br /&gt;
====Symbol selection====&lt;br /&gt;
The first step is to select what symbol you want to use to mark the tile you will select.  This only a single-character &amp;quot;marker&amp;quot; - the text will be chosen in a moment.  This selection is made on the top line, the long list of symbols.  Hit {{k|c}}hange to get that X bright, and then use the {{k|+}}/{{k|-}} (or {{k|/}} and {{k|*}}) keys to scroll across and choose your symbol - you have 256 symbols to choose from.&lt;br /&gt;
&lt;br /&gt;
To change the text color, hit {{k|c}}hange again and use the same selector keys to choose your desired color.  The X will go all across all 16 colors.&lt;br /&gt;
&lt;br /&gt;
Then select the background color, by hitting {{k|c}}hange again and doing likewise.  For background, you only have the 8 thicker colors on the left to choose from.  &lt;br /&gt;
&lt;br /&gt;
If you change your mind, cycle through symbols and colors until you're happy with the combination.  Later, this symbol will flash when you are close to it with the Note reader, or be solid if you are closer to another that is also visible on the map screen. &lt;br /&gt;
&lt;br /&gt;
Depending on your selection of symbol, color and text, your symbol could be invisible to view (by blending in with the chosen tile location), but you can still find it if you remember the general area and other Notes are not surrounding it.&lt;br /&gt;
&lt;br /&gt;
====Placement====&lt;br /&gt;
The next step is to select where the Note will be placed.  Move the cursor using the standard navigation keys (the {{k|↑}}, {{k|↓}}, {{k|←}}, &amp;amp; {{k|→}} keys) to the tile you want to label with this Note.  Once you have the symbol, colors, and location you want, press {{k|p}} to place it. This changes the menus, disabling 'place' until you move to a new location (only one note per tile). &lt;br /&gt;
&lt;br /&gt;
The symbol you selected will be flashing in that location - unfortunately, if the cursor is over it, you will not be able to see this - trust that it's there, or look in the upper left corner of the Note screen for the symbol you chose, and that there is a distance/direction of 0,0,0.&lt;br /&gt;
&lt;br /&gt;
''(If no other Notes are nearby, you can move the cursor to see the note you have just placed - if they are, you will still see it, but another might be flashing, indicating that now that one is selected.)''&lt;br /&gt;
&lt;br /&gt;
====Typing the Note itself====&lt;br /&gt;
Once you have placed the symbol you can type the note itself.  Hit the &amp;quot;Enter {{k|n}}ote text&amp;quot; key, and type your message.  You have 100 characters to work with, 4 lines (on that screen) -hardly limitless, but should be ample for most purposes.  Press {{k|Enter}} when done typing.&lt;br /&gt;
&lt;br /&gt;
Then move the cursor and place another Note (with a new or the same symbol), or hit {{k|space}} to exit.&lt;br /&gt;
&lt;br /&gt;
=====2nd thoughts=====&lt;br /&gt;
&lt;br /&gt;
To change the selected note symbol or colors (now or later) when in the Notes menu, first select a new symbol (as above when selecting the original symbol), and press the {{k|s}} key to &amp;quot;Adopt selected symbol&amp;quot;.  The flashing symbol will change to your new selection.&lt;br /&gt;
&lt;br /&gt;
===Editing/Deleting===&lt;br /&gt;
&lt;br /&gt;
First, always remember that the function edits the ''closest'' note, which will be flashing when it's automatically selected as such.  You cannot see the symbol flash when the cursor is directly on the symbol, but the Note's symbol and distance will appear at the top of the Notes menu. &lt;br /&gt;
&lt;br /&gt;
To select an existing Note, just open the Note menu, and move the cursor to the Note you want - the nearest one will flash and be seen in the upper left corner of the Note menu, and that is close enough. The numbers at the top of the screen show the distance in the x, y and z direction to that nearest note. Distance 0,0,0 means your cursor is directly over the Note.&lt;br /&gt;
&lt;br /&gt;
To edit, just hit {{k|n}} again - it's a painfully simple program, so you can either add or erase and retype, no proper text editing. &lt;br /&gt;
&lt;br /&gt;
To edit a symbol, the note must be deleted and replaced.&lt;br /&gt;
&lt;br /&gt;
To delete that Note, just hit {{k|d}}.  CAUTION - each time you hit {{k|d}}, you will delete the ''nearest'' Note on that {{L|z-level}} - use with care, or other nearby Notes will get deleted.  You cannot recover a deleted Note.&lt;br /&gt;
&lt;br /&gt;
==Finding/Reading existing Notes==&lt;br /&gt;
Just as in Editing, above, open the {{k|N}}otes menu and all Notes on the map will become visible.  Navigate close to the Note you want to read (or edit) - it will begin to flash, and the text will be visible in the sub-menu, along with the symbol and exact distance and direction (in terms of x,y,z) at the top.  Once you are closer to your desired Note than any others, it will flash and you can read, edit or delete it.&lt;br /&gt;
&lt;br /&gt;
==Patrol Routes==&lt;br /&gt;
Once you've defined at least two Notes, you can define patrol routes between them.  In the Notes menu, press {{k|r}} and you'll be able to manage routes and waypoints within a route.&lt;br /&gt;
&lt;br /&gt;
===Managing Routes===&lt;br /&gt;
Here, you can {{k|a}}dd new routes, {{k|d}}elete unnecessary routes, {{k|n}}ame them, {{k|c}}enter the view on the currently-highlighted waypoint, switch to {{k|e}}diting waypoints, or back out by pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
You can also switch the currently-visible route by pressing {{k|+}}{{k|-}}{{k|*}}{{k|/}}.&lt;br /&gt;
&lt;br /&gt;
===Managing Waypoints===&lt;br /&gt;
As with the route manager, you can {{k|a}}dd new waypoints, {{k|d}}elete waypoints from the route, {{k|n}}ame the route, {{k|c}}enter the view on the chosen waypoint, switch back to {{k|e}}diting routes, or leave the manager by pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
You can also change the currently-selected waypoint by pressing {{k|+}}{{k|-}}{{k|*}}{{k|/}}.&lt;br /&gt;
&lt;br /&gt;
===Creating a Route===&lt;br /&gt;
So you've got a bunch of notes, and you want to create a patrol route between some of them:&lt;br /&gt;
# Go to the route screen by pressing {{k|N}}-&amp;gt;{{k|r}}.&lt;br /&gt;
# Switch to editing routes (if necessary) by pressing {{k|e}}.&lt;br /&gt;
# {{k|a}}dd a new route.  Your newly-created route will be selected automatically.&lt;br /&gt;
# Give it an informative {{k|n}}ame.&lt;br /&gt;
# Switch to editing waypoints by pressing {{k|e}}.&lt;br /&gt;
# Add the starting waypoint, by moving the cursor to the correct note and pressing {{k|a}}.&lt;br /&gt;
# Continue adding waypoints in the order you want them visited.&lt;br /&gt;
&lt;br /&gt;
===Using a Route===&lt;br /&gt;
Once created, your military dwarves can be scheduled to patrol a route.  Go into the military scheduler ({{k|m}}-&amp;gt;{{k|s}}), choose a squad and month, give an {{k|o}}rder, then rotate through the {{k|o}}rders until it says &amp;quot;Patrol route&amp;quot;.  The screen will display a list of your routes, allowing you to choose one.&lt;br /&gt;
&lt;br /&gt;
==Suggested Uses==&lt;br /&gt;
It's recommended that all important levers are labeled, and possibly anything they are connected to, to remind you which lever activates exactly which items, and how, and what the result will be, and anything else that might possibly be of concern.  The more complex the fortress, the more important this can be.  You never know when you'll walk away from a fortress for a few weeks, come back and not know how to do anything - or, worse, only ''think'' you do. &lt;br /&gt;
&lt;br /&gt;
Consider color coding your notes (and levers), to know approximately what they do - maybe red can injure dwarves, dark red controls magma, dark blue controls water at the source, light blue at the function - whatever works for you.  &lt;br /&gt;
&lt;br /&gt;
This becomes even more important in a [[Succession Games|succession game]], where the next player has no idea what the previous one(s) built.  Also for comments on future plans, ongoing projects, or perceived trouble spots.&lt;br /&gt;
&lt;br /&gt;
===Squad Movement===&lt;br /&gt;
Notes can act as predefined destinations for squad movement.  Within the {{k|s}}quad manager, select a squad, and start giving it a {{k|m}}ove order.  The next screen will show a list of your notes, allowing you to easily boss your squad without having to move the viewing cursor.&lt;br /&gt;
&lt;br /&gt;
===Scheduled Movement===&lt;br /&gt;
Notes can also be used to position military dwarves on a scheduled basis.  Within the military scheduler ({{k|m}}-&amp;gt;{{k|s}}), choose a squad and month, give an {{k|o}}rder, then rotate through the {{k|o}}rders until it says &amp;quot;Station&amp;quot;.  The screen will display a list of your notes, allowing you to choose one for a destination.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=149145</id>
		<title>v0.31:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=149145"/>
		<updated>2011-05-13T03:13:46Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Avoiding Entrapment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:46, 1 October 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
'''Constructions''' are buildings such as {{L|floor|floors}}, {{L|wall|walls}} and {{L|stair|stairs}}. They can be made of any solid material, {{L|wood}}, {{L|stone}}, {{L|metal}} or {{L|glass}}, and are accessed by pressing the {{k|b}}uild-{{k|C}}onstruction keys.&lt;br /&gt;
&lt;br /&gt;
Unlike most objects accessed from the {{k|b}}uild menu, Constructions are treated as inert terrain features when completed, and can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow {{L|removal}}, suspension, and an idea of the current status before the Construction is complete.&lt;br /&gt;
&lt;br /&gt;
== Required labors ==&lt;br /&gt;
&lt;br /&gt;
In order to make a construction, a dwarf with the appropriate {{L|labor}} is required. {{L|Wood}} requires {{L|carpentry}}; {{L|stone}}, {{L|glass}}, and {{L|soap}} require {{L|masonry}}, and {{L|metal}} requires any form of {{L|metalsmithing}}. No experience is granted when building constructions.&lt;br /&gt;
&lt;br /&gt;
No labor is required for removing constructions - {{L|noble}}s and {{L|child}}ren can and will tear down walls given the opportunity.&lt;br /&gt;
&lt;br /&gt;
== Constructions and Designated formations ==&lt;br /&gt;
&lt;br /&gt;
Constructions are similar to {{L|Mining|designated formations}}. However, unlike the {{L|wall}}s and {{L|floor}}s surrounding {{L|Mining|mined}} or {{L|Channel|channeled}} spaces, constructed walls cannot be smoothed or engraved. In order to construct {{L|smoothing|smooth}} stone {{L|wall}}s and {{L|floor}}s, {{L|block}}s need to be used in place of raw {{L|stone}}. {{L|Wood}}, {{L|metal}}, and {{L|glass}} constructions are not considered either rough or smooth, but in the case of wood, building with {{L|block}}s will increase room value - {{L|metal}} {{L|bar}}s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.&lt;br /&gt;
&lt;br /&gt;
== Order of Construction ==&lt;br /&gt;
&lt;br /&gt;
Constructions are built in a Last-In-First-Out(LIFO) order. That means that whichever Constructions are ordered first will be built last. Also, if there is a large group of Constructions being built, and a new set of constructions is ordered, the Constructions in progress will be ignored until the new constructions are finished. &lt;br /&gt;
&lt;br /&gt;
Respecting the LIFO order is also necessary to efficiently and correctly construct {{L|Tower|multi-z-level walls}}.&lt;br /&gt;
&lt;br /&gt;
See also {{L|Mega construction}}&lt;br /&gt;
&lt;br /&gt;
== Avoiding Entrapment ==&lt;br /&gt;
&lt;br /&gt;
When building walls to close off portions of caves or mines, masons have a habit of standing on the wrong side and trapping themselves within.  If this occurs, you can always have the mason remove a piece of the wall again to escape, using {{k|d}}-{{k|n}} to designate the removal as mentioned above.&lt;br /&gt;
&lt;br /&gt;
To avoid this happening in the first place, know that masons have a preference on which side of their work target they will stand, in the following priority order: &lt;br /&gt;
:west, east, north, south, northwest, southwest, northeast, southeast.  &lt;br /&gt;
Masons do not like to stand on a queued construction, though, and will try another position to get at their work.  Planning the order of construction with this in mind, one can often avoid entrapment.  If you want to override the mason's preferred side, designate another construction or other activity to occupy the space in question, then suspend that work.  The mason will then avoid working from that space if at all possible.  Remove the suspended job {{k|q}}-{{k|x}} after the desired construction is complete.&lt;br /&gt;
&lt;br /&gt;
If the preferred location is a spot where a building is already present then a suspended construction is not an option for keeping the mason safe.  In that case you will need to designate the areas that will trap the builder as a Restricted location {{k|d}}-{{k|o}}-{{k|r}}.  Once the construction is completed, assuming the dwarf doesn't trap himself anyway, you can clear that traffic designation {{k|d}}-{{k|o}}-{{k|n}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Construction&amp;diff=148821</id>
		<title>v0.31 Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Construction&amp;diff=148821"/>
		<updated>2011-05-07T20:33:36Z</updated>

		<summary type="html">&lt;p&gt;Krenshala: /* Helpful trick for preventing Dwarfs from getting stuck behind walls. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Too close to edge ==&lt;br /&gt;
I tried to damp the brook (see project at my page) and got strange warning when tried to place a wall closer than 6 squares from map edge - '''Too close to edge'''. The Fortifications show the same warning, while other constructions - floors, stairs, ramps can be easily built.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, some of buildings/furniture refuse to be placed near the edge:&amp;lt;br /&amp;gt;&lt;br /&gt;
Beds, chairs, tables, coffins cannot be placed anywhere outside. When closer than 6 squares to map edge it shows &amp;quot;too close&amp;quot; warning, elsewhere it shows &amp;quot;must be inside&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor stands, doors, floodgates, floor hatches, floor or wall grates, floor or bertical bars, cabinets, containers, trap components, supports, restraints, cages, archery targets, machine conponents - cannot be placed at outside squares closer than 6 squares to map edge - shows &amp;quot;too close&amp;quot; warning. Inside squares are ok anywhere.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bridges can be placed anywhere (what about raising bridge, that transforms into a wall? experiments needed!). Roads behave the same.&amp;lt;br /&amp;gt;&lt;br /&gt;
Workshops, furnaces, kennels, farm plots should be at least 6 squares away from edge. Trade depot - even 10 squares!&amp;lt;br /&amp;gt;&lt;br /&gt;
Statues, windows, well, siedge engines weren't tested.&lt;br /&gt;
--[[User:Peregarrett|Peregarrett]] 07:54, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's all as expected from previous versions. Btw, are you ''damming'' or ''damping'' your brook? ;) --[[User:Birthright|Birthright]] 14:45, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn that brook! Always meddling, always interfering! I'll get you next time... NEXT TIME! --[[User:Zombiejustice|Zombiejustice]] 16:12, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Damming of course. =) But damning also. &amp;lt;br /&amp;gt; But that feature with constructions was a bit discouraging, and the agorithm is kind of confusing here. I think it should be added somewhere to wiki page--[[User:Peregarrett|Peregarrett]] 06:49, 20 April 2010 (UTC)&lt;br /&gt;
::Damning? Wouldn't that require diverting the flow down into [[Hell]]? --[[User:Onul Rigothzas|Onul Rigothzas]] 08:37, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing floors onto a dwarf's head ==&lt;br /&gt;
&lt;br /&gt;
If I deconstruct a floor, it drops the stone/block onto the space below. If that space is occupied by a dwarf, will it injure them? &lt;br /&gt;
I'm trying to devise a safe way to build large buildings without trapping dwarves or injuring them etc and this is an issue that keeps nagging me.&lt;br /&gt;
If it's possible to squash dwarves with deconstructed floor tiles, how do I safely deconstruct them? ie. keep dorfs out from underneath while I'm deconstructing?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:29, 30 June 2010 (UTC)&lt;br /&gt;
: Seems that falling stone injures no one. I had a shaft 10 floors deep designed as garbage dump and quite traffic at landing zone. No dwarves were hurt. Stone does damage only from stone traps or catapults. &amp;lt;br /&amp;gt; Anyway, you can use burrows or restricted traffic areas to keep them out. [[User:Peregarrett|Peregarrett]] 10:24, 1 July 2010 (UTC)&lt;br /&gt;
:: Items and liquids that just fall down don't count as projectiles and damage no one. Falling deconstructed cave-ins however can damage dwarves and generate dust knocking them out and pushing them over the edge (literally).--[[User:Another|Another]] 12:40, 4 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Order of construction ==&lt;br /&gt;
&lt;br /&gt;
If i place for example a wall 10 squares long at once, is there any order in which those sections will be build? I mean, is it always kind of &amp;quot;west first, east second, north first, south second&amp;quot;? Sequent builds go as LIFO, and what about internal order of construction?&lt;br /&gt;
&lt;br /&gt;
== Helpful trick for preventing Dwarfs from getting stuck behind walls. ==&lt;br /&gt;
&lt;br /&gt;
I can't remember where I learned this, either from forums, or an old discussion here on the wiki, but in 40d, I read somewhere a quick trick that keeps dwarfs from getting stuck on the wrong side of walls when building them, and I thought I might as well suggest it to see what others thought of it.  For further control when making large projects when you don't want to trap a dwarf, you can also designate walls on tiles you don't want dwarfs to step on, and suspend them.  Dwarfs will not walk on these walls if they can avoid it.  Example:  If you're creating a East-West wall, and you don't want your dwarfs to go North of it, designate your wall, and then create a second series of wall constructions directly to the right of the wall to the North of what you wanted to build and suspend them.&lt;br /&gt;
&lt;br /&gt;
Bad text picture:&lt;br /&gt;
&lt;br /&gt;
Death&lt;br /&gt;
&lt;br /&gt;
SSSSSSSSS&lt;br /&gt;
&lt;br /&gt;
(Ignore this empty space put here so that the S and Os would stop being on the same line) &lt;br /&gt;
&lt;br /&gt;
OOOOOOOOO&lt;br /&gt;
&lt;br /&gt;
Happy, not dead Dwarfs&lt;br /&gt;
&lt;br /&gt;
Where O is the wall you want to build your wall, and S is the row of suspended wall tiles.  The Dwarfs will not step on the S tiles, or cross them, if they can prevent it and have no reason to (such as &amp;quot;Goblin Christmas).  Afterward, you can just remove the suspended designations, and your dwarfs won't build the last tile from the wrong side and trap themselves. --[[User:Alkyon|Alkyon]] 02:25, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I just added a bit to the section on avoiding entrapment.  I just discovered that, in .25 at least, you can Restrict a tile and the dwarf won't stand there to build and get trapped.  In my situation, I had a floor tile with a pressure plate inside the cistern north of the wall I wanted to build, and a spot for the dwarf to stand south of that wall location.  I couldn't build a suspended wall on the pressure plate, so the dwarf tried to stand there.  On a whim I set the pressure plate to Restricted {{k|d}}-{{k|o}} and suspended the wall build then reactivated it once the dwarf started walking away.  When he came back he did not stand on the pressure plate to build the wall.  I can't be sure this will always work but thought I'd add it. --[[User:Krenshala|Krenshala]] 20:33, 7 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing construction ==&lt;br /&gt;
I recommend using (d,o,r) restricted traffic zone on the dangerous tiles, for guiding &amp;quot;remove stuff from the safe side&amp;quot;. --[[User:TomiTapio|TomiTapio]] 21:36, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstruction and base rock type ==&lt;br /&gt;
&lt;br /&gt;
I think it should be noted somewhere in this page that constructing, say, a floor over non-base rock ''cavern floor'' (like a cavern floor made of {{L|mica}}, which is a large cluster type stone in {{L|quartzite}}) and then deconstructing it will revert the tile to the base rock type ({{L|quartzite}} in the example). Same technique is suggested when one tries to remove {{L|driftwood}} or {{L|pebbles}}.&lt;br /&gt;
&lt;br /&gt;
For those who care about one-color smooth floors of their fortresses this may prove handy, but from the realistic standpoint it's more of a bug.&lt;br /&gt;
&lt;br /&gt;
* This bug is bad if you were counting on that platinum floor to increase a room's value later on.  But then why did you cover it up? -- [[User:Maunder|Maunder]] 04:03, 12 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Krenshala</name></author>
	</entry>
</feed>