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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zippy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zippy"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Zippy"/>
	<updated>2026-09-29T04:48:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Memory_hacking&amp;diff=320473</id>
		<title>Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Memory_hacking&amp;diff=320473"/>
		<updated>2026-09-29T00:59:24Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Note that this page is superseded by [https://github.com/DFHack/df-structures df-structures].&lt;br /&gt;
&lt;br /&gt;
==Version identification==&lt;br /&gt;
{| {{prettytable}} style=&amp;quot;font-family: monospace;&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Version&lt;br /&gt;
! MD5 hash&lt;br /&gt;
! PE timestamp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 0.40.01 legacy&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 0.40.01 SDL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 0.40.02 legacy&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 0.40.02 SDL&lt;br /&gt;
| 11a7da1fda05dfc826655d8aff4e9f9b&lt;br /&gt;
| 53BEF285&lt;br /&gt;
|-&lt;br /&gt;
! 0.47.04 SDL x86&lt;br /&gt;
| 6df64d9f3b413e6ad436e718ebeee070&lt;br /&gt;
| 5E5B11F9&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General offsets==&lt;br /&gt;
===Legacy versions===&lt;br /&gt;
{| {{prettytable}} style=&amp;quot;font-family: monospace&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! 0.40.01 legacy&lt;br /&gt;
! 0.40.02 legacy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! cursor_xyz&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! mouse_x&lt;br /&gt;
&amp;lt;!-- Cells rowspanned out --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! mouse_y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! mouse_z&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_dims&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_grid_x&lt;br /&gt;
&amp;lt;!-- Cells rowspanned out --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! window_grid_y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_x (viewport_x)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_y (viewport_y)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_z (viewport_z)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SDL versions===&lt;br /&gt;
{| {{prettytable}} style=&amp;quot;font-family: monospace&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! 0.40.01 SDL&lt;br /&gt;
! 0.40.02 SDL&lt;br /&gt;
! 0.47.04 SDL x86&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! cursor_xyz&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | 1D0CD40&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | 20f8bc8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! mouse_x&lt;br /&gt;
&amp;lt;!-- Cells rowspanned out --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! mouse_y&lt;br /&gt;
| &lt;br /&gt;
| 1D0CD44&lt;br /&gt;
| 20f8bcc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! mouse_z&lt;br /&gt;
| &lt;br /&gt;
| 1D0CD48&lt;br /&gt;
| 20f8bd0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_dims&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | 20f8cd0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_grid_x&lt;br /&gt;
&amp;lt;!-- Cells rowspanned out --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! window_grid_y&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 20f8cd8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_x (viewport_x)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2a9a2f0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_y (viewport_y)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2a9a314&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! window_z (viewport_z)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2976dac&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map data==&lt;br /&gt;
===Legacy versions===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} style=&amp;quot;font-family: monospace&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! 0.40.01 legacy&lt;br /&gt;
! 0.40.02 legacy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[#map_info struct|map_info]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SDL versions===&lt;br /&gt;
{| {{prettytable}} style=&amp;quot;font-family: monospace&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! 0.40.01 SDL&lt;br /&gt;
! 0.40.02 SDL&lt;br /&gt;
! 0.47.04 SDL x86&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data&lt;br /&gt;
| &lt;br /&gt;
| 2996f24&lt;br /&gt;
| 2be609c&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[#map_info struct|map_info]]&lt;br /&gt;
| &lt;br /&gt;
| 2996f3c&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===map_info struct===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| block_count_x&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Size of the current map region in 16x16 blocks.&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| block_count_y&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| block_count_z&lt;br /&gt;
| Should be the same as tile_count_z&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| tile_count_x&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Size of the current map region in tiles.&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| tile_count_y&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| tile_count_z&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| region_x&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Position of the current map region within the world as a whole.&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| region_y&lt;br /&gt;
|-&lt;br /&gt;
| int32&lt;br /&gt;
| region_z&lt;br /&gt;
| Base Z-level - add this to Z coordinates to get the Z-level displayed on the screen&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map block data offsets===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} style=&amp;quot;font-family: monospace&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! 0.40.01&amp;amp;ndash;02&lt;br /&gt;
! 0.47.04 SDL x86&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_map_x_offset&lt;br /&gt;
| 0060&lt;br /&gt;
| 0054&lt;br /&gt;
|-&lt;br /&gt;
! map_data_map_y_offset&lt;br /&gt;
| 0062&lt;br /&gt;
| 0056&lt;br /&gt;
|-&lt;br /&gt;
! map_data_map_z_offset&lt;br /&gt;
| 0064&lt;br /&gt;
| 0058&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_tiletype_offset&lt;br /&gt;
| 006a&lt;br /&gt;
| 005e&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_designation_offset&lt;br /&gt;
| 026c&lt;br /&gt;
| 0260&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_occupancy_offset&lt;br /&gt;
| 066c&lt;br /&gt;
| 0660&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_0a60_offset&lt;br /&gt;
| 0A6c&lt;br /&gt;
| 0A60&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_pathfinding_offset&lt;br /&gt;
| 0D6c&lt;br /&gt;
| 0D60&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_1160_offset&lt;br /&gt;
| 116c&lt;br /&gt;
| 1160&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_1360_offset&lt;br /&gt;
| 136c&lt;br /&gt;
| 1360&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_temperature1_offset&lt;br /&gt;
| 156c&lt;br /&gt;
| 1560&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_temperature2_offset&lt;br /&gt;
| 176c&lt;br /&gt;
| 1760&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_1960_offset&lt;br /&gt;
| 196c&lt;br /&gt;
| 1960&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! map_data_1b60_offset&lt;br /&gt;
| 1B6c&lt;br /&gt;
| 1B60&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=320465</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=320465"/>
		<updated>2026-09-28T21:30:00Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}.  Currently does not work due to a bug ({{Bug|11069}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to develop [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this on a vermin creature to allow it to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[oyster]]s, and [[cave lobster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). If a creature has the REAL_WORLD_EXTINCT class, they can be customized in how they appear during world generation, and will also have another class creature class token to denote what prehistoric period they existed in. A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
* Extinction tokens: CAMBRIAN, CARBONIFEROUS, CENOZOIC, CRETACEOUS, DEVONIAN, JURASSIC, ORDOVICIAN, PERMIAN, SILURIAN, TRIASSIC &amp;lt;sup&amp;gt;[Todo: add token links]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode. Vanilla [[semimegabeast]]s have a difficulty of 5 and [[megabeast]]s have a difficulty of 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}.&amp;lt;br&amp;gt;Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas. &lt;br /&gt;
&lt;br /&gt;
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires, but does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is drawn by moving 13 tiles in each direction from the [[lion]]'s x, y co-ordinate. This is the [[lion]]'s &amp;quot;territory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - {{token|VERMIN_GROUNDER|c}}, {{token|VERMIN_SOIL|c}}, {{token|VERMIN_SOIL_COLONY|c}}, {{token|LARGE_ROAMING|c}}, and {{token|LARGE_PREDATOR|c}}, corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for {{token|BIOME:SAVANNA_TROPICAL|c}}, {{token|BIOME:GRASSLAND_TROPICAL|c}}, and {{token|BIOME:SHRUBLAND_TROPICAL|c}}, and if their &amp;quot;territory&amp;quot; as defined by their random epicenter and {{token|FREQUENCY|c}} radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the {{token|GOOD|c}} and {{token|EVIL|c}} tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are {{token|GOOD|b}} or {{token|EVIL|b}} respectively. This is not true for {{token|SAVAGE|c}}, which acts more like the biome tokens. Creatures with {{token|UBIQUITOUS|c}} have a &amp;quot;territory&amp;quot; which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).&lt;br /&gt;
&lt;br /&gt;
The second use for {{token|FREQUENCY|c}} is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with {{token|LARGE_ROAMING|c}} or {{token|LARGE_PREDATOR|c}} in fairly regular waves. These waves include {{token|LARGE_ROAMING|c}}, {{token|LARGE_ROAMING|c}} combined with {{token|FLIER|c}}, {{token|LARGE_PREDATOR|c}}, and {{token|CURIOUS_BEAST|c}} - so a [[lion]] does not compete for selection with a [[gazelle]]. When the game decides it needs to spawn in a fresh wave of e.g. {{token|LARGE_ROAMING|c}} creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's {{token|FREQUENCY|c}}. If the d100 is equal to the creature's {{token|FREQUENCY|c}} or less, that creature is then spawned in. If the d100 is above the creature's {{token|FREQUENCY|c}}, the game returns to the relevant list and selects again. {{token|UBIQUITOUS|c}} acts as {{token|FREQUENCY:100|c}} for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.&lt;br /&gt;
&lt;br /&gt;
Defaults to 50.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves, disabling the limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
Large roamers are not able to spawn in Pool biomes as they do not connect to the edge of the map and are too small, Lake biomes are a suitable alternative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards, or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male; usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material. A maximum of 200 materials can be defined on any given creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. &amp;lt;s&amp;gt;Problematically applies to animal people based on the animal, and war trained animals{{bug|9588}}&amp;lt;/s&amp;gt; As of [[Release_information/52.05|version 52.05]], meandering behavior no longer applies to animal people and to animals that are trained for war or hunting..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature; a small number of those are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence world age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to the fortress military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy [[siege|sieging]] forces may arrive with cavalry. Mounts are usable in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. &lt;br /&gt;
&lt;br /&gt;
Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
Removes the high nature value check imposed by {{token|LOCAL_POPS_PRODUCE_HEROES|c}}.&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race.{{verify}} Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot be picked up for worldgen fell moods and cannot be made a skeleton deity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|[creature] [verb text] the [description of creature's location].|6:0}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to learn skills without making the creature be considered sapient, though only at half of the normal rate (equivalent to {{token|SKILL_LEARN_RATES|c|50}}). All creatures that use this token in vanilla use it alongside {{token|CAN_LEARN|c}}, so it is not well known what it does by itself. Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Prevents a player from recruiting nobility, even basic ones. (clarify?) Creatures with this token combined with {{token|EVIL|c}} can become domesticated by civilizations with {{token|USE_EVIL_ANIMALS|e}}, as seen commonly with goblin civilizations domesticating [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in non-lua mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Affects the creature's name.  Creatures with spheres opposed to Death (ie: HEALING, LONGEVITY, YOUTH) will be much less likely to pursue the secrets of life and death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon, per caste, which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material. A maximum of 200 materials can be defined on any given creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. A maximum of 200 materials can be defined on any given creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around. Required to catch the vermin with [[fishing]] or [[Fishery|capturing a live fish]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bad_biome_v50.png&amp;diff=320424</id>
		<title>File:Bad biome v50.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bad_biome_v50.png&amp;diff=320424"/>
		<updated>2026-09-27T22:43:14Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Bad biome v50.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bad_biome_v50.png&amp;diff=320423</id>
		<title>File:Bad biome v50.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bad_biome_v50.png&amp;diff=320423"/>
		<updated>2026-09-27T22:42:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Bad biome v50.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=320397</id>
		<title>Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=320397"/>
		<updated>2026-09-27T03:26:14Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Crossbowman&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Wielding a crossbow in ranged combat&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_crossbow.jpg|thumb|250px|right|Prefers iron bolts.]]'''Crossbowman''' is the [[combat skill]] associated with using [[crossbow]]s in battle. Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. A [[dwarf]] with this skill is given the name of '''marksdwarf'''.&lt;br /&gt;
&lt;br /&gt;
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, [[arrow]]s work by the same laws, but they use the bowman skill instead.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it. A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. &lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Increasing the crossbowman skill requires firing upon a target (hitting is not required), with &amp;quot;[[Vulture|live]] [[Buzzard|targets]]&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
It is believed that marksdwarves won't fire through fortifications unless directly adjacent if their skill is below a certain level. This means that for live training exercises which use 2-width diagonal fortifications (see [[mass pitting]]) unskilled marksdwarves won't fire through the fortifications.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Marksdwarves may not grab bolts if there were no bolts available on squad creation. {{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
*[[Advanced Marksdwarf Training]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cyclops&amp;diff=320310</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cyclops&amp;diff=320310"/>
		<updated>2026-09-26T00:26:00Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
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{{Creaturelookup/0&lt;br /&gt;
|image=cyclops_sprites.png&lt;br /&gt;
|portrait=cyclops_portrait.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cyclopes''' are a [[Creature|species]] of large, intelligent, single-eyed [[semi-megabeast]]s. They inhabit [[cave]]s, and may attack your fortress once it reaches a certain amount of [[wealth]]. &lt;br /&gt;
&lt;br /&gt;
When assaulting a fort, cyclopes will [[Building destroyer|destroy buildings]] and pummel any [[dwarf|dwarven]] civilian unlucky enough to get in their path into mush. Their only weapon is their brute strength, as they possess no natural combat skills and lack the immunity to stunning possessed by the equally-large [[ettin]], with a well-trained [[military]] easily being able to knock a cyclops down and cause it to give in to pain before it can retaliate. They should not be underestimated, however, as they will easily tear their way through unskilled recruits.&lt;br /&gt;
&lt;br /&gt;
Despite their huge size, cyclopes can be easily captured by a [[cage]] [[trap]]; however, due to the weight of the cyclops, your dwarves will [[haul]] the cage very slowly. While quite harmless inside a cage, a cyclops can prove extremely [[fun]] if released inside your fortress. Since they are intelligent, dwarves will not [[Animal trainer|train]] or [[butcher]] them, limiting their use to [[live training]] or decorating the fort by placing them somewhere to your liking.&lt;br /&gt;
&lt;br /&gt;
Beware of cyclopes and other [[semi-megabeast]]s who have actually managed to substantially increase their skills, which, by the way, is something no [[megabeast]] is able to do.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] cyclops for their ''single eye''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CyclopsDF.jpg|thumb|center|300px|A cyclops, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ??? --&amp;gt;&lt;br /&gt;
*They are incredibly skilled at military stratagems and tactical planning, able to lead several [[dwarf|dwarve]]s and war [[jabberer]]s into battle against invaders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Marvel Comics 'X-Men' franchise  --&amp;gt;&lt;br /&gt;
*They are commonly found teamed up with [[Wolverine man|wolverine men]]. They do not, however, fire laser beams with their eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Classical Mythology, specifically 'The Odyssey' --&amp;gt;&lt;br /&gt;
*They do not herd [[sheep]] and will not steal them from your fort (''nor do they have [[cheese making]] skill'').  Their eye is particularly vulnerable to wooden !![[menacing spike]]s!!, [[ballista]] bolts, and [[pike (weapon)|pikes]]. Furthermore, do NOT attempt to escape a cyclops by claiming your name is &amp;quot;Nobody&amp;quot;. Doesn't work anymore. They know their history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Gargarensis, the main antagonist from Age of Mythology --&amp;gt;&lt;br /&gt;
*It has been rumored that an evil cyclops has aligned with [[deity|deities]] known as &amp;quot;Poseidon&amp;quot; and &amp;quot;Kronos&amp;quot; to attempt to become immortal and rule the world. It has also been rumored that a powerful warrior named &amp;quot;Arkantos&amp;quot; has defeated this cyclops. There are no written records of these events.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=320309</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=320309"/>
		<updated>2026-09-26T00:20:22Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Roses are red... here's another reference.&lt;/p&gt;
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{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is notable in that it has the highest [[material value]] among non-ore stones, is higher in value than some low-value [[ore]]s like [[native copper]]. Additionally, its increased shear strength means your miners will take more than twice as long to dig it out, compared to other types of stone.&lt;br /&gt;
&lt;br /&gt;
The word &amp;quot;obsidian&amp;quot; is the name of the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can accrue [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that, as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to freefall for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft, Nether portals --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft, Enchanting Table recipe --&amp;gt;&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Tezcatlipoca, an Aztec deity... and his Obsidian Mirror --&amp;gt;&lt;br /&gt;
Ancient [[human]]s from the midwest part of the world (assuming the world of ''Dwarf Fortress'' is not flat) tell of a trickster [[deity]] that possesses a &amp;quot;smoking&amp;quot; mirror made of obsidian that can see the past and future, as well as any hidden things the world may hold. As of yet, no such deity has been generated in a player's world.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quetzalcoatlus&amp;diff=320308</id>
		<title>Quetzalcoatlus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quetzalcoatlus&amp;diff=320308"/>
		<updated>2026-09-26T00:06:54Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
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&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=quetzalcoatlus_sprites.png&lt;br /&gt;
|portrait=quetzalcoatlus_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
The quetzalcoatlus is an [[creature#Extinct|extinct creature]] from the [[wikipedia:Cretaceous|Cretaceous]] era that can be found in [[Temperate|temperate]] shrublands and savannas. Nearly 4 times the size of a dwarf, these fliers are exotic mounts, meaning that [[Elf|elves]] may ride them in [[Siege|sieges]] and have a [[Fun|fun]] time flying over your defences. They can be caught in [[Cage traps|cage traps]] and [[Train|trained]] into somewhat valuable [[Pet|pets]], laying 4 to 8 [[Egg|eggs]]. As with many fliers, they are born with Legendary [[Skill|skill]] in [[Climb|climbing]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] quetzalcoatlus for their ''wingspan'' and ''speed''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Quetzalcoatl, the Aztec deity --&amp;gt;&lt;br /&gt;
Some [[Obsidian#Rock_short_sword|rock short sword]] using [[Humans|humans]] have been known to venerate a [[Megabeast|megabeast]] taking the form of a feathered, legless quetzalcoatlus, with the associated [[Spheres|spheres]] of sun, wisdom, scholarship, sun, wind, art, trade and crafts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Quetzalcoatlus07.jpg|thumb|center|500px|Admired for its ''wingspan''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Cretaceous]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Furniture_industry&amp;diff=320307</id>
		<title>Furniture industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Furniture_industry&amp;diff=320307"/>
		<updated>2026-09-26T00:05:54Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added preview image&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:furniture_industry_preview.png|right]]The '''furniture industry''' deals with the creation and disposition of [[furniture]], which is any item that is stored in a [[stockpile|furniture stockpile]]. Furniture can be made from a very broad range of materials: [[wood]], [[stone]], [[metal]], [[glass]], and [[cloth]] or [[leather]] for bags ([[artifact]] furniture may be made out of unusual materials such as [[bone]]). The wide variety of options can at first be confusing and intimidating to many players, but in time you will appreciate the tremendous flexibility and potential this approach brings to the game, both for aesthetic and practical purposes. Many players are inspired to [[stupid dwarf trick|novel approaches]] to fortress placement and [[mega construction|design]].&lt;br /&gt;
&lt;br /&gt;
All furniture has a [[item value|base value]], determined by its item type ([[bed]], [[barrel]], [[anvil]], etc.), which is multiplied by its '''material multiplier''' ([[silver]], [[orthoclase]], [[glumprong]], etc.) and its '''quality modifier''' (fine, exceptional, etc.) to determine its '''final value''' (any '''decorations''' on the furniture are calculated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative [[skill]] of the dwarf that completes the [[job]] of building the piece of furniture: [[experience|highly skilled]] dwarves will produce higher-quality furniture, increasing your fortress' [[wealth]]. The number and value of furniture in a [[zone|room]] determines the room's value; smaller rooms with more valuable furnishings can be more useful for meeting [[noble]]'s requirements in fortresses where space is an issue.&lt;br /&gt;
&lt;br /&gt;
For ease of reference, the furniture industry is broken down into discussion by basic material ([[wood]], [[stone]], etc.), and then by [[workshop]].&lt;br /&gt;
&lt;br /&gt;
==Wood Furniture==&lt;br /&gt;
:''See also: [[Wood industry]]''&lt;br /&gt;
[[Wood]] furniture is relatively lighter and more prone to damage than furniture made from stone, metal or glass because wood is both [[fire|combustible]] and, in the case of [[barrel]]s, susceptible to [[vermin]]. The great advantage of wood is its ready accessibility and the tendency of [[tree]]s to regrow over time, making wood a readily renewable resource. Early in the life of a fortress, before the [[metal industry|metal]] or [[glass industry|glass industries]] are up and running, wood is the only material available for the making of [[barrel]]s, an essential storage device for [[food]] and [[booze]]. Barring certain [[artifact]]s, wood remains the only material that can be made into a [[bed]] or [[siege engine]]s.&lt;br /&gt;
&lt;br /&gt;
For most purposes, different types of wood are interchangeable. However, certain exotic woods have properties that make them more or less suitable for different types of furniture. For example, [[feather tree]] wood is the lightest wood in the game, and ideal for furniture that needs to be moved often such as [[bucket]]s - but it is the worst wood in the game to make [[ballista arrow]]s from, because ballista arrow damage is determined by [[weight]]. Ideally, ballista arrows should be made from the heaviest woods in the game: [[glumprong]] or [[blood thorn]].&lt;br /&gt;
&lt;br /&gt;
Most woods are brown, and produce brown furniture. However, exotic woods can be used to make red ([[goblin-cap]]), crimson ([[blood thorn]]), white ([[tower-cap]], [[feather tree]]), yellow ([[fungiwood]]), teal ([[spore tree]]), indigo ([[nether-cap]]), black ([[black-cap]]), purple ([[glumprong]]), or violet ([[tunnel tube]]) wooden furniture.&lt;br /&gt;
&lt;br /&gt;
===Carpenter's Workshop===&lt;br /&gt;
The [[carpenter's workshop]] is used to make most wooden furniture, and requires a dwarf with the [[carpentry]] labor enabled. One [[log]] is consumed to make each item of wooden furniture. The following furniture can be made at a carpenter's workshop: [[armor stand]], [[barrel]], [[bed]], [[bin]], [[bucket]], [[cabinet]], [[casket]], [[door]], [[floodgate]], [[grate]], [[hatch cover]], [[table]], [[throne]], [[weapon rack]].&lt;br /&gt;
&lt;br /&gt;
===Siege Workshop===&lt;br /&gt;
The [[siege workshop]] is used to produce [[siege engine|catapult parts]], [[siege engine|ballista parts]] and [[ballista arrow]]s, and requires a dwarf with the [[siege engineer]] labor enabled. One [[log]] is consumed to make either siege engine part or one ballista arrow.&lt;br /&gt;
&lt;br /&gt;
==Stone Furniture==&lt;br /&gt;
:''See also: [[Stone industry]]''&lt;br /&gt;
[[Stone]] furniture is heavy and durable when compared to [[wood]], can be used to make most items of furniture, and vast quantities of rough stone are made available by [[mining]] on most maps, making it the staple furniture material of most dwarf fortresses. It is not as versatile as [[metal]] or [[glass]], but it also consumes no [[fuel]] to make an item of furniture.&lt;br /&gt;
&lt;br /&gt;
Some stones, notably [[graphite]], are quite [[fire|combustible]] and any furniture made from such materials should not be located near [[magma]], [[fire snake]]s, [[fire imp]]s, [[dragon]]s, or any other source of [[fire]]. Other stones are designated as [[magma-safe]], and furniture made from such materials will be [[fire-safe]] as well.&lt;br /&gt;
&lt;br /&gt;
Particularly valuable [[economic stone]]s are designated as prohibited for general use by [[mason]]s and the like for making stone furniture or crafts, being reserved for the [[furnace]]s. In some cases, however, it might be desirable or necessary to make furniture from economic stone. A noble might demand a [[native silver]] [[table]] for their room, or other magma-safe materials being exhausted a [[bauxite]] [[floodgate]] might be necessary to control the magma flow. [[Native gold]] is a peculiar case where the [[ore]] has the same [[material value]] as [[gold|gold metal]], and making furniture directly from native gold can save both time and [[fuel]] (though at a 25% reduction in total value). Whatever the case, if you do desire to make use of economic stone in furniture, you must do so from the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you create one or more stone [[stockpile]]s near your [[workshop]]s to minimize the distance between the two; a dwarf will typically grab the rough stone nearest the workshop when fulfilling a [[job]] to craft stone furniture (without the benefit of [[wheelbarrow]]s). You can also link a specific stone stockpile to a workshop to ensure your dwarf grabs stone from that stockpile and prevent other dwarves from using it.&lt;br /&gt;
&lt;br /&gt;
===Stoneworker's Workshop===&lt;br /&gt;
The [[Stoneworker's workshop]] is used to make most stone furniture, and requires a dwarf with the [[masonry]] labor enabled. One unit of rough [[stone]] is consumed in making each item of stone furniture. The following furniture can be made at a Stoneworker's workshop: [[armor stand]], [[cabinet]], [[chair]], [[chest]], [[coffin]], [[door]], [[floodgate]], [[grate]], [[hatch cover]], [[millstone]], [[quern]], [[statue]], [[table]], [[weapon rack]], [[slab]].&lt;br /&gt;
&lt;br /&gt;
===Mechanic's Workshop===&lt;br /&gt;
The [[mechanic's workshop]] is used to make [[mechanism]]s and [[traction bench]]es, and requires a dwarf with the [[mechanic]] labor enabled. One unit of rough stone is consumed in making each mechanism. Mechanisms that are going to be used in [[magma]] [[floodgate]]s or the like should be made from [[magma-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
==Metal Furniture==&lt;br /&gt;
:''See also: [[Metal industry]]''&lt;br /&gt;
[[Metal]] furniture is even more durable than [[stone]], and can be used to make a wider variety of furniture. Crafting metal furniture requires not only [[bar]]s of metal but [[fuel]] for the forge or access to [[magma]]. Metal furniture made from [[adamantine]], [[platinum]], [[aluminum]], [[gold]], and [[steel]] are the most [[item value|valuable]] in the game, based solely on material multiplier (quality modifiers and [[decoration]]s will vary). [[Barrel]]s made from metal, even low-value metals like [[nickel]] or [[lead]], are significantly more effective at keeping [[vermin]] from [[wear|gnawing]] at food supplies.&lt;br /&gt;
&lt;br /&gt;
Metals with low melting points like [[copper]] and its [[alloy]]s are not [[magma-safe]] and should not be used to make furniture that will contact [[magma]].&lt;br /&gt;
&lt;br /&gt;
Like with wood or stone, you may specify the precise type of metal used to make an item of metal furniture, although with metal it is selected while creating the task instead of afterward.  It may still be a good idea to adjust the [[manager|workshop profile]] to restrict certain workshops and their associated tasks to your most [[experience]]d [[blacksmith]]s, and schedule practice with low-value metals before attempting to create high-value furniture. Also, a blacksmith with a [[preference]] for a particular metal or type of furniture will produce higher-quality results when working with that metal or creating that type of furniture.  &lt;br /&gt;
&lt;br /&gt;
===Metalsmith's Forge===&lt;br /&gt;
The [[metalsmith's forge]] and [[magma forge]] are used to make all metal furniture, and requires a dwarf with the [[blacksmith]] labor enabled. Three [[bar]]s of the specified [[metal]] is consumed in making most items of metal furniture; a metalsmith's forge will also consume one unit of [[fuel]] per [[job]]. The following furniture can be made from any metal at a forge: [[armor stand]], [[barrel]], [[bin]], [[bucket]], [[cabinet]], [[chest]], [[door]], [[floodgate]], [[grate]], [[hatch cover]], [[coffin|sarcophagus]], [[statue]], [[table]], [[throne]], [[weapon rack]].&lt;br /&gt;
&lt;br /&gt;
[[Copper]], [[silver]], [[bronze]], [[bismuth bronze]], [[iron]], [[steel]], and [[adamantine]] may be made into [[mechanism]]s; this option is under the &amp;quot;Trap Components&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
[[Iron]], [[steel]], and [[adamantine]] may be made into [[anvil]]s; this option is under the &amp;quot;Other Objects&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Despite being listed under furniture at the forge, [[chain]]s, [[animal trap]]s, [[cage]]s, [[pipe section]]s, [[splint]]s, [[crutch]]es, and [[block]]s are ''not'' furniture. They do not require the blacksmith labor to create, and they do not go into the furniture [[stockpile]] once created.&lt;br /&gt;
&lt;br /&gt;
==Glass Furniture==&lt;br /&gt;
:''See also: [[Glass industry]]''&lt;br /&gt;
[[Glass]] furniture is comparable to [[stone]] furniture in most respects, but has a higher [[value|material multiplier]] than ordinary stone ([[economic stone]] is another matter entirely). Making glass furniture requires not only [[sand]], but access to [[fuel]] or [[magma]]. However, a [[magma glass furnace]] and a sand layer can produce an infinite amount of [[green glass]] furniture without consuming any materials whatsoever.&lt;br /&gt;
&lt;br /&gt;
Glass is [[magma-safe]] and glass furniture can be placed in contact with [[magma]].  Since it is essentially free once you have access to magma, this is quite useful when planning extensive projects.&lt;br /&gt;
&lt;br /&gt;
===Glass Furnace===&lt;br /&gt;
The [[glass furnace]] and [[magma glass furnace]] are used to make all glass furniture, and requires a dwarf with the [[glassmaker]] labor enabled. One unit of [[sand]] is consumed in making each item of green glass furniture, while Clear Glass consumes sand and [[pearlash]], and Crystal Glass consumes [[rock crystal]] and pearlash; a glass furnace will also consume one unit of [[fuel]] per job. The following furniture can be made from any glass at a furnace: [[armor stand]], [[box]], [[cabinet]], [[coffin]], [[floodgate]], [[grate]], [[hatch cover]], [[door|portal]],  [[statue]], [[table]], [[throne]], [[weapon rack]], [[window]].&lt;br /&gt;
&lt;br /&gt;
==Cloth Furniture==&lt;br /&gt;
:''See also: [[Textile industry]]''&lt;br /&gt;
[[Cloth]] [[bag]]s are counted as furniture and will be normally be deposited in the furniture [[stockpile]]{{verify}}, unless they are used as [[Storage|container]]s for [[seed]]s, [[flour]] and the like. [[Giant cave spider]] silk cloth is the most valuable in the game, and it may be wise to designate a special [[stockpile]] and [[workshop]] for working with it, [[manager|restricted]] to your most highly skilled clothesmaker to ensure a higher [[value|quality modifier]].&lt;br /&gt;
&lt;br /&gt;
===Clothier's Shop===&lt;br /&gt;
The [[clothier's shop]] is used to make cloth bags, and requires a dwarf with the [[clothesmaking]] labor enabled. One unit of the specified cloth ([[silk]], [[yarn]] or [[plant]]) will be consumed in making each bag.&lt;br /&gt;
&lt;br /&gt;
==Leather Furniture==&lt;br /&gt;
:''See also: [[Meat industry]]''&lt;br /&gt;
[[Leather]] [[bag]]s are counted as furniture and will be normally be deposited in the furniture [[stockpile]], unless they are used as [[Storage|container]]s for [[seed]]s, [[flour]] and the like. You cannot designate the specific type of leather used to make a bag, and leather from rare and dangerous creatures can be particularly [[value|valuable]], so it may be wise to designate a special [[stockpile]] and [[workshop]] for working with it, [[manager|restricted]] to your most highly skilled leatherworker to ensure a higher [[value|quality modifier]].&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s and [[giant desert scorpion]]s give [[chitin]] instead of leather, and it cannot be made into bags.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]] and [[fire imp]] leather appear to be [[magma-safe]], and any bags made from them should be magma-safe as well. This can be a bad thing if such an object gets stuck in, say, a [[floodgate]] that is letting a torrent of [[magma]] through.&lt;br /&gt;
&lt;br /&gt;
===Leather Works===&lt;br /&gt;
The [[leather works]] is used to make leather bags, and requires a dwarf with the [[leatherworking]] labor enabled. One unit of the leather will be consumed in making each bag.&lt;br /&gt;
&lt;br /&gt;
==Decorating Furniture==&lt;br /&gt;
Furniture can be [[decorate]]d by many different materials so as to improve its [[value]], record the history of the fortress, and give dwarves happy [[thought]]s from looking at them. Furniture will only be decorated if it is in a stockpile, not while it is currently in use. To ensure a given piece of furniture gets decorated, designate a special [[stockpile]] for the furniture near the [[workshop]] and link it to the workshop (make sure the dwarf can still access the raw materials for the decoration by linking that stockpile as well).&lt;br /&gt;
&lt;br /&gt;
==Buying and Selling Furniture==&lt;br /&gt;
Furniture is generally heavy and will diminish how much you can [[trade]] with the [[caravan]]s when they arrive; well-crafted and decorated furniture made from valuable materials will get you more bang for your [[currency|dwarfbuck]]. Trading in [[booze]], [[leather]], [[cloth]], [[flour]], and the like usually results in a certain amount of exchange in [[barrel]]s, [[bag]]s, and [[bin]]s. Beware trading [[elves]] any piece of furniture derived from [[wood]], as this may start a [[war]]. Dwarven and [[human]] caravans will occasionally carry [[anvil]]s.&lt;br /&gt;
&lt;br /&gt;
==Industry Overview==&lt;br /&gt;
{{outdatedsection}}&lt;br /&gt;
'''Note:''' This section currently shows only ASCII versions of furniture.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 49em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Wood industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Industry Block|industry=Metal industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Stone industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
&lt;br /&gt;
{{Extended Item Block|title=Wood Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |÷|#000|#770|π|#770|#000|÷|#000|#770|X|#000|#770|&lt;br /&gt;
  |÷|#000|#770|╤|#770|#000|X|#000|#770|û|#770|#000|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Metal Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#770|π|#555|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |Ω|#770|╤|#fff|╤|#fff|Ω|#0ff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Stone Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|Ω|#fff|&lt;br /&gt;
  |Ω|#fff|╤|#999|╤|#999|╤|#555|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Glass Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#090|π|#090|Ω|#099|Ω|#fff|&lt;br /&gt;
  |Ω|#090|╤|#099|╤|#099|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
  |A|#dfd|C|#dfd|L|#dfd|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Decorated Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|╤|#fff|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|L|    |&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|    |C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |L|#fff|T|#fff|E|    | [[decorate]]&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    | build rooms and buildings&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    | sell to [[trade]]rs&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Barrel]]s, [[Bin]]s|use=Store [[food]], [[Alcohol|drinks]] and items&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Bucket]]s|use=Used to carry liquid&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Construction&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Export industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Furniture}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Furniture_industry_preview.png&amp;diff=320306</id>
		<title>File:Furniture industry preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Furniture_industry_preview.png&amp;diff=320306"/>
		<updated>2026-09-26T00:02:27Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
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== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=320260</id>
		<title>Vault</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=320260"/>
		<updated>2026-09-24T01:01:20Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added more bad jokes.&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
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__TOC__&lt;br /&gt;
[[File:ancient_slab_preview.png|right]]A '''vault''' ([[File:icon_site_vault.png]] / {{Raw Tile|■|0:0:1}}) is a site that constitutes the ultimate challenge for any [[Adventurer mode|adventurer]]. Vaults are created by [[demon]]s during world generation as part of the process of escaping into the world, so disabling [[Advanced_world_generation#Number_of_Demon_Types|demons in advanced world generation]] also disables vaults. After constructing the vault and a [[slab]], demons enlist the help of a [[deity]] with a relevant [[sphere]], and the deity performs a ritual at the vault to bring the demon physically into the world (for example, a god associated with Fortresses may release a demon associated with Fortresses). The slab used in the ritual is then stored in the vault, and various guardian [[angel]]s make it their duty to defend the vault and the slab against adventurers.&lt;br /&gt;
&lt;br /&gt;
After the demon has been brought into the world, it returns to the [[underworld spire]] from which it originally emerged. When history begins, [[goblin]] [[civilization]]s build a [[dark fortress]] around the spire and make it their capital, with the demon their leader. It is not known for certain whether there are always the same number of goblin civilizations as escaped demons. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Vaults are large cylindrical structures constructed from [[slade]], descending many Z-levels into the ground and filled with a mostly linear chain of rooms (similar to those found in [[sewer]]s and [[tomb]]s) occupied by the angelic guardians and containing occasional parkour-esque climbing challenges. Along the way can be found several [[lever]]s linked to vertical [[bars]] which must be raised in order to progress further. At the bottom of the vault is a giant slab inscribed with the demon's true name, and this knowledge allows you to track it down and either banish it or compel it to join you as a companion.&lt;br /&gt;
&lt;br /&gt;
There are three types of [[angel]]s that can be found in vaults: assistants (bestial creatures with random features and low combat skills), soldiers (sentient humanoids with weapons and armor made of [[Divine metal|divine materials]] and Talented-level combat skills), and the archangels (gigantic creatures with size comparable to that of [[forgotten beast]]s that possess Grand Master combat skills). Every vault has exactly 50 assistants, 25 soldiers, and one archangel. Vaults will actively replenish themselves with new angels after each visit, meaning the angels must be defeated in one go, without any rest. However, the Archangel will keep the wounds received between runs, so it's possible to defeat it eventually.&lt;br /&gt;
&lt;br /&gt;
=== Finding a vault ===&lt;br /&gt;
[[File:Vault map steam.png|200px|thumb|A discovered vault icon. This particular one was found via [[DFHack|DFHack's]] reveal-hidden-sites script.]]In [[fortress mode]], vaults can be found by pressing {{Menu icon|Y}} to head to the World Map, then searching under Artifacts for a slab that reads {{DFtext|This is a [stone/metal name] slab. All craftmanship is of the highest quality. The slab reads &amp;quot;I am [demon name],[translated name], once of the Underworld. By the fated, I bind myself to this place.|7:1}}&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], vaults can be found by repeatedly asking a member of a nearby civilization about the surrounding area, where they will tell you about the nearest sites including the vault, saying {{DFtext|The Farmer Urist: [vault name] is in [location]. In a time before time, the [demon name] created [vault name]|7:1}}. The size of the radius in which site will be mentioned is limited, its range is still unknown, with the farthest known being 9 tiles away from the map. If the demon is killed during world generation, the vault is likely never mentioned.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, if all civilizations are extinct, you will only be a [[human]] outsider in adventure mode, and since you have to start from ''some'' [[site]], it ''can'' be a vault.&lt;br /&gt;
&lt;br /&gt;
Attempting to conquer a vault and retrieve its slab will be a difficult challenge for even the best-equipped and skilled adventurer. It is recommended to have at least high physical attributes, mastery of at least one weapon skill, and a breadth of capability in others. The rewards will be worth the effort and risk; knowledge of the slab and the divine armor and weapons from felling angel soldiers will tremendously improve your adventurer.&lt;br /&gt;
&lt;br /&gt;
Conquering a vault in fortress mode through [[raid]]s is marginally easier due to the more abstract way combat is treated, and if you demand surrender you may sometimes win without a fight. Once you have conquered a vault, some specific types of angels become a playable race in adventure mode.&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Vaults in the Borderlands video game series --&amp;gt;&lt;br /&gt;
According to stories and renderings given by humans, there was one vault that contained an eldritch creature known as &amp;quot;The Destroyer&amp;quot;, but there is no evidence to support this. It is also rumored that this vault was on a planet named &amp;quot;Pandora&amp;quot;. Vaults may attract adventurers, but are generally not called &amp;quot;vault hunters&amp;quot;. Despite further rumors, &amp;quot;vault keys&amp;quot; are not required to open vaults.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; height=&amp;quot;220px&amp;quot;&amp;gt;&lt;br /&gt;
vault2.jpg|An ancient vault.|Artwork of a vault, but the slab spawned elsewhere.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by 000Fesbra000''&amp;lt;/small&amp;gt;&lt;br /&gt;
Vault_slab_room.png|The slab.&lt;br /&gt;
v50_vault.png|A vault room in the premium version.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Translation| dwarven = ubbul | elvish = thenaca | goblin = ötak | human = pamnot}}&lt;br /&gt;
*The slab may not load, or certain rooms may not be connected, preventing players from accessing the final chamber. [[DFHack]] may be used to reveal the local map (which will unreveal once the player character moves) and then teleport the player character to the inaccessible area (the player character's id is given by cprobe).&lt;br /&gt;
*Alternatively, the &amp;quot;flashstep&amp;quot; command may be used to teleport the player directly to the cursor(from the [L]ook key, for example).&lt;br /&gt;
*Unlike discovering a river, the vault is only possible to be discovered by fast travel, if you know the location is on a mountain (assume you're using Legends Viewer), you cannot use fast travel to discover it by yourself, unless you ask the nearest civilization from the vault.&lt;br /&gt;
*Some entities belonging in the vault might spawn in the wall.&lt;br /&gt;
*The slab might spawn on the floor, not on a one tile higher floor surrounded by ramps.&lt;br /&gt;
*The slab is not even included in the vault at all. It might be somewhere outside.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata|title=Entity script}}&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blue_diamond&amp;diff=320259</id>
		<title>Blue diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blue_diamond&amp;diff=320259"/>
		<updated>2026-09-24T00:36:50Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{gemlookup/0&lt;br /&gt;
|graphic=cut_blue_diamond_sprite.png&lt;br /&gt;
|graphic2=rough_blue_diamond_sprite.png&lt;br /&gt;
|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blue diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[green diamond|green]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Stardew Valley, using a forge --&amp;gt;&lt;br /&gt;
As with other diamonds, blue diamonds do not improve the [[quality]] of [[weapons]] or [[armor]] unto which they have been studded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft, Enchanting Table and Mining Obsidian --&amp;gt;&lt;br /&gt;
They also cannot be combined with [[obsidian]] to [[Magic|magically]] improve weapons or armor. Pickaxes do not need to be made of blue diamonds to be able to mine obsidian; they can be mined with pickaxes made of any kind of metal.&lt;br /&gt;
&lt;br /&gt;
[[File:blue_diamond_gem.png|center|thumb|250px|Blue diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = enôr doren | elvish = itho akera | goblin = oxsa tusnung | human = aro palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=320258</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=320258"/>
		<updated>2026-09-23T23:49:23Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Trade depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:trading_icon_preview.png|right]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with other friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves. Trading can occur earlier than normal, as well as be strengthened between settlements, if the player sends a messenger to a settlement that is on peaceful terms with the player's fortress, and if that settlement is able to trade overall. Once a caravan arrives, the [[announcement]] will tell the player how good the relations are between their fortress and the one they're trading with.&lt;br /&gt;
&lt;br /&gt;
Graphically, merchants will always appear in white clothing.&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=141px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot and flagged for trading (they might belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[File:merchant_v50_preview.png|right]]&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=300px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. If you are unsure about which goods are in which containers, clicking the bin or barrel within the menu will show every item that is stored inside, along with its perceived value (using your broker's [[Appraisal]] skill). However, individual items cannot be marked if they are in a container. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu, select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded (during trading, but it is possible to have a caravan exceed the weight limit after trading, ie. due to sold animal children growing up shortly afterwards), and the allowed additional weight is displayed in the lower left corner. If your trader has sufficient [[Appraisal]] skill, the value of all items will be displayed with reasonable accuracy. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. Items from outside the embark area cannot be offered as gifts.&lt;br /&gt;
&lt;br /&gt;
The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. A Trader Profit listed in red will always be rejected (if all items in the proposed trade are correctly appraised). If on the other hand the Trader Profit is listed in green rather than yellow or red the trade will always be accepted (unless unacceptable goods are offered in the trade). Take note that the latter is also true, if the goods traded are not properly appraised (ie. for some goods only an estimated value is given, expressed a tilde before the value), a profit shown in green will always be accepted. But if at least one item being selected (either for selling or buying) has either a preceding tilde or trailing question mark, then the displayed color of the trade will be the following:&lt;br /&gt;
: a) the color will be displayed in red, if the calculated merchant profit is negative (either according to your traders value estimate or according to the &amp;quot;real&amp;quot; value, if the trader would have appraised all items precisely),&lt;br /&gt;
: b) the color will be displayed in green, if the merchant would accept the trade and the color is not displayed in red (due to the calculated profit of your trader yielding a loss for the trader as the trader did not appraise all items in the trade precisely) and&lt;br /&gt;
: c) the color will otherwise be displayed in yellow.&lt;br /&gt;
The above means that if any selected items in a trade is only given with an estimated value, then the merchant could possibly accept a proposed trade, allthough the profit is displayed in red, as the merchant will always accept a trade (assuming the proposed trade does not contain an unacceptable item) if the merchant profit is at least 50% (according to the &amp;quot;real&amp;quot; value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, possibly offering the same trade again (but if the same trade is proposed again directly after refusing the counterproposal, then the chance of another counterproposal seems to be greatly increased). Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}} If a high-ranking and respected leader is at your fortress, merchants arriving to trade will bring better goods.&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an [[Artifact|artifact]], you will receive a special notification:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
Note: If at the time of departure the caravan somehow ended up with a weight exceeding its capacity (ie. due to young animals being traded and some of them gaining weight before departure of the caravan), the caravan will still load everything belonging to them (and will leave nothing behind).&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created or modified (e.g. [[Decoration|decorated]]) by your fortress. They can be traded away or offered as a &amp;quot;[[Trading#Offering_items|gift]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Light gray|7:0}}&lt;br /&gt;
| Items were created by another source ''(e.g. items previously acquired from a previous trade, or enemy armor/weapons recovered after a siege)''. They can be traded, but ''not'' offered as a gift.  If a group of items includes any such item, the entire selection cannot be gifted.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export [[mandate]].  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been [[Trading#Offering_items|gifted]] to the caravan (and caravans will never trade such items back).&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been [[Trading#Seizing_items|seized]] from another caravan and cannot be traded as is; you will need to [[Decoration|decorate]] them or turn them into other items ''(e.g. a log into a bed, or a barrel of meat into a meal, etc.)'' for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign-sourced barrel holding locally-produced beer will display as foreign (light gray). Once you view the container, the locally-made contents are displayed as local (brown) - but it's awkward (read &amp;quot;impossible&amp;quot;) to trade such contents without the container.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchants.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.  Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
=== Trading with elves ===&lt;br /&gt;
Unless you are looking for extra [[fun]], '''''under no circumstances''''' should you offer or attempt to trade [[elves]] any items which involve [[wood]], dead [[animal]]s, or wood or animal products, or which used wood or animal parts at any step in their creation*, including [[decoration]]s. If you do not respect this cultural prohibition, the elves will immediately take offense, refuse that trade, end the entire trading session, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. &lt;br /&gt;
&lt;br /&gt;
:  (* e.g. This includes [[clear glass]] and [[crystal glass]] items, which require [[pearlash]] to produce, which in turn comes from [[potash]], which itself is produced by burning a log. Similarly, yarn and wool are unwelcome. Yes, they are ''that'' picky about it.)&lt;br /&gt;
&lt;br /&gt;
However, they will accept live, caged animals, and their own &amp;quot;grown wood&amp;quot; items, products associated with milk, cheese and [[bees]], and some other exceptions without taking insult. [[Trading#Unacceptable items|See below]] and the [[elves]] article for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks, and [[boulder]]s) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are perceived to be low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of ''unforbidden'' items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food (as indicated by the &amp;quot;Food&amp;quot; item in your [[Status]] bar)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of ''[[wear|undamaged]]'' cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
**On top of this, caravans will also bring extra food (and not only meat and fish) for every ''carnivorous'' unit in your fortress, '''including pets''' (even though they currently don't need to eat), so immediately cooking all of your butchering yields may not be advised if you want a wide variety of trade goods.&lt;br /&gt;
* Caravans will only ever bring wooden logs if you explicitly request them via trade agreement or if the supplies of your fortress are low enough; otherwise, a caravan will never bring wooden logs.&lt;br /&gt;
* The very first caravan of every non-elven civilization will bring some cloth/leather. The following caravans of a civilization will only ever bring cloth/leather if either requested by a trade agreement (with that civilization) or if the supplies of cloth and leather (and finished untouched clothing) are low enough. Silk/Cloth threads are not covered by this, eg. caravans can bring threads even if they will not bring cloth/leather (as part of emergency supplies).&lt;br /&gt;
* Caravans will bring some food even if the fortress supplies for food are high enough. Having high food supplies only reduces the amount of food brought (not whether food is brought at all).&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by (about) 50, distributed among the subset of skills composed of Comedian, Judge of Intent, Negotiator, Persuader, Liar, Flatterer, and Intimdator, which can be learned by that dwarf (and depends on their personality values and personality facets). The skills Judge of Intent and Persuader (if learnable) will increase by the highest amount. The skill Negotiator will get 2/3 of the increase to Judge of Intent. And the other skills (Comedian, Flatterer, Intimidator and Liar) will get 1/3 of the amount given to the Judge of Intent skill. The sum will be at most 50, but might be slightly lower. This means a trader, who can learn Comedian and Intimidator, but cannot learn Liar, Flatterer or Persuader, will get 21 skill points in Judge of Intent, 14 skill points in Negotiator and 7 points (each) in Comedian and Intimidator, for a total of 49 skill points. A trader, who can learn Comedian, Intimdator and Persuader, but cannot learn the others, will get 15 points in Judge of Intent and Persuador, 10 points in Negotiator and 5 points in Comedian and Intimidator, for a total of 50 skill points. The skill gain occurs as soon as the &amp;quot;Trade&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but it may require a significant delay if your broker is far away (or is busy with other tasks). Selecting &amp;quot;anyone can trade&amp;quot; will ensure that you get the trading done quickly, but at the cost of all item trade values being extremely inaccurate. Once your fortress can produce enough goods to reliably buy out the whole caravan, waiting for your broker is less important; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* '''Any''' civilization that's at peace with you and capable of trade will send caravans. Initially and by default it's one per race (three annually, including your own civilization) but you can increase that number by making peaceful contact with other civilizations in the world. Currently and strangely, the most surefire way is to send squads to human, elf and dwarven sites from civilizations with 'no contact' and make [[tribute]] demands. While arrogant, this does not trigger an outright war even if it fails, and the site's parent civilization, simply by being aware of your existence, will automatically send caravans every year onwards. There is no apparent limit beyond the actual number of contactable friendly civilizations in the world, so you can make your fort a very crowded trading hub indeed.&lt;br /&gt;
* The caravans weight limit solely depends on the amount of wagons (capacity 15000) and amount of pack animals (variable capacity) a caravan brings (although if an item pushed the current pack animal/wagon above its capacity the item will be still packed and the weight limit increased). Furthermore, the amount of merchants - and with that the amount of wares (maximum 100 items per wagon and pack animal) - that a caravan tries to load (or bring) does depend on the status of your fortress and the overall trade sentiment (with &amp;quot;fantastic&amp;quot; being the highest trade sentiment). And the amount of merchants seems to no longer depend in any way on the amount of exports to the civilization. The &amp;quot;status&amp;quot; of your fortress mainly depends on whether your fortress does not yet have nobility (eg. pre-barony) or is a barony, a county or a duchy or is the seat of the monarch (and thus has become a mountainhome). Ie. an elven caravan should bring seven merchants (and pack animals), if the trade sentiment is &amp;quot;fantastic&amp;quot; and the fortress is a barony.&lt;br /&gt;
* High profits for the merchants (if they do successfully leave the map with the trade goods) does increase trade sentiment and low profits (or even a net-loss for the caravan, ie. due to goods seizure or not all traded goods leaving the map with the merchants) do decrease the trade sentiment with that civilization. The relative profit in relation to the total initial value of goods (the caravan brought) does matter, but not the absolute profit. (It is not yet clear, whether only last years caravan's relative profit is taken into account or the profits of a longer trade history).&lt;br /&gt;
* If your messengers have really high skill levels in negotiation and persuasion and another &amp;quot;haggle&amp;quot; skill (ie. Judge of Intent), then sending a messenger to the civilization once a year to improve trade (and ie. keep trade sentiments at &amp;quot;fantastic&amp;quot;) might be better than giving a foreign caravan a huge profit (or even any profit at all). This option is not available for the caravan from your home civilization, still even the caravans from your home civilization are affected by trade sentiment, so you will either have to give the caravans from your home civilizations are profit or employ some other strategies (like requesting every second year only cheap items and giving them a very high profit, when they bring these items, and in the other years, when you have only requested high value items, giving them a minimum profit, while still buying about everything) to not let trade sentiments deteriorate.&lt;br /&gt;
* If trade relations are strengthened by recent negotiations and the caravan uses wagons (and your fort is at least a barony), then the caravan will usually bring additional wagon(s) compared to the same trade sentiments (without strengthened trade relations). Ie. human caravans and dwarven caravans (which are not from your home civilization) will bring an additional 2 wagons, if your fortress is a barony, the trade relations are strengthened (by a &amp;quot;recent messenger&amp;quot;) and the trade relations are fantastic, resulting in three wagons and seven pack animals, whereas your home civilization will only bring one wagon and seven pack animals with fantastic trade relations (as you cannot  send messengers to your home civ to improve trade relations).&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
&lt;br /&gt;
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is usually the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
Be also aware that the elves also value decorations differently than dwarves. Ie. they will essentially offer nothing for spike decorations (except the flat value increase due to high quality spike decoration), but offer more for image decorations which depict nature (oddly enough images of historic events depicting one of your dwarves are also valued slightly higher by elves and would also value image decorations depicting the historical event of a unicorn visiting a butcher's shop much higher than dwarves).&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[Storage|container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
Note: If you accidently did offer an unacceptable item as a trade, even if the elven trader does not outright refuse any further trades (and the offer only reduces the merchant's mood), one effect is, that the time the caravan would stay gets shortened, ie. you might get an announcement shortly after leaving the trade interface (and after unpausing the game), that the caravan will be leaving soon.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], [[lye]], and tallow [[soap]]. Note the exceptions for plant-based soap and ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elven [[historical figure]]s hypocritically wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarves can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. Elves have never heard of [[shearing]], so it doesn't matter how well you treat your [[sheep]]; they still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
A distinct retort awaits dwarves who are so tactless as to offer goods made from both wood '''and''' animal products at the same time (such as tallow soap, or an item decorated with both wood and bone):&lt;br /&gt;
{{quote|You truly despise life, don't you?  I am beside myself with grief.  Perhaps we will show you how they suffered.}}&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Feather Tree Egg Yolk&amp;quot; that the elves litter your trade depot with, can be traded back to them. Useful free trade items if you're looking to level another broker.&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Block]]s made of any material, including wood or clear/crystal glass (due to the same bug as above).&lt;br /&gt;
* Bars of [[coke]] are acceptable, though it's unclear why you would ever want to trade them away.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], and [[paper]]. [[Papyrus]] sheets seem to be a notable exception.&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and are made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]]. (Usually your first caravan opportunity.)&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* &amp;lt;s&amp;gt;carries only large-sized clothing and armor, which is unusable by dwarves.&amp;lt;/s&amp;gt; As of v53.13 all caravans bring clothing and armors sized for fortress citizens (and no other sized clothing and armor).&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a treasurer to negotiate import/export agreements (but only if the human civilization has the CUSTOM_OFFICIAL_3 position), also the treasurer will meet with the broker.&lt;br /&gt;
* will pay twice as much (base value with quality multiplier only, but not improvements) for equippable weapons, wearable armor/helms/gloves/leggings/boots, shields, ammo, backpacks, and quivers.&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, but this essentially does nothing (ie. the merchant mood is not raised).&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons - that, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude in the trade window.  Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. A merchant will never accept a deal that causes a loss for them regardless of their mood, but they do consider deals that provide them with exactly zero profit and may accept them under ideal conditions.&lt;br /&gt;
&lt;br /&gt;
Internally, a merchant's mood is an integer with a range of 0–100. This value always starts at 50 in any given visit from a merchant and is unrelated to overall trade sentiments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mood !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems ecstatic with the trading.|2:1}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems very happy about the trading.|3:1}} || 80–99&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems pleased with the trading.|1:1}} || 60–79&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems willing to trade.|7:1}} || 40–59&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems to be rapidly losing patience.|6:1}} || 20–39&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) is not going to take much more of this.|4:1}} || 1–19&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) is unwilling to trade.|5:1}} || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A merchant's mood is not affected when they decline a proposed deal that provides them with a negative profit.&lt;br /&gt;
&lt;br /&gt;
=== Haggling ===&lt;br /&gt;
&lt;br /&gt;
Merchants have an internal counter to track how many times haggling has failed in a row based on how many counteroffers they have made. If a proposed deal provides a merchant with a profit and they do not accept it outright, the merchant will always propose a counteroffer, and when they do so their mood will be decreased by a value equal to 10 * their current haggle failure count — this means that the first counteroffer a merchant makes (either after a successful trade or before any deal has yet been proposed) does not affect their mood, but every counteroffer made afterwards reduces their mood by a value 10 more than the previous. This means that a merchant's mood decays quadratically during haggling and they will run out of patience (and refuse to trade) extremely quickly after the first couple counteroffers. &lt;br /&gt;
&lt;br /&gt;
When a successful deal is made, the haggle failure count is reset to 0. Additionally, the merchant's mood is raised by a value proportional to the percentage profit margin they received on that deal. A deal with a 0% profit for the merchant does not raise their mood, and a deal with at least a 1% profit for them raises their mood by at least 1.&lt;br /&gt;
&lt;br /&gt;
The likelihood that a merchant does not accept a considered deal and instead proposes a counteroffer is affected primarily by their merchant's mood and the difference in a broker's [[Social_skill#Broker_skills|haggle]] skills over their own. These factors also influence how much a merchant might demand in a counteroffer, although this process is somewhat randomized (i.e. an ecstatic merchant may still propose a counteroffer that provides more than 50% profit for them).&lt;br /&gt;
&lt;br /&gt;
=== Raising mood ===&lt;br /&gt;
Capitalizing on the mood system can allow a fortress to import more goods from a merchant for the same amount of goods sold to them, meaning the fortress experiences a lesser loss in value on the trade. A simple way to do so is by first raising a merchant's mood by proposing and completing cheap deals that have provide them with at least a 50% profit, after which the final 'main' trade deal can be made with a significantly smaller profit margin for the merchant (and therefore the fortress concedes a smaller value loss). It is beneficial to keep the haggle fail count at 0 during this, which can be reset by declining a counteroffer and then buying any item — presumably the cheapest item the merchant offers — at a 50% profit for the merchant to guarantee acceptance.&lt;br /&gt;
&lt;br /&gt;
However, the amount of profit a merchant experiences in a given year directly influences the amount of goods they bring to a fortress in the next year in the form of trade sentiment, so it may be more beneficial overall for a fortress to close deals at a higher value loss in order to increase trade sentiment and consequently increase the total volume of traded goods in the future. Trade relations — and therefore trade volume — can also be raised by sending a [[messenger]] on a mission to the applicable civilization, which can be used to counteract the consequences of manipulating traders into smaller profits.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the {{menu icon|Y}} [[Civilization and World Info|World screen]], Civilizations tab. These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins or [[troglodyte]]s, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
** This can be bypassed by adding {{token|PET_EXOTIC}} (not verified for {{token|PET}}) to its tags. It should have no issue on non-civilized creatures.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the depot will cause merchants to leave your fortress and abandon any goods in the Depot, though any animals they had caged will still belong to the merchants and only become Friendly (i.e. you won't actually own them). However, the merchant visit will be reported in history as having experienced &amp;quot;irregularities with their goods&amp;quot;, harming trade relations exactly the same as if you had Seized them directly (though without the items themselves being marked as Stolen).&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
== World level trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. Trade is carried out by [[Company|trading companies]], and if their trade goes successful, they build offices, called [[counting house]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
:{{Dftext|Ah, wonderful. Thank you for your business.|6:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DFwikiGraphicalTradeDepot.png&amp;diff=320257</id>
		<title>File:DFwikiGraphicalTradeDepot.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DFwikiGraphicalTradeDepot.png&amp;diff=320257"/>
		<updated>2026-09-23T23:48:20Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:DFwikiGraphicalTradeDepot.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
trade depot with graphics for Trading section&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=320256</id>
		<title>Counting house</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=320256"/>
		<updated>2026-09-23T23:34:43Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''counting house''' is a structure built by a merchant [[company]] at a [[site]]. A single company might build multiple counting houses, some of which might be in the same site.&lt;br /&gt;
&lt;br /&gt;
A counting house consists of several floors, with bins filled with goods on one, and a room with chairs and tables on another. Sometimes, [[artifact]]s might be hidden at counting houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Df counting house.png|800px|thumb|center|The two levels of a counting house. The left is the lower storage floor, filled with bins. The right is the upper socialization area, filled with chairs.]]&lt;br /&gt;
&lt;br /&gt;
== Merchant companies ==&lt;br /&gt;
A merchant company is a group of [[merchant]]s. In world generation, members of a merchant company will trade items between sites, as an expression of the underlying economy simulation. Currently, the primary purpose of merchant companies is to facilitate interconnections between sites of different civilizations, and to ensure there are plenty of rich [[historical figure]]s that might buy properties in sites, build [[Tower_(structure)|fancy towers]], and fund all sorts of [[intrigue|schemes]]. In short, it is mostly invisible.&lt;br /&gt;
&lt;br /&gt;
Merchant companies will have a leader position (named master or head), and may have an administrator (also named governor or factor) position with trade and record keeping responsibilities.&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_diamond&amp;diff=320255</id>
		<title>Black diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_diamond&amp;diff=320255"/>
		<updated>2026-09-23T23:29:34Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{gemlookup/0&lt;br /&gt;
|graphic=cut_black_diamond_sprite.png&lt;br /&gt;
|graphic2=rough_black_diamond_sprite.png&lt;br /&gt;
|wiki=Carbonado}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Black diamonds''' are particularly rare [[gem]]s, similar to [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] [[diamond]]s - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[item value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Black Diamond Cheese manufacturing company --&amp;gt;&lt;br /&gt;
A black diamond will not manufacture [[cheese]] in any form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Hiking/skiing trail difficulty rating systems --&amp;gt;&lt;br /&gt;
Their presence also does not indicate difficult skiing conditions on [[mountain]]s or [[glacier]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Black Diamond Front.JPG|center|thumb|300px|Black diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir doren | elvish = opa akera | goblin = ogur tusnung | human = oth palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320214</id>
		<title>Their wagons have bypassed your inaccessible site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320214"/>
		<updated>2026-09-22T21:59:33Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This error message appears if a [[merchant]] tries to arrive with [[wagon]]s but there is no wagon-accessible path to your [[trade depot]] (or you don't have a trade depot at all). If you get this message, it is too late to do anything about it for the current caravan - the wagons will '''not''' enter the map, but any pack animals will still show up and try to find their way to your depot.&lt;br /&gt;
&lt;br /&gt;
To fix this error for the ''next'' caravan, do one of the following:&lt;br /&gt;
* Build a [[trade depot]] in an already-accessible place.&lt;br /&gt;
* Make a path, at least three tiles wide, from your current trade depot to the edge of the map with no obstructions. You may need to cut down [[tree]]s, smooth [[boulder]]s, or use [[ramp]]s and [[mine]]d passageways. Build [[road]]s through any vegetation to ensure that no new plants grow up to disrupt the path in the future.&lt;br /&gt;
* Wagons need a 3×4 tile 'parking space' next to the trade depot so they can unload their wares. &lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Errors}}&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Their wagons have bypassed your inaccessible site]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320213</id>
		<title>Their wagons have bypassed your inaccessible site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320213"/>
		<updated>2026-09-22T21:58:48Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This error message appears if a [[merchant]] tries to arrive with [[wagon]]s but there is no wagon-accessible path to your [[trade depot]] (or you don't have a trade depot at all). If you get this message, it is too late to do anything about it for the current caravan - the wagons will '''not''' enter the map, but any pack animals will still show up and try to find their way to your depot.&lt;br /&gt;
&lt;br /&gt;
To fix this error for the ''next'' caravan, do one of the following:&lt;br /&gt;
* Build a [[trade depot]] in an already-accessible place.&lt;br /&gt;
* Make a path, at least three tiles wide, from your current trade depot to the edge of the map with no obstructions. You may need to cut down [[tree]]s, smooth [[boulder]]s, or use [[ramp]]s and [[mine]]d passageways. Build [[road]]s through any vegetation to ensure that no new plants grow up to disrupt the path in the future.&lt;br /&gt;
* Wagons need a 3x4 tile 'parking space' next to the trade depot so they can unload their wares. &lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Errors}}&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Their wagons have bypassed your inaccessible site]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320212</id>
		<title>DF2014:Their wagons have bypassed your inaccessible site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320212"/>
		<updated>2026-09-22T21:58:36Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This error message appears if a [[merchant]] tries to arrive with [[wagon]]s but there is no wagon-accessible path to your [[trade depot]] (or you don't have a trade depot at all). If you get this message, it is too late to do anything about it for the current caravan - the wagons will '''not''' enter the map, but any pack animals will still show up and try to find their way to your depot.&lt;br /&gt;
&lt;br /&gt;
To check if your depot is accessible, press {{k|D}}. This will show green squares radiating outwards from your depot to all accessible areas. If they reach the edge in at least one location, the depot is accessible. It also tells you whether the depot is accessible or not.&lt;br /&gt;
&lt;br /&gt;
To fix this error for the ''next'' caravan, do one of the following:&lt;br /&gt;
* Build a [[trade depot]] in an already-accessible place.&lt;br /&gt;
* Make a path, at least three tiles wide, from your current trade depot to the edge of the map with no obstructions. You may need to cut down [[tree]]s, smooth [[boulder]]s, or use [[ramp]]s and [[mine]]d passageways. Build [[road]]s through any vegetation to ensure that no new plants grow up to disrupt the path in the future.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Errors}}&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Their wagons have bypassed your inaccessible site]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Titanoboa&amp;diff=320203</id>
		<title>Titanoboa</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Titanoboa&amp;diff=320203"/>
		<updated>2026-09-22T00:00:16Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=titanoboa_sprites.png&lt;br /&gt;
|portrait=titanoboa_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Titanoboas''' are [[extinct]] [[Creature|animals]] from the [[wikipedia:Cenozoic|Cenozoic]] era. They're found in [[tropical]] [[wetland]] and [[river]] biomes. They have the largest babies of any snake species in the game, and are the second largest when they reach their full adult size, tied with the [[giant anaconda]]. Because they lack limbs, Titanoboas prefer to attack by biting, which can pose a serious threat to your dwarves in the event that they [[Wrestling#Biting_and_ripping_off_body_parts|latch on]]. Though their bites lack any [[syndrome|venom]], their large size makes them a considerable threat.&lt;br /&gt;
&lt;br /&gt;
Titanoboas can be caught in [[cage]] [[trap]]s and trained into exotic [[pet|pets]]. Unlike all other species of snake, Titanoboas are not adults at birth, making it possible to fully domesticate them. Also unlike any other species of snake, they can be [[animal trainer|trained]] for war. Similar to the [[anaconda]], Titanoboas give live birth.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] them for their ''great size'', which is a preference they share with the [[anaconda]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Cenozic]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tropical&amp;diff=320202</id>
		<title>Tropical</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tropical&amp;diff=320202"/>
		<updated>2026-09-21T23:27:17Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:35, 12 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:tropical_preview.png|thumb|300px|right|&amp;quot;A nice place to visit, but I wouldn't want to [[embark]] there.&amp;quot;]]'''Tropical''' [[climate]]s are those that are perennially warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But they can be refilled by [[Weather|rain]]. Rivers are unaffected. Most tropical climates offer vast varieties of {{Catlink|Animals|animal}}- and {{Catlink|Plants|plant}}life (for example [[Forest#Tropical moist broadleaf forests|moist broadleaf forests]]).&lt;br /&gt;
&lt;br /&gt;
== Available tropical biomes ==&lt;br /&gt;
=== Land biomes ===&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
* Tropical [[grassland]]&lt;br /&gt;
* Tropical [[shrubland]]&lt;br /&gt;
* Tropical [[savanna]]&lt;br /&gt;
* Tropical moist broadleaf [[forest]]&lt;br /&gt;
* Tropical dry broadleaf forest&lt;br /&gt;
* Tropical Coniferous Forest&lt;br /&gt;
* Tropical freshwater [[swamp]]&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Tropical freshwater [[marsh]]&lt;br /&gt;
* Tropical saltwater marsh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Water biomes ===&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
* Tropical brackish [[pool]]									 &lt;br /&gt;
* Tropical freshwater pool 									&lt;br /&gt;
* Tropical saltwater pool&lt;br /&gt;
* Tropical brackish [[lake]]									 &lt;br /&gt;
* Tropical freshwater lake 									&lt;br /&gt;
* Tropical saltwater lake&lt;br /&gt;
* Tropical ocean&lt;br /&gt;
* Tropical brackish [[river]]									 &lt;br /&gt;
* Tropical freshwater river 									&lt;br /&gt;
* Tropical saltwater river&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See Also== &lt;br /&gt;
* [[Temperate]]&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Biomes}}&lt;br /&gt;
[[ru:Tropical]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=320200</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=320200"/>
		<updated>2026-09-21T22:28:49Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Proper alignment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:24, 14 March 2024 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Mining&lt;br /&gt;
| skill      = * [[Miner]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dig&lt;br /&gt;
* [[Construction removal|Remove construction]]&lt;br /&gt;
}}&lt;br /&gt;
[[File:mining_anim_v50.gif|thumb|189px|right|A designated area being mined.]]'''Mining''' is an essential part of building a fort in ''Dwarf Fortress''. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone|stone types]], [[ore]]s and [[gem]]s, or simply to create the basic tunnels and [[zone|room]]s in your fort. Mining refers to either the [[skill]] that performs mining, the [[labor]] associated with it, or simply the task or job of performing said labor. Military dwarves equipped with picks will use mining as their &amp;quot;[[Combat skill|weapon skill]].&amp;quot; Mining through softer materials such as [[sand]] or [[soil]] is much faster than mining through stone.&lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Digging''' removes the section of the wall while preserving both the ceiling (which is the floor of the level above) and the floor.&lt;br /&gt;
* '''[[Channel]]ing''' removes the section of the wall, the floor, and if possible places a ramp one level below.&lt;br /&gt;
* '''[[Ramp]]s''' replaces the section with a ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''[[Stairs]]''' carves out upward and/or downward stairs.&lt;br /&gt;
* '''Remove [[Construction]]''' removes a construction, ie. a built wall, stair, floor, etc.&lt;br /&gt;
* '''Remove Stairs/Ramp''' removes a dug-out stairs or ramp.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil.  NOTE: Constructed [[wall]]s, [[stairs]] or [[ramp]]s are not dug and instead must be removed using the 'Remove Construction' option ({{Menu icon|m|x}}). This uses the mining skill to be completed, regardless of the material the construction is made from.&lt;br /&gt;
&lt;br /&gt;
When discovering a unique stone, gem or ore, the game will display an annoucement that looks like the following:&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|You have struck saltpeter!|6:1}}&lt;br /&gt;
&lt;br /&gt;
==Understanding digging==&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|&lt;br /&gt;
Side view of various mining tasks. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In each of the 9 &amp;quot;digging&amp;quot; scenarios, the dwarf miner is shown as having completed the command(s) listed in that figure, moving from left to right. Each individual command is separated by a comma &amp;quot;,&amp;quot;. (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed. For example, in the bottom right figure: &amp;quot;Down stairs, up/down stairs, up stairs, mine x2&amp;quot; is five separate commands.&lt;br /&gt;
]]&lt;br /&gt;
Each layer in the three-dimensional ''Dwarf Fortress'' map consists of two parts: a wall-part, and a floor-part.  Mining a tunnel removes the wall-part but leaves the floor-part in place. Channeling removes the floor-part as well, leaving open space above, and if a wall-part exists below, it becomes an upward ramp. Digging an upward ramp removes the wall-part of the designated tile and both parts of the tile above it. Up stairs only modify the wall-part of the designated tile (and are unusable without Down stairs in the tile above), the Down stairs designation will remove the wall-part of the tile (if present) and place a stair connection in the floor-part of the designated tile. Up/down stairs modify both parts of the designated tile (but remain unusable until the tile above/below has the proper stair connection).&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Go to the {{Menu icon|y}} labor menu, then work details tab&lt;br /&gt;
# Select the &amp;quot;Miners&amp;quot; work detail on the left side of the screen&lt;br /&gt;
# Find the dwarf you would like to make a miner, and click the rightmost box, a green check mark should appear&lt;br /&gt;
# If you would like this dwarf to ''only'' mine, and ignore all other labors (they will still eat, sleep, take breaks, etc. ) you can toggle the dwarf's &amp;quot;Specialize&amp;quot; button (the hammer and lock icon) to be red.&lt;br /&gt;
To start mining, a [[miner]] requires an available [[pick]]. A dwarf's agility and mining skill affect how quickly they mine, as does pick material and quality, and even a [[Difficulty#Fortress_dig_speed|difficulty setting]].&lt;br /&gt;
&lt;br /&gt;
Giving a dwarf the miner work detail will disable the &amp;quot;wood cutter&amp;quot; and &amp;quot;hunter&amp;quot; work details, as those labors all involve the usage of different tools.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
# Press {{Menu icon|m}} to bring up the digging orders menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{Menu icon|m}} for mining&lt;br /&gt;
#* {{Menu icon|m|u|num=1}} for channeling&lt;br /&gt;
#* {{Menu icon|m|r|num=1}} for an upward ramp&lt;br /&gt;
#* {{Menu icon|m|t|num=1}} for stairs, set a start and an end point in a different elevation to determine if it leads upwards or downwards&lt;br /&gt;
# (Optional) Set the priority by pressing {{Menu icon|m|n|num=1}} to open the advanced options, and clicking a number to set the priority. Tiles with first/lowest numbered priority value will be mined first.&lt;br /&gt;
# Draw a rectangle using the mouse. An area should now be highlighted, indicating the area to be mined. The opposite corner can also be placed on a different z-level with {{k|c}}/{{k|e}}, designating areas across z-levels for mining.&lt;br /&gt;
&lt;br /&gt;
==Mineral production (profit!)==&lt;br /&gt;
When the wall-part is removed from a stone tile, there is a 25% chance that a single [[stone]] (also known as a boulder) will be left behind.  Minerals which are found in [[vein]]s have a 33% chance of leaving ore, and minerals found in [[vein|small clusters]] (or individual tiles) have a 100% chance of leaving a stone or rough gem behind. Finally, any &amp;quot;deep&amp;quot; material (i.e. [[adamantine]] or [[slade]]) has a 100% chance of leaving a usable stone (though the latter is normally undiggable). Mining skill only influences the amount of time it takes to mine each tile; it does not affect drop rate.&lt;br /&gt;
&lt;br /&gt;
Carving a channel down or ramp up needs special care to provide the full 25%/33%/100% mineral production: in the case that both the bottom tile (where the new ramp up is) and the top tile (new open-space above the newly carved ramp) are both dug out together as part of the same designation, there is only a single chance of mineral production, even though two tiles had their wall-part removed, effectively halving the mineral production chance to 12.5%/16.5%/50% in that case. But if special care is taken to ensure the top open-space tile is dug out first before carving the ramp below it, the full chance from both tiles can be achieved.&lt;br /&gt;
&lt;br /&gt;
The [[stoneworker's workshop]] can create four [[block]]s from each boulder, so on average you can create one stone block for each tile of stone mined. Each ore stone also produces 4 metal bars at a [[smelter]], so, on average, you will produce 1⅓ bars of the basic metal* for every tile of ore mined, or 4/ for small clusters of rare ore. &lt;br /&gt;
&lt;br /&gt;
: (* Two ores, [[tetrahedrite]] or [[galena]], have a chance to produce additional bars of [[silver]] as well as producing the 4 bars of their basic metal ([[copper]] and [[lead]], respectively). As a footnote, while [[iron]] ores produce 4 bars of iron, and that is all the metal required for 1 bar of steel, [[steel]] production additionally consumes 1 [[flux]] stone and 1 bar of [[fuel]] per single bar of steel produced.)&lt;br /&gt;
&lt;br /&gt;
When tunnels are dug in [[soil]], nothing is left from the material, there is no soil equivalent of a &amp;quot;[[stone]]&amp;quot; to be further used.  The floor-part will remain (if it wasn't channeled), and is suitable for [[farming]], or, if the right kind of soil, for sand or [[clay]] collection.&lt;br /&gt;
&lt;br /&gt;
After pressing {{Menu icon|m}}  and opening the advanced {{Menu icon|m|n|num=1}}  options menu, you can set the designation type to switch between designating all materials ({{Menu icon|m|v|num=1}}), designating just {{Menu icon|m|g|num=1}} gems, designating just gems and {{Menu icon|m|o|num=1}} ores, or designating ore/gem clusters or veins to be mined automatically with {{Menu icon|m|V|num=1}}.  Switching the designation type to automining will allow you to quickly assign mining tasks to entire veins.&lt;br /&gt;
&lt;br /&gt;
==Training mining==&lt;br /&gt;
Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is one of the fastest ways to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
The fastest way to train mining is to first dig out upstairs, then remove the upstairs. Removing upstairs (even rock ones) is extremely quick and still provides mining experience.&lt;br /&gt;
&lt;br /&gt;
==Mining warm and damp stone==&lt;br /&gt;
[[File:digging_wet_preview.png|thumb|Wet tiles that should not be dug.]]&lt;br /&gt;
When designating any digging operation, warm and damp tiles will flash, indicating magma or water in adjacent tiles. Miners can dig these safely, provided there is an escape route. (''&amp;quot;Safely&amp;quot;'' here implies only the short term survival of the digging dwarf, your fortress may well be flooded as a result, even many levels above the digging level, ''eventually'' killing your dwarf.)&lt;br /&gt;
&lt;br /&gt;
Channeling and ramping designations involve two operations, and your dwarf will be submerged in the fluid when done. Unskilled swimmers can reach an exit ramp out of water if near enough, but magma will certainly cost your miner's life (the flow from either can knock dwarves off ledges, or, naturally, [[flood]] the fortress.)&lt;br /&gt;
&lt;br /&gt;
Wall tiles ''above'' magma will flash &amp;quot;warm&amp;quot;, and designations will be cancelled even if an entirely safe tunnel is being dug. This is rather annoying when carving out rooms above the magma sea, and can be disabled on the [[Standing_orders#Other|Other tab]] on the Standing orders tab in the Labor menu {{Menu icon|y}}{{version|53.12}}. [[DFHack]] provides an additional [https://docs.dfhack.org/en/stable/docs/tools/dig.html#warmdamptoolbar toolbar] to prevent these cancallations.&lt;br /&gt;
&lt;br /&gt;
==How to cancel a mining operation==&lt;br /&gt;
If you placed a designated area for mining but want to cancel the mining (for example if you approached [[Main:Digging designation canceled|damp stone]]) open the eraser tool with {{Menu icon|x}} and select an area you want to cancel.&lt;br /&gt;
&lt;br /&gt;
== Rampless channels ==&lt;br /&gt;
To create a channel with no ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards {{Menu icon|m|x}}. If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Another (more complicated) way of removing any access to the moat is to replace the dug out ramps with constructed ones and creating a cave-in with constructed floors. Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
When digging ramps upwards, watch out for loose stone or other items that might be on the floor above, as falling objects can injure the unfortunate miner.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* [[Caverns]] &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]].&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&lt;br /&gt;
* [[Smoothing]] &amp;amp;ndash; Increase fortress value and dwarf happiness by improving the quality of your rough-stone mineshafts.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = avuz | elvish = cèthutha | goblin = ngogngo | human = bora}}&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;br /&gt;
[[zh:Mining]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320186</id>
		<title>Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320186"/>
		<updated>2026-09-21T03:31:53Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added embark overlay colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:map_legend_preview.png|right]]''Dwarf Fortress'' uses [[tileset]]s and [[Graphics|sprite graphics]] to draw the game, including maps. This '''map legend''' explains what the [[character table|characters]] and [[color]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map. This article covers both ASCII tiles and graphic sprites.&lt;br /&gt;
&lt;br /&gt;
== Tile colors ==&lt;br /&gt;
The colors of a map tile may give information about that region's predominant [[biome]] and [[surroundings]]; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is &amp;quot;good&amp;quot; aligned. Purple, gray, brown, and red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about a tree's current [[tree#Growths|growth]].&lt;br /&gt;
&lt;br /&gt;
In ASCII mode, the characters and their colors offer slightly more information about a biome, such as the temperature mixed with the moral standing of the biome (good, neutral and evil) compared to the graphics of the premium version of the game. With the graphics, the presentation is more simplified, as each biome type is displayed with the following graphical information: neutral, evil, evil savage, good and good savage. Some graphics are displayed the same, regardless of what type of biome or moral surroundings they are part of.&lt;br /&gt;
&lt;br /&gt;
== Biome/Region key ==&lt;br /&gt;
Tiles are listed by alignment, with normal tiles first, then good-aligned tiles, and then evil tiles. Snow and ice-covered tiles are included next to their respective alignments.&lt;br /&gt;
&lt;br /&gt;
=== Hills and mountains/Plains ===&lt;br /&gt;
Yellow hills or plains indicate dry vegetation.&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| {{Biome|.|ⁿ|2:1}} {{Biome|.|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|5:0|5:1}} {{Biome|.|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savanna]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:1}} {{Biome|&amp;quot;|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| {{Biome|&amp;quot;|τ|2:1}} {{Biome|&amp;quot;|τ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|5:0|5:1}} {{Biome|&amp;quot;|τ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Grassland Tropical&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Hills]]&lt;br /&gt;
| {{Biome|n|∩|2:1}} {{Biome|n|∩|6:1}}&lt;br /&gt;
| {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|n|∩|5:0|5:1}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Low [[mountain]]s&lt;br /&gt;
| {{Biome|⌂|⌂|7:0}}&lt;br /&gt;
| {{Biome|⌂|⌂|7:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|6:1|6:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| {{Biome|▲|▲|0:1}}&lt;br /&gt;
| {{Biome|▲|▲|7:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| {{Biome|▲|▲|7:0}}&lt;br /&gt;
| {{Biome|▲|▲|3:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Low mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Peak mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
In normal [[forest]]s, the color changes with the seasons.&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| {{Biome|♠|♣|7:1|5:1|altc}} {{Biome|♠|♣|2:0}} {{Biome|♠|♣|6:1|4:1|altc}} {{Biome|╞|╞|6:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:1}} {{Biome|╞|╞|7:1}}&lt;br /&gt;
| {{Biome|♠|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|♠|♣|5:0|5:1}} {{Biome|♠|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:0}} {{Biome|♠|┤|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| {{Biome|Γ|♠|2:0}}&lt;br /&gt;
|&lt;br /&gt;
| {{Biome|Γ|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|Γ|♠|5:0|5:1}} {{Biome|Γ|┤|0:1|4:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Coniferous forest&lt;br /&gt;
| {{Biome|↑|↨|2:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:1}}&lt;br /&gt;
| {{Biome|↑|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|↑|↨|5:0|5:1}} {{Biome|↑|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:0}} {{Biome|↑|┤|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest (dry)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Temperate coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Taiga forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deserts ===&lt;br /&gt;
In normal sand [[desert]]s, the color depends on the type of [[sand]].&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Sand desert&lt;br /&gt;
| {{Biome|~|≈|6:1}} {{Biome|~|≈|0:1}} {{Biome|~|≈|4:1}} {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|3:0}}&lt;br /&gt;
| {{Biome|~|≈|5:0|5:1}}&lt;br /&gt;
| {{Biome|~|≈|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Rocky wasteland&lt;br /&gt;
| {{Biome|,|´|7:0|6:0|altc}} {{Biome|n|∩|7:0|6:0|altc}}&lt;br /&gt;
| {{Biome|,|´|7:1}} {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|,|´|3:0|3:1}} {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|,|´|0:1|4:0}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|,|´|7:0}} {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| {{Biome|V|√|6:0}}&lt;br /&gt;
| {{Biome|V|√|7:1}}&lt;br /&gt;
| {{Biome|V|√|3:0|3:1}}&lt;br /&gt;
| {{Biome|V|√|0:1|4:0}}&lt;br /&gt;
| {{Biome|V|√|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Desert &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_neutral.png]] [[File:yellow_sand_world.png]] [[File:black_sand_world.png]] [[File:red_sand_world.png]] [[File:white_sand_world.png]] &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky hills&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky plains&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_plains_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:badlands_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Beach&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:beach_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wetlands ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Swamp]]&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|5:0|5:1}} {{Biome|&amp;quot;|⌠|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Marsh&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ice regions ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Tundra]]&lt;br /&gt;
| {{Biome|∙|·|3:1}}&lt;br /&gt;
| {{Biome|∙|·|3:0}}&lt;br /&gt;
| {{Biome|∙|·|5:0|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacier]]&lt;br /&gt;
| {{Biome|▓|▒|3:1}}&lt;br /&gt;
| {{Biome|▓|▒|3:0}}&lt;br /&gt;
| {{Biome|▓|▒|5:0|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Frozen ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bodies of water ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[River]]&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬|6:0}}{{Raw Tile|┴|4:0}} {{Raw Tile|╦|6:0}}{{Raw Tile|╩◄|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocean]]&lt;br /&gt;
| {{Biome|≈|≈|1:0}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|3:1}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|6:0|4:0}} {{Biome|▒|░|6:0|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lake]]&lt;br /&gt;
| {{Biome|~|~|1:1}}&lt;br /&gt;
| {{Biome|~|~|3:1}}&lt;br /&gt;
| {{Biome|~|~|6:0|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Brook*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:brook_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| River*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Major river*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_major_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Lake&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Deep ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*Unlike ASCII mode, brooks and rivers will appear the same in good, neutral and evil biomes.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terrain feature key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Terrain feature&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Peak]]&lt;br /&gt;
| {{Raw Tile|^|7:0}}&lt;br /&gt;
| {{Raw Tile|^|3:1}}&lt;br /&gt;
| {{Raw Tile|^|6:1}}&lt;br /&gt;
| {{Raw Tile|^|5:0}} {{Raw Tile|^|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcano]]&lt;br /&gt;
| {{Raw Tile|^|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Volcano&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Construction&lt;br /&gt;
! Normal&lt;br /&gt;
|-&lt;br /&gt;
| [[Road#World gen roads|Road]]&lt;br /&gt;
| {{Raw Tile|•┬┴•|6:0}} {{Raw Tile|•┬┴•|0:1}} {{Raw Tile|•┬┴•|7:0}} {{Raw Tile|•┬┴•|7:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Graphic&lt;br /&gt;
|-&lt;br /&gt;
| Tunnel&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tunnel_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Paved road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:paved_road_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Dirt road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:dirt_road_world_map.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Tree key ==&lt;br /&gt;
&lt;br /&gt;
Forests and swamps will use the map tiles of the [[tree]]s they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis.&lt;br /&gt;
&lt;br /&gt;
Tiles can vary significantly in forests due to the variety of trees that can be generated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Terrain &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|⌠|2:0}} || Swamp&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|↑|2:0}} || Conifer Forest &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|♠|2:0}} || Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Γ|2:0}} || Tropical Forest&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
== Site key (ASCII) ==&lt;br /&gt;
Site tiles are organized by columns, from left-to-right: normal populated sites, [[ruin]]ed sites, and sites captured by [[necromancer]]s or their [[night creature]] armies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven sites ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| {{Raw Tile|Ω|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| {{Raw Tile|Ω|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| {{Raw Tile|Ω|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elven sites ===&lt;br /&gt;
&lt;br /&gt;
Forest retreats marked as ({{Raw Tile|¶|6:1}}) are [[market town]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| {{Raw Tile|î|6:1}} {{Raw Tile|¶|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|6:1}} {{Raw Tile|₧|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}} {{Raw Tile|₧|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Goblin sites ===&lt;br /&gt;
&lt;br /&gt;
A light magenta dark fortress ({{Raw Tile|Π|5:1}}) indicates the presence of an [[underworld spire]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| {{Raw Tile|Π|0:1}} {{Raw Tile|Π|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}} {{Raw Tile|μ|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| {{Raw Tile|º|5:0}}&lt;br /&gt;
| {{Raw Tile|ª|0:1}}&lt;br /&gt;
| {{Raw Tile|ª|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Human sites ===&lt;br /&gt;
&lt;br /&gt;
For towns, the tiles indicate a town's current population (increases from left to right). Hamlet tiles represent the region the hamlet is in (hills, plains, rivers, etc.).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| {{Raw Tile|+|7:0}} {{Raw Tile|*|7:0}} {{Raw Tile|#|7:0}} {{Raw Tile|☼|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| {{Raw Tile|&amp;amp;#61;|2:0}} {{Raw Tile|≡|2:0}} {{Raw Tile|æ|2:0}} {{Raw Tile|Æ|2:0}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|3:1}} {{Raw Tile|≡|3:1}} {{Raw Tile|æ|3:1}} {{Raw Tile|Æ|3:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:1}} {{Raw Tile|≡|1:1}} {{Raw Tile|æ|1:1}} {{Raw Tile|Æ|1:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:0}} {{Raw Tile|≡|1:0}} {{Raw Tile|æ|1:0}} {{Raw Tile|Æ|1:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|6:0}} {{Raw Tile|≡|6:0}} {{Raw Tile|æ|6:0}} {{Raw Tile|Æ|6:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|5:0}} {{Raw Tile|≡|5:0}} {{Raw Tile|æ|5:0}} {{Raw Tile|Æ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| {{Raw Tile|○|7:1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Raw Tile|○|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other sites ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| {{Raw Tile|•|0:1}}&lt;br /&gt;
| {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| {{Raw Tile|◙|6:0}}&lt;br /&gt;
| {{Raw Tile|◙|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| {{Raw Tile|#|0:7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| {{Raw Tile|•|0:1}} {{Raw Tile|•|2:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| {{Raw Tile|○|7:0}}&lt;br /&gt;
| {{Raw Tile|○|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]]&lt;br /&gt;
| {{Raw Tile|Å|7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| {{Raw Tile|0|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| {{Raw Tile|I|7:0}}&lt;br /&gt;
| {{Raw Tile|I|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| {{Raw Tile|■|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp#Adventurer camp|Adventurer camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site key (ASCII and graphics) ==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|☼|6:0:1}} &lt;br /&gt;
| [[File:Icon site camp2.png]] [[File:Icon site camp.png]] [[File:Icon site camp3.png]]&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} &lt;br /&gt;
| [[File:icon_site_cave2.png]] [[File:Icon site cave.png]]&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
| [[File:Icon site dark fortress b.png]] [[File:Icon site dark fortress 1.png]] [[File:Icon_site_dark_fortress_3.png]]&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| Goblins (and potentially a special creature)&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|º|5:0:0}} &lt;br /&gt;
| [[File:Icon site dark fortress 2.png]]&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}&lt;br /&gt;
|[[File:Icon site forest retreat 1.png]] [[File:Icon site forest retreat 2.png]] &lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| Elves and Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:1}} &lt;br /&gt;
| [[File:Icon site mountainhome.png]]&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:1}} &lt;br /&gt;
| [[File:Icon site castle.png]]&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|0:6:0}} &lt;br /&gt;
| [[File:icon_site_fort2.png]] [[File:Icon site fort.png]]&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} &lt;br /&gt;
| [[File:Icon site village.png]]&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| Humans and Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:0}} &lt;br /&gt;
| [[File:Icon site hillocks.png]]&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|#|0:7:1}}&lt;br /&gt;
| [[File:Icon site labyrinth.png]]&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} &lt;br /&gt;
|[[File:Icon site lair burrow.png]]&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:0}} &lt;br /&gt;
|[[File:Icon site monastery.png]]&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|0:0:1}} &lt;br /&gt;
| [[File:Icon site fortress.png]]&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin1.png]] [[File:icon_site_ruin2.png]] [[File:icon_site_ruin_dwarf.png]] [[File:icon_site_ruin_castle.png]] [[File:icon_site_ruin_castle2.png]] [[File:icon_site_ruin_castle3.png]] [[File:icon_site_ruin_u.png]] [[File:icon_site_ruin_small1.png]] [[File:icon_site_ruin_small2.png]]&amp;lt;br&amp;gt;[[File:icon_village_ruin1.png]] [[File:icon_village_ruin2.png]]&lt;br /&gt;
| [[Ruin|Ruins]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|₧|6:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin_forest_retreat1.png]] [[File:icon_site_ruin_forest_retreat2.png]]&lt;br /&gt;
| Forest retreat ruins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[File:Icon site shrine titan.png]] [[File:icon_site_fort2.png]]&lt;br /&gt;
| [[Shrine (megabeast)|Shrine]]&lt;br /&gt;
| Megabeast&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|0|0:0:1}} &lt;br /&gt;
| [[File:Icon site tomb.png]]&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|I|5:0:0}} &lt;br /&gt;
| [[File:Icon site necrotower.png]]&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| Necromancer(s) and undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} &lt;br /&gt;
| [[File:Icon site city 1.png]]  [[File:Icon site city 2.png]] [[File:Icon site city 3.png]] [[File:Icon site city 4.png]]&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:Icon site vault.png]]&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| Special creatures&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:site mythical 1.png]] [[File:site mythical 2.png]] [[File:site mythical 3.png]]&lt;br /&gt;
| [[Mysterious dungeon|Mythical site]]&lt;br /&gt;
| [[Dungeon guardian]]s and goblins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site interface (graphics) ==&lt;br /&gt;
These surrounding squares on sites and civilizations in fortress mode show the location's standing with the player's fortress.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #aaa solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Graphic'''&lt;br /&gt;
!|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_cursor.png]]&lt;br /&gt;
| Cursor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_fort.png]]&lt;br /&gt;
| Player's fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_civ.png]]&lt;br /&gt;
| Player's civilization&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_neutral.png]]&lt;br /&gt;
| Neutral / No contact&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_hostile.png]]&lt;br /&gt;
| Hostile&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_attack.png]]&lt;br /&gt;
| Attacking&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_path.png]]&lt;br /&gt;
| Mission path&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_marker.png]]&lt;br /&gt;
| Mission marker&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_holding.png]]&lt;br /&gt;
| [[Holding]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_ally.png]]&lt;br /&gt;
| Ally&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_occupied.png]]&lt;br /&gt;
| Occupied&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_vassal.png]]&lt;br /&gt;
| Vassal&lt;br /&gt;
|- style=&amp;quot;color:; background:#bbb;&amp;quot;&lt;br /&gt;
| [[File:worldmap_tributary.png]]&lt;br /&gt;
| Tributary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_occupied_tributary.png]]&lt;br /&gt;
| Occupied tributary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_market_dependence.png]]&lt;br /&gt;
| Market dependence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Drawn site key (graphics) ==&lt;br /&gt;
This is how sites and landscapes appear on the map when they are out of range and/or undiscovered.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#261a11;border:1px #AAA solid;color:white&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#8c6344;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_grassland.png]]&lt;br /&gt;
| Grassland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_water.png]]&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_conifer.png]]&lt;br /&gt;
| Conifer Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_broadleaf.png]]&lt;br /&gt;
| Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hills.png]]&lt;br /&gt;
| Hills&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountains.png]]&lt;br /&gt;
| Mountains&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_marsh.png]]&lt;br /&gt;
| Marsh&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_glacier.png]]&lt;br /&gt;
| Glacier&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_site.png]]&lt;br /&gt;
| Site&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_rock.png]]&lt;br /&gt;
| Desert Rock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_badlands.png]]&lt;br /&gt;
| Desert Badlands&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_sand.png]]&lt;br /&gt;
| Desert Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_roads.png]]&lt;br /&gt;
| Roads&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_rivers.png]]&lt;br /&gt;
| Rivers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_labyrinth.png]]&lt;br /&gt;
| Labyrinth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_shrine.png]]&lt;br /&gt;
| Shrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_lair.png]]&lt;br /&gt;
| Lair&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_cave.png]]&lt;br /&gt;
| Cave&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_home.png]]&lt;br /&gt;
| Mountain Home&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hillocks.png]]&lt;br /&gt;
| Hillocks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fortress.png]]&lt;br /&gt;
| Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_ruin.png]]&lt;br /&gt;
| Mountain Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_fortress.png]]&lt;br /&gt;
| Dark Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_pits.png]]&lt;br /&gt;
| Dark Pits&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_evil_ruin.png]]&lt;br /&gt;
| Evil Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_home_tree.png]]&lt;br /&gt;
| Home Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_retreat.png]]&lt;br /&gt;
| Forest Retreat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_ruin.png]]&lt;br /&gt;
| Forest Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle_ruin.png]]&lt;br /&gt;
| Castle Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_necrotower.png]]&lt;br /&gt;
| Necromancer Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fort.png]]&lt;br /&gt;
| Fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_monastery.png]]&lt;br /&gt;
| Monastery&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle.png]]&lt;br /&gt;
| Castle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_vault.png]]&lt;br /&gt;
| Vault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_tomb.png]]&lt;br /&gt;
| Tomb&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city.png]]&lt;br /&gt;
| City&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_town.png]]&lt;br /&gt;
| Town&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city_ruin.png]]&lt;br /&gt;
| City Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village1.png]] [[File:icon_drawn_village2.png]] [[File:icon_drawn_village3.png]] [[File:icon_drawn_village4.png]]&lt;br /&gt;
| Village&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village_ruin.png]]&lt;br /&gt;
| Village Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mythical1.png]] [[File:icon_drawn_mythical2.png]] [[File:icon_drawn_mythical3.png]]&lt;br /&gt;
| Mythical sites&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark assistant added sites ===&lt;br /&gt;
Shown when the [[DFHack]] plugin is active, list is from the in game plugin {{k|i}}nformation, see there for details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Camp&lt;br /&gt;
| {{Raw Tile|C|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Cave&lt;br /&gt;
| {{Raw Tile|c|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Lair&lt;br /&gt;
| {{Raw Tile|m|6:1}} {{Raw Tile|b|6:1}} {{Raw Tile|l|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Labyrinth&lt;br /&gt;
| {{Raw Tile|L|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Monument&lt;br /&gt;
| {{Raw Tile|M|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Shrine&lt;br /&gt;
| {{Raw Tile|S|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Vault&lt;br /&gt;
| {{Raw Tile|V|6:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
These overlay colors appear when attempting to select an embark location, or when searching for desired tiles with specific properties ([[aquifer]] level, [[metal]]s, [[sand]], [[clay]], etc.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile status&lt;br /&gt;
! Color&lt;br /&gt;
|-&lt;br /&gt;
| Valid&lt;br /&gt;
| [[File:embark_overlay_good.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Restricted&lt;br /&gt;
| [[File:embark_overlay_restricted.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Search result (perfect)&lt;br /&gt;
| [[File:embark_overlay_find_good.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Search result (partial)&lt;br /&gt;
| [[File:embark_overlay_find_partial.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fast travel key ==&lt;br /&gt;
{{outdatedsection}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer(s)&lt;br /&gt;
| {{Raw Tile|@|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Other traveling individual or group&lt;br /&gt;
| {{Raw Tile|*|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Graphics&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer (you)&lt;br /&gt;
| [[File:map_adv_icon_you_anim.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, small)&lt;br /&gt;
| [[File:map_adv_icon_group_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, medium)&lt;br /&gt;
| [[File:map_adv_icon_group_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, large)&lt;br /&gt;
| [[File:map_adv_icon_group_lrg.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, small)&lt;br /&gt;
| [[File:map_adv_icon_soldier_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, medium)&lt;br /&gt;
| [[File:map_adv_icon_soldier_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, large)&lt;br /&gt;
| [[File:map_adv_icon_soldier_lrg.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (small)&lt;br /&gt;
| [[File:map_adv_icon_monster_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (medium)&lt;br /&gt;
| [[File:map_adv_icon_monster_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (large)&lt;br /&gt;
| [[File:map_adv_icon_monster_lrg.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_find_partial.png&amp;diff=320185</id>
		<title>File:Embark overlay find partial.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_find_partial.png&amp;diff=320185"/>
		<updated>2026-09-21T03:11:04Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_find_good.png&amp;diff=320184</id>
		<title>File:Embark overlay find good.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_find_good.png&amp;diff=320184"/>
		<updated>2026-09-21T03:10:49Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_restricted.png&amp;diff=320183</id>
		<title>File:Embark overlay restricted.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_restricted.png&amp;diff=320183"/>
		<updated>2026-09-21T03:09:59Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_blue.png&amp;diff=320182</id>
		<title>File:Embark overlay blue.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_blue.png&amp;diff=320182"/>
		<updated>2026-09-21T03:09:28Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy moved page File:Embark overlay blue.png to File:Embark overlay good.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Embark overlay good.png]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_good.png&amp;diff=320181</id>
		<title>File:Embark overlay good.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_good.png&amp;diff=320181"/>
		<updated>2026-09-21T03:09:28Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy moved page File:Embark overlay blue.png to File:Embark overlay good.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_good.png&amp;diff=320180</id>
		<title>File:Embark overlay good.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Embark_overlay_good.png&amp;diff=320180"/>
		<updated>2026-09-21T03:08:57Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=320179</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=320179"/>
		<updated>2026-09-21T02:37:14Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Weapon/Item utilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
: ''This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page).''&lt;br /&gt;
: ''For a  &amp;quot;How to&amp;quot;, [[Military]] is the main article, (or see [[Attack]] for the quick &amp;quot;right now!&amp;quot; version).''&lt;br /&gt;
&lt;br /&gt;
[[File:combat_preview_anim.gif|thumb|290px|right|Animation of an armored [[dwarf]] and armored [[human]] in a fight to the death.]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games - rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso, which have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. [[Wound|Damage]] to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
&lt;br /&gt;
Although [[creature]]s and players may direct and focus their attacks, combat is random in nature  -  a glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control, they can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zoluth&lt;br /&gt;
| elvish  = moÿira&lt;br /&gt;
| goblin  = nur&lt;br /&gt;
| human   = thec}}Reading the combat {{menu icon|N}} [[reports]] will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.&lt;br /&gt;
&lt;br /&gt;
As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic 'hit points', and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness. If a [[minecart]] slams into a creature, it will be reported in the combat log as if the cart was an attacking creature.&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], combat is handled passively, with gameplay constantly moving, and only pausing in certain circumstances (such as the arrival of a [[megabeast]] or [[siege]]). In [[adventure mode]], combat is handled in a slower and more diligent manner, given the frame-by-frame manner of the game mode, allowing the player to manage their actions more carefully. Combat is also represented in a more graphical way in the latter game mode, such as slashes and sparks appearing across the screen when a creature attacks another. The player, their companions and any nearby creatures will cause a small combat log to appear in the upper center of the screen when attacking in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==General observations==&lt;br /&gt;
[[File:advmode_combat_anim.gif|thumb|178px|right|An intelligent undead human fighting a goblin in adventure mode.]]&lt;br /&gt;
* '''Blunt weapons''' use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for blunt weapons are, listed from worst to best: [[Adamantine]] → [[Steel]] → [[Iron]] → [[Bronze]] → [[Copper]] → [[Silver]]. It should be noted that, other than Adamantine, all previously-listed materials are just about as effective as each other for blunt attacks due to their impact values. Higher contact area has higher potential damage but has a harder time getting through armor.&lt;br /&gt;
* '''Edged weapons''' use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are, listed from worst to best: [[Silver]] → [[Copper]] → [[Bronze]] → [[Iron]] → [[Steel]] → [[Adamantine]].&lt;br /&gt;
* Edged weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high.&lt;br /&gt;
&lt;br /&gt;
===AI Behaviour===&lt;br /&gt;
On seeing an enemy, military dwarves will rush towards their targets if they're able to path towards them. When at least one opponent is engaging a player-controlled character in [[adventure mode]] or the [[object testing arena]] colored dots will appear to reduce confusion, and will indicate where the player is, where attacking allies are and where enemies are, including what type of fighting said enemies are doing:&lt;br /&gt;
* [[File:indicator_you.png]] - '''You:''' The character currently controlled by the player.&lt;br /&gt;
* [[File:indicator_ally.png]] - '''Ally:''' The character is an ally and/or companion during a fight.&lt;br /&gt;
* [[File:indicator_brawl.png]] - '''Brawl:''' The character is brawling: punches, kicks, scratches and some wrestling moves, but no weapons.&lt;br /&gt;
* [[File:indicator_nonlethal.png]] - '''Non-lethal:''' Somewhat similar to brawling, but with more types of wrestling moves. Although there is no lethal intent, a combatant may still receive mortal wounds.&lt;br /&gt;
* [[File:indicator_lethal.png]] - '''Lethal:''' The character intends to fight to the death, but someone surrendering may also end the fight.&lt;br /&gt;
&lt;br /&gt;
====Weapon attacks====&lt;br /&gt;
During most fights, attacks are targeted at a specific body part with a specific weapon, based on a few factors.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, during a fight, each turn generates an ease and squareness for each part of the target, based on relative positioning and current actions. If an auto-attack is made, the AI will take into account: &lt;br /&gt;
*A combination of the ease and squareness of the attack.&lt;br /&gt;
*Weapons at its disposal, including both held and natural weapons&lt;br /&gt;
*Body parts, such as the head, although this seems to be considered a low priority&lt;br /&gt;
&lt;br /&gt;
The AI can also perform wrestling, including the use of locks, choke-holds, and even forcefully removing equipment, although wrestling attacks are usually uncommon when a weapon is equipped.&lt;br /&gt;
&lt;br /&gt;
If the target is unconscious or immobilized, such as becoming exhausted or caught in webs, all strikes against that target will become perfectly accurate and perfectly squared, and the AI will always prioritize removing the helmet, then striking the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the AI does not seem to account for a body part's injuries - an already-disarmed hand or unusable leg can still be targeted, despite the presence of functional parts.&lt;br /&gt;
      &lt;br /&gt;
*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.&lt;br /&gt;
&lt;br /&gt;
The AI also sometimes forgets to retrieve their weapon after it becomes lodged in a target's wound - while they can still block attacks with their weapon, they will stop using it to make an attack, unless they receive intervention, such as another creature killing their target, or a tackle displacing them. This means even legendary weapon users can suddenly become useless mid-battle, and dispatching a small number of dwarves can be prone to reliability issues, especially if their weapon type becomes lodged often.&lt;br /&gt;
&lt;br /&gt;
==General terms==&lt;br /&gt;
{{main|Material science}}&lt;br /&gt;
:'''Stress''' - Pressure = Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to ''Dwarf Fortress'' Combat&lt;br /&gt;
&lt;br /&gt;
===Armor properties===&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact strain at yield'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear strain at yield'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage''': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
===Weapon properties===&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity.&lt;br /&gt;
::*'''Penetration depth''' affect how deep stabs go. Unlike contact area, penetration depth is the maximum shear distance the weapon can go before an edged force stops and converts into a blunt force.&lt;br /&gt;
&lt;br /&gt;
==Attack speed==&lt;br /&gt;
Attack speed is defined in the raws using the {{token|ATTACK_PREPARE_AND_RECOVER|weapon}} token. &amp;lt;code&amp;gt;ATTACK_PREPARE_AND_RECOVER:3:3&amp;lt;/code&amp;gt; means &amp;quot;3 ticks to prepare, 3 ticks to recover&amp;quot;; this is the usual, for most attacks. Some attacks, such as kicks, are slower, and some, such as many night creature attacks, are faster. These can also be affected by modifiers (see below).&lt;br /&gt;
&lt;br /&gt;
==Other combat factors==&lt;br /&gt;
* Adventurer mode keeps track of which way a creature is facing, based on its last actions; fortress mode only does this for some actions, other actions just leave it facing north (and field-of-view might be ignored in fortress mode{{verify}}). Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.&lt;br /&gt;
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking half of the opponent's legs is worth the effort.&lt;br /&gt;
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force. Charging and wrestling also favor the larger combatant.&lt;br /&gt;
* Shakes and strong attacks will transfer momentum to other bodyparts, for example, if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if an attack is blocked by armor, the force of the blow can still damage other bodyparts.&lt;br /&gt;
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.&lt;br /&gt;
* Only wild attacks are usable by berserk creatures.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}/ {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile creature on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|A}}&lt;br /&gt;
| Attack an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|W}}&lt;br /&gt;
| Wrestle an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability or power&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
See [[Adventurer mode gameplay#Party members]] for information on switching characters and using tactical mode.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense is very important in ''Dwarf Fortress''. Lucky attacks can kill instantly, and the only common way to heal is to pass time (which can be done with fast travel, sleeping, or actual waiting) and some damage cannot be healed (except [[Werebeast#Werebeasts_in_adventure_mode|rare]] [[Mythical substance|means]]). The main methods of defense are armor, dodging, shields, and parrying attacks.&lt;br /&gt;
&lt;br /&gt;
Defense can happen either automatically, or manually using the {{Adv menu icon|A}} attack menu. Manual defense is more likely to succeed, but prevents you from attacking (except for multi-attacks, but defense is tricky with those). The relative skill levels of attacker and target also affect the chances of success  - a master swordsman is more likely to hit a novice dodger than a master dodger, for example. Also, see the [[Combat#Combat_preferences|Combat preferences]] section below for information on how those can affect defense.&lt;br /&gt;
&lt;br /&gt;
[[Armor]] has a chance to automatically deflect an attack that targets a body part covered by it. So, getting as much [[Armor#Coverage|coverage]] as possible is important, as is having more [[Armor#Layers|layers]] of protection. The [[armor user]] skill is also very important as otherwise worn armor will greatly slow the wearer down.&lt;br /&gt;
&lt;br /&gt;
Each attack on you has a chance of being dodged automatically depending on your [[dodger]] skill level. You can also dodge manually in the {{Adv menu icon|A}} aim attack menu by selecting any creature and choosing dodge. You then pick a direction, and your character will move one tile in that direction, possibly avoiding any number of attacks. Tiles that have a creature standing in them or some other blocking object cannot be dodged into. It is not clear whether choosing a specific creature increases the chance to dodge their attack or if choosing any creature will result in the same chance to dodge all attacks.&lt;br /&gt;
&lt;br /&gt;
Each held shield has a chance to block most attacks, including breath attacks, and each held weapon has a chance to parry other weapon attacks, including projectile attacks (very rarely). Blocking and parrying can also be attempted manually in the {{Adv menu icon|A}} aim attack menu. There you can see adjacent creatures and any attacks they are attempting. This may include how soon the attack will happen depending on [[observer]] skill level. You can then pick a creature and choose to attempt to parry or block their attack. If several attacks are incoming, you can either manually defend against the soonest attack hoping for time to defend against the others or against the most dangerous hoping the other attacks are defended automatically.&lt;br /&gt;
&lt;br /&gt;
The defensive options in the {{Adv menu icon|A}} aim attack menu do not have fixed keys because their position can change if one or more is impossible. You can't block without a shield, parry without a free weapon, or dodge while in a wrestling hold.&lt;br /&gt;
&lt;br /&gt;
Offense can also sometimes be used defensively. Using {{Adv menu icon|W}} [[wrestling]] grabs, incoming attacks can be [[Wrestling#Interrupting|interrupted]] and opponents [[Wrestling#Disarming|disarmed]].&lt;br /&gt;
&lt;br /&gt;
Note that you can dodge even if you are not being attacked. Also, despite being in an attack menu the defensive options will not escalate the conflict level. So, you can dodge away from a friendly creature without it counting as an attack.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are divided into specific [[Combat_skill#Weapon_skills|weapon skill]]s. Also, any item held in a grasp (usually a hand) can be used as a weapon and will use the [[Miscellaneous object user]] skill. This includes shields. Mining [[pick]]s are an exception in that they use the [[Miner]] skill.&lt;br /&gt;
&lt;br /&gt;
Weapons can become stuck in wounds after an attack - this will make the weapon unavailable for aimed attacks. There are multiple ways to free them. The most reliable is by {{Adv menu icon|I}} interacting with the weapon in inventory, choosing the weapon, and choosing the {{DFtext|Gain possession}} option. Other ways include; doing a non-aimed attack can free up a stuck weapon (but if you're holding multiple weapons this isn't certain to work); moving from your current tile (exposing your back or flank to the enemy is not recommended); moving the enemy from their ''own'' tile by wrestling throw or charging attack; or jumping into the enemy.&lt;br /&gt;
&lt;br /&gt;
Most creatures have body parts that can be used as weapons; hands, nails, feet, and mouths are common. These allow the creature to punch, scratch, kick, and bite, which use the Striker, Kicker, and Biter [[combat skill]]s. Creatures with other body parts may have an added attack with those; horns or tusks add gore attacks, for example. Creatures may also have attacks as natural abilities or acquired powers which can be used with {{Adv menu icon|X}}. [[Spit]] is a common ability, but is not very effective.&lt;br /&gt;
&lt;br /&gt;
The entire body can also be used as a weapon by {{Adv menu icon|j}} jumping into or through the tile a creature is in. Usually they will dodge, but that might be useful around dangerous terrain. If it does hit, they may be sent flying depending on your relative masses. This can be useful for crowd control or knocking enemies into pits. Having your weapon stuck in them seems to increase the chance of hitting them.&lt;br /&gt;
&lt;br /&gt;
=== Melee attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply moving towards your enemy using the movement keys. A hostile creature in the same tile as you can be attacked with {{k|5}}. The specific type of attack can be influenced by the [[Combat#Combat_preferences|combat preferences]] and may be influenced by the character's skill level for each type of attack.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Any visible creature can be attacked by standing next to it and pressing {{Adv menu icon|A}} or {{Adv menu icon|W}}. Attacking some creatures will require a confirmation, given using {{k|alt}}+{{k|y}}. This can be because they're friendly (which includes wild animals for elves), unconscious, or have yielded. This menu also has [[Combat#Wrestling|wrestling]] and [[Combat#Defense|defensive]] options.&lt;br /&gt;
&lt;br /&gt;
The first option {{k|a}} is to make an '''aimed attack'''. You first select the body part that you want to attack, then the type of attack. There are several options below the attack type menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
Some options may be marked with a {{Raw tile|!|3:1}}, this indicates an attack of opportunity which has a greatly increased chance of effectiveness, but only applies to a specific attack type. Selecting a body part with one of these will then show which type of attack it is. A {{Raw tile|↑|3:1}} or {{Raw tile|↓|3:1}} indicates that there is a {{Raw tile|!|3:1}} on another page. The keys to change the page are shown above the list, {{k|/}} and {{k|*}} by default. Even if one of these doesn't target an important body part or uses a weaker attack, if successful they can cause significant pain which may give you an advantage.&lt;br /&gt;
&lt;br /&gt;
Some options may also be marked with one of {{Raw tile|+|2:0}}, {{Raw tile|+|2:1}}, {{Raw tile|-|4:0}}, or {{Raw tile|-|4:1}}, these indicate normal attacks that are better ({{Raw tile|+|2:0}}{{Raw tile|+|2:1}}) or worse ({{Raw tile|-|4:0}}{{Raw tile|-|4:1}}) than average.&lt;br /&gt;
&lt;br /&gt;
Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective. When your target is unconscious, all attacks will be {{DFtext|Simple strike, direct hit|3:1}}.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at an unarmored head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. Damage to the lower body can cause nausea on most mundane creatures which is a major debuff for them. (They can also rarely [[Gelder|geld]] male creatures, but that has no other combat effect.)&lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like [[giant bark scorpion]] have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Ranged attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{Adv menu icon|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it. It is possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{Adv menu icon|W}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, you can try to yield or flee - or both - before you get more wounded. To yield, press {{Adv menu icon|y}}. This will be less effective if you continue to hold a weapon, so drop any with {{Adv menu icon|d}}. Putting them away with {{Adv menu icon|q}} or {{Adv menu icon|p}} may also work. You can also ask them to cease hostilities with {{Adv menu icon|k}}. However, depending on the hostility level of the conflict, and possibly the personality of your enemy, they may continue to attack you.&lt;br /&gt;
&lt;br /&gt;
If you choose to flee, you can increase your movement speed with {{Adv menu icon|m}}. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. If you are next to a creature, manually dodging using the {{Adv menu icon|A}} attack menu may be faster than using the movement keys, and will likely avoid more attacks.&lt;br /&gt;
&lt;br /&gt;
Your wounds will heal over time, so just fast travel or sleep in a safe place. Some wounds may never heal, however, leaving you permanently crippled - obtaining a crutch may help with this. Or, if you are not already a vampire, you can get bitten by a werebeast during full moon, which will heal all injuries once per month. Rolling [[die|divination dice]] can also result in a transformation or direct healing, though such magical healing seems to also have limits. Finally, you might come across a very rare healing [[Mythical substance|substance]].&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex {{Adv menu icon|I}} interaction menu. Select the stuck bolt or arrow from the list, and then pull it out with {{k|a}}. You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (except in fast travel mode), you can press {{Adv menu icon|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it, your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen, though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing ''you''.&lt;br /&gt;
&lt;br /&gt;
===Iconography===&lt;br /&gt;
====Natural attacks====&lt;br /&gt;
These are attacks that do not need the use of weapons, but instead utilize the body parts of the attacker to harm, manipulate or hold onto the body parts of an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:660px;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Attack&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_wrestle.png]]&lt;br /&gt;
| '''Wrestle'''&lt;br /&gt;
| A set of attacks based on wrestling moves, naturally using one's limbs to attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_grab.png]]&lt;br /&gt;
| '''Grab'''&lt;br /&gt;
| Takes hold of an enemy's body part.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_joint_lock.png]]&lt;br /&gt;
| '''Joint Lock'''&lt;br /&gt;
| Push or pull an enemy's joint to its maximum degree of motion, putting the combatant in pain and further preventing movement.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_choke.png]]&lt;br /&gt;
| '''Choke'''&lt;br /&gt;
| Grabs the enemy with a choke hold, suffocating them if they need to breathe.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_takedown.png]]&lt;br /&gt;
| '''Takedown'''&lt;br /&gt;
| Throws the enemy down, likely knocking them off their feet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_throw.png]]&lt;br /&gt;
| '''Wrestle'''&lt;br /&gt;
| Send the enemy airborne.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_pinch1.png]]&lt;br /&gt;
| '''Pinch'''&lt;br /&gt;
| The user pinches an enemy's body part with their digits, fingers or pincers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_pinch2.png]]&lt;br /&gt;
| '''Gouge'''&lt;br /&gt;
| Tears or claws into an enemy body part that has been grappled.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_break.png]]&lt;br /&gt;
| '''Break'''&lt;br /&gt;
| Forcefully break an enemy bone, rendering the body part useless.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_release.png]]&lt;br /&gt;
| '''Loosen'''&lt;br /&gt;
| Loosen or release the grip of a hold on an enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_strangle.png]]&lt;br /&gt;
| '''Strangle'''&lt;br /&gt;
| Grab and shake the throat of the enemy, suffocating them if they need to breathe.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_latch.png]]&lt;br /&gt;
| '''Latch'''&lt;br /&gt;
| Sharply bite into the victim, holding them in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon/Item attack types====&lt;br /&gt;
These attacks utilize the weapons the user is holding, or whatever items are in their inventory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:660px;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Attack&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_quick.png]]&lt;br /&gt;
| '''Quick'''&lt;br /&gt;
| A weaker attack that is quick and easy to recover from.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_heavy.png]]&lt;br /&gt;
| '''Heavy'''&lt;br /&gt;
| A strong attack that is slower and harder to recover from.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_wild.png]]&lt;br /&gt;
| '''Wild'''&lt;br /&gt;
| A fast attack, but is very inaccurate and hard to maintain the balance of.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_precise.png]]&lt;br /&gt;
| '''Precise'''&lt;br /&gt;
| A very slow, but very accurate attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_charge.png]]&lt;br /&gt;
| '''Charge'''&lt;br /&gt;
| Charges into the enemy, possibly making an enemy stumble off balance or knock them down.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_multi.png]]&lt;br /&gt;
| '''Multi-attack'''&lt;br /&gt;
| A sequence of attacks customizable by the player, when finished, they will all be executed one after the other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon/Item utilization====&lt;br /&gt;
These attack choices determine how the weapon or item will be used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:660px;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Attack&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_stab.png]]&lt;br /&gt;
| '''Stab'''&lt;br /&gt;
| Strike the enemy by directly thrusting a sword's point.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_slash.png]]&lt;br /&gt;
| '''Slash'''&lt;br /&gt;
| Strike the enemy by swinging the edge of a sword at the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_slap.png]]&lt;br /&gt;
| '''Slap'''&lt;br /&gt;
| Hits the enemy with the flat side of a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_hack.png]]&lt;br /&gt;
| '''Hack'''&lt;br /&gt;
| Strike the enemy by swinging an axe or axe-like weapon into the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_bash.png]]&lt;br /&gt;
| '''Charge'''&lt;br /&gt;
| Strike the enemy with a blunt weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_lash.png]]&lt;br /&gt;
| '''Lash'''&lt;br /&gt;
| Attack an enemy by lashing a whip at them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_pommel.png]]&lt;br /&gt;
| '''Pommel'''&lt;br /&gt;
| Bash an enemy with the handle of a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_punch.png]]&lt;br /&gt;
| '''Punch'''&lt;br /&gt;
| Swing a punch toward the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_kick.png]]&lt;br /&gt;
| '''Kick'''&lt;br /&gt;
| Kick the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_bite.png]]&lt;br /&gt;
| '''Bite'''&lt;br /&gt;
| Simply bite the enemy. A [[vampire]] can draw blood from a victim this way, or a [[werebeast]] can also transfer its curse with a bite that breaks the skin, as will an [[infected ghoul]]. Very effective if the attacker's bite is venomous.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_sting.png]]&lt;br /&gt;
| '''Sting'''&lt;br /&gt;
| Attack the enemy with a stinger, if the attacker naturally has a stinger. Very effective if the attacker's sting is venomous.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_pincer.png]]&lt;br /&gt;
| '''Pincer'''&lt;br /&gt;
| Attack the enemy with a pincer, if the attacker naturally has a pincer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_other.png]]&lt;br /&gt;
| '''Push'''&lt;br /&gt;
| Shoves the enemy away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Material science]]&lt;br /&gt;
* [[Military testing]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Combat]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clothier%27s_shop&amp;diff=320175</id>
		<title>Clothier's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clothier%27s_shop&amp;diff=320175"/>
		<updated>2026-09-20T23:12:23Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{v50 workshop|name=Clothier's shop&lt;br /&gt;
|key1=l&lt;br /&gt;
|key2=k&lt;br /&gt;
|job=[[Clothier|Clothesmaking]]&lt;br /&gt;
|icon=[[File:clothiers_shop_icon.png]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* Wool cloth (called [[Yarn]] in the job menu)&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Bag]]&lt;br /&gt;
* [[Clothing]] (cap, cloak, coat, glove, hood, loincloth, mitten, robe, shirt, shoe, sock, trousers, tunic and vest)&lt;br /&gt;
* [[Rope]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Clothier's shop''' is a [[workshop]] used by a [[Clothier]] to make [[clothes]], [[rope]]s and [[bag]]s. It can use [[cloth]] made from plant fibers, wool cloth made from [[yarn]] or [[silk]] cloth made from collected spider webs as raw materials. It can also be used to [[decoration|sew images]] onto [[finished goods]]. Cloth and silk must be either bought from [[trading|caravans]] or [[weaver|woven]] at a [[loom]].&lt;br /&gt;
&lt;br /&gt;
The clothier's shop can be built with any building material, and must be built by a [[dwarf]] with the Clothesmaking [[labor]] enabled.&lt;br /&gt;
&lt;br /&gt;
To create differently sized clothing, request it to be made from the workshop as usual, by adding a new task directly, or through a work order. If you added a task, click on [[File:Mag glass icon.png]] icon of the task and select 'Specify size'. Then you can specify the particular race you want to make the clothing item for. Similarly for work orders, you click [[File:Mag glass icon.png]] icon of the work order to select the size.&lt;br /&gt;
&lt;br /&gt;
To specify the cloth sub-type of the clothing item, click [[File:Mag glass icon.png]] and select 'Specify cloth'.&lt;br /&gt;
&lt;br /&gt;
Note that although cloth/silk backpacks and quivers exist, they cannot be made by the player.&lt;br /&gt;
&lt;br /&gt;
Curiously, the name of this workshop will change if your fortress's primary race provides a custom value for the {{token|PROFESSION_NAME|c|CLOTHIER}} token.&lt;br /&gt;
&lt;br /&gt;
==Quirks==&lt;br /&gt;
Although fabric made from animal products is called &amp;quot;wool cloth,&amp;quot; to use wool cloth at the clothier, you must select &amp;quot;make clothes from yarn&amp;quot; in the job menu. This will still use wool cloth, not yarn thread.&lt;br /&gt;
&lt;br /&gt;
The Clothier will ignore cloth in bins, therefore; it is better to make a stockpile of cloth that doesn't permit bins!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Clothing and Leather Workshops}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320174</id>
		<title>Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320174"/>
		<updated>2026-09-20T22:53:45Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added missing site box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:map_legend_preview.png|right]]''Dwarf Fortress'' uses [[tileset]]s and [[Graphics|sprite graphics]] to draw the game, including maps. This '''map legend''' explains what the [[character table|characters]] and [[color]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map. This article covers both ASCII tiles and graphic sprites.&lt;br /&gt;
&lt;br /&gt;
== Tile colors ==&lt;br /&gt;
The colors of a map tile may give information about that region's predominant [[biome]] and [[surroundings]]; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is &amp;quot;good&amp;quot; aligned. Purple, gray, brown, and red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about a tree's current [[tree#Growths|growth]].&lt;br /&gt;
&lt;br /&gt;
In ASCII mode, the characters and their colors offer slightly more information about a biome, such as the temperature mixed with the moral standing of the biome (good, neutral and evil) compared to the graphics of the premium version of the game. With the graphics, the presentation is more simplified, as each biome type is displayed with the following graphical information: neutral, evil, evil savage, good and good savage. Some graphics are displayed the same, regardless of what type of biome or moral surroundings they are part of.&lt;br /&gt;
&lt;br /&gt;
== Biome/Region key ==&lt;br /&gt;
Tiles are listed by alignment, with normal tiles first, then good-aligned tiles, and then evil tiles. Snow and ice-covered tiles are included next to their respective alignments.&lt;br /&gt;
&lt;br /&gt;
=== Hills and mountains/Plains ===&lt;br /&gt;
Yellow hills or plains indicate dry vegetation.&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| {{Biome|.|ⁿ|2:1}} {{Biome|.|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|5:0|5:1}} {{Biome|.|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savanna]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:1}} {{Biome|&amp;quot;|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| {{Biome|&amp;quot;|τ|2:1}} {{Biome|&amp;quot;|τ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|5:0|5:1}} {{Biome|&amp;quot;|τ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Grassland Tropical&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Hills]]&lt;br /&gt;
| {{Biome|n|∩|2:1}} {{Biome|n|∩|6:1}}&lt;br /&gt;
| {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|n|∩|5:0|5:1}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Low [[mountain]]s&lt;br /&gt;
| {{Biome|⌂|⌂|7:0}}&lt;br /&gt;
| {{Biome|⌂|⌂|7:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|6:1|6:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| {{Biome|▲|▲|0:1}}&lt;br /&gt;
| {{Biome|▲|▲|7:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| {{Biome|▲|▲|7:0}}&lt;br /&gt;
| {{Biome|▲|▲|3:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Low mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Peak mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
In normal [[forest]]s, the color changes with the seasons.&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| {{Biome|♠|♣|7:1|5:1|altc}} {{Biome|♠|♣|2:0}} {{Biome|♠|♣|6:1|4:1|altc}} {{Biome|╞|╞|6:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:1}} {{Biome|╞|╞|7:1}}&lt;br /&gt;
| {{Biome|♠|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|♠|♣|5:0|5:1}} {{Biome|♠|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:0}} {{Biome|♠|┤|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| {{Biome|Γ|♠|2:0}}&lt;br /&gt;
|&lt;br /&gt;
| {{Biome|Γ|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|Γ|♠|5:0|5:1}} {{Biome|Γ|┤|0:1|4:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Coniferous forest&lt;br /&gt;
| {{Biome|↑|↨|2:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:1}}&lt;br /&gt;
| {{Biome|↑|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|↑|↨|5:0|5:1}} {{Biome|↑|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:0}} {{Biome|↑|┤|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest (dry)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Temperate coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Taiga forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deserts ===&lt;br /&gt;
In normal sand [[desert]]s, the color depends on the type of [[sand]].&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Sand desert&lt;br /&gt;
| {{Biome|~|≈|6:1}} {{Biome|~|≈|0:1}} {{Biome|~|≈|4:1}} {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|3:0}}&lt;br /&gt;
| {{Biome|~|≈|5:0|5:1}}&lt;br /&gt;
| {{Biome|~|≈|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Rocky wasteland&lt;br /&gt;
| {{Biome|,|´|7:0|6:0|altc}} {{Biome|n|∩|7:0|6:0|altc}}&lt;br /&gt;
| {{Biome|,|´|7:1}} {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|,|´|3:0|3:1}} {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|,|´|0:1|4:0}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|,|´|7:0}} {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| {{Biome|V|√|6:0}}&lt;br /&gt;
| {{Biome|V|√|7:1}}&lt;br /&gt;
| {{Biome|V|√|3:0|3:1}}&lt;br /&gt;
| {{Biome|V|√|0:1|4:0}}&lt;br /&gt;
| {{Biome|V|√|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Desert &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_neutral.png]] [[File:yellow_sand_world.png]] [[File:black_sand_world.png]] [[File:red_sand_world.png]] [[File:white_sand_world.png]] &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky hills&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky plains&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_plains_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:badlands_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Beach&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:beach_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wetlands ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Swamp]]&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|5:0|5:1}} {{Biome|&amp;quot;|⌠|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Marsh&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ice regions ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Tundra]]&lt;br /&gt;
| {{Biome|∙|·|3:1}}&lt;br /&gt;
| {{Biome|∙|·|3:0}}&lt;br /&gt;
| {{Biome|∙|·|5:0|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacier]]&lt;br /&gt;
| {{Biome|▓|▒|3:1}}&lt;br /&gt;
| {{Biome|▓|▒|3:0}}&lt;br /&gt;
| {{Biome|▓|▒|5:0|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Frozen ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bodies of water ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[River]]&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬|6:0}}{{Raw Tile|┴|4:0}} {{Raw Tile|╦|6:0}}{{Raw Tile|╩◄|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocean]]&lt;br /&gt;
| {{Biome|≈|≈|1:0}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|3:1}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|6:0|4:0}} {{Biome|▒|░|6:0|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lake]]&lt;br /&gt;
| {{Biome|~|~|1:1}}&lt;br /&gt;
| {{Biome|~|~|3:1}}&lt;br /&gt;
| {{Biome|~|~|6:0|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Brook*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:brook_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| River*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Major river*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_major_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Lake&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Deep ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*Unlike ASCII mode, brooks and rivers will appear the same in good, neutral and evil biomes.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terrain feature key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Terrain feature&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Peak]]&lt;br /&gt;
| {{Raw Tile|^|7:0}}&lt;br /&gt;
| {{Raw Tile|^|3:1}}&lt;br /&gt;
| {{Raw Tile|^|6:1}}&lt;br /&gt;
| {{Raw Tile|^|5:0}} {{Raw Tile|^|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcano]]&lt;br /&gt;
| {{Raw Tile|^|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Volcano&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Construction&lt;br /&gt;
! Normal&lt;br /&gt;
|-&lt;br /&gt;
| [[Road#World gen roads|Road]]&lt;br /&gt;
| {{Raw Tile|•┬┴•|6:0}} {{Raw Tile|•┬┴•|0:1}} {{Raw Tile|•┬┴•|7:0}} {{Raw Tile|•┬┴•|7:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Graphic&lt;br /&gt;
|-&lt;br /&gt;
| Tunnel&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tunnel_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Paved road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:paved_road_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Dirt road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:dirt_road_world_map.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Tree key ==&lt;br /&gt;
&lt;br /&gt;
Forests and swamps will use the map tiles of the [[tree]]s they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis.&lt;br /&gt;
&lt;br /&gt;
Tiles can vary significantly in forests due to the variety of trees that can be generated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Terrain &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|⌠|2:0}} || Swamp&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|↑|2:0}} || Conifer Forest &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|♠|2:0}} || Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Γ|2:0}} || Tropical Forest&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
== Site key (ASCII) ==&lt;br /&gt;
Site tiles are organized by columns, from left-to-right: normal populated sites, [[ruin]]ed sites, and sites captured by [[necromancer]]s or their [[night creature]] armies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven sites ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| {{Raw Tile|Ω|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| {{Raw Tile|Ω|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| {{Raw Tile|Ω|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elven sites ===&lt;br /&gt;
&lt;br /&gt;
Forest retreats marked as ({{Raw Tile|¶|6:1}}) are [[market town]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| {{Raw Tile|î|6:1}} {{Raw Tile|¶|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|6:1}} {{Raw Tile|₧|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}} {{Raw Tile|₧|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Goblin sites ===&lt;br /&gt;
&lt;br /&gt;
A light magenta dark fortress ({{Raw Tile|Π|5:1}}) indicates the presence of an [[underworld spire]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| {{Raw Tile|Π|0:1}} {{Raw Tile|Π|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}} {{Raw Tile|μ|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| {{Raw Tile|º|5:0}}&lt;br /&gt;
| {{Raw Tile|ª|0:1}}&lt;br /&gt;
| {{Raw Tile|ª|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Human sites ===&lt;br /&gt;
&lt;br /&gt;
For towns, the tiles indicate a town's current population (increases from left to right). Hamlet tiles represent the region the hamlet is in (hills, plains, rivers, etc.).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| {{Raw Tile|+|7:0}} {{Raw Tile|*|7:0}} {{Raw Tile|#|7:0}} {{Raw Tile|☼|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| {{Raw Tile|&amp;amp;#61;|2:0}} {{Raw Tile|≡|2:0}} {{Raw Tile|æ|2:0}} {{Raw Tile|Æ|2:0}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|3:1}} {{Raw Tile|≡|3:1}} {{Raw Tile|æ|3:1}} {{Raw Tile|Æ|3:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:1}} {{Raw Tile|≡|1:1}} {{Raw Tile|æ|1:1}} {{Raw Tile|Æ|1:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:0}} {{Raw Tile|≡|1:0}} {{Raw Tile|æ|1:0}} {{Raw Tile|Æ|1:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|6:0}} {{Raw Tile|≡|6:0}} {{Raw Tile|æ|6:0}} {{Raw Tile|Æ|6:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|5:0}} {{Raw Tile|≡|5:0}} {{Raw Tile|æ|5:0}} {{Raw Tile|Æ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| {{Raw Tile|○|7:1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Raw Tile|○|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other sites ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| {{Raw Tile|•|0:1}}&lt;br /&gt;
| {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| {{Raw Tile|◙|6:0}}&lt;br /&gt;
| {{Raw Tile|◙|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| {{Raw Tile|#|0:7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| {{Raw Tile|•|0:1}} {{Raw Tile|•|2:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| {{Raw Tile|○|7:0}}&lt;br /&gt;
| {{Raw Tile|○|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]]&lt;br /&gt;
| {{Raw Tile|Å|7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| {{Raw Tile|0|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| {{Raw Tile|I|7:0}}&lt;br /&gt;
| {{Raw Tile|I|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| {{Raw Tile|■|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp#Adventurer camp|Adventurer camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site key (ASCII and graphics) ==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|☼|6:0:1}} &lt;br /&gt;
| [[File:Icon site camp2.png]] [[File:Icon site camp.png]] [[File:Icon site camp3.png]]&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} &lt;br /&gt;
| [[File:icon_site_cave2.png]] [[File:Icon site cave.png]]&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
| [[File:Icon site dark fortress b.png]] [[File:Icon site dark fortress 1.png]] [[File:Icon_site_dark_fortress_3.png]]&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| Goblins (and potentially a special creature)&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|º|5:0:0}} &lt;br /&gt;
| [[File:Icon site dark fortress 2.png]]&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}&lt;br /&gt;
|[[File:Icon site forest retreat 1.png]] [[File:Icon site forest retreat 2.png]] &lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| Elves and Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:1}} &lt;br /&gt;
| [[File:Icon site mountainhome.png]]&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:1}} &lt;br /&gt;
| [[File:Icon site castle.png]]&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|0:6:0}} &lt;br /&gt;
| [[File:icon_site_fort2.png]] [[File:Icon site fort.png]]&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} &lt;br /&gt;
| [[File:Icon site village.png]]&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| Humans and Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:0}} &lt;br /&gt;
| [[File:Icon site hillocks.png]]&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|#|0:7:1}}&lt;br /&gt;
| [[File:Icon site labyrinth.png]]&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} &lt;br /&gt;
|[[File:Icon site lair burrow.png]]&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:0}} &lt;br /&gt;
|[[File:Icon site monastery.png]]&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|0:0:1}} &lt;br /&gt;
| [[File:Icon site fortress.png]]&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin1.png]] [[File:icon_site_ruin2.png]] [[File:icon_site_ruin_dwarf.png]] [[File:icon_site_ruin_castle.png]] [[File:icon_site_ruin_castle2.png]] [[File:icon_site_ruin_castle3.png]] [[File:icon_site_ruin_u.png]] [[File:icon_site_ruin_small1.png]] [[File:icon_site_ruin_small2.png]]&amp;lt;br&amp;gt;[[File:icon_village_ruin1.png]] [[File:icon_village_ruin2.png]]&lt;br /&gt;
| [[Ruin|Ruins]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|₧|6:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin_forest_retreat1.png]] [[File:icon_site_ruin_forest_retreat2.png]]&lt;br /&gt;
| Forest retreat ruins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[File:Icon site shrine titan.png]] [[File:icon_site_fort2.png]]&lt;br /&gt;
| [[Shrine (megabeast)|Shrine]]&lt;br /&gt;
| Megabeast&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|0|0:0:1}} &lt;br /&gt;
| [[File:Icon site tomb.png]]&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|I|5:0:0}} &lt;br /&gt;
| [[File:Icon site necrotower.png]]&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| Necromancer(s) and undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} &lt;br /&gt;
| [[File:Icon site city 1.png]]  [[File:Icon site city 2.png]] [[File:Icon site city 3.png]] [[File:Icon site city 4.png]]&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:Icon site vault.png]]&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| Special creatures&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:site mythical 1.png]] [[File:site mythical 2.png]] [[File:site mythical 3.png]]&lt;br /&gt;
| [[Mysterious dungeon|Mythical site]]&lt;br /&gt;
| [[Dungeon guardian]]s and goblins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site interface (graphics) ==&lt;br /&gt;
These surrounding squares on sites and civilizations in fortress mode show the location's standing with the player's fortress.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #aaa solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Graphic'''&lt;br /&gt;
!|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_cursor.png]]&lt;br /&gt;
| Cursor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_fort.png]]&lt;br /&gt;
| Player's fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_civ.png]]&lt;br /&gt;
| Player's civilization&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_neutral.png]]&lt;br /&gt;
| Neutral / No contact&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_hostile.png]]&lt;br /&gt;
| Hostile&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_attack.png]]&lt;br /&gt;
| Attacking&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_path.png]]&lt;br /&gt;
| Mission path&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_marker.png]]&lt;br /&gt;
| Mission marker&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_holding.png]]&lt;br /&gt;
| [[Holding]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_ally.png]]&lt;br /&gt;
| Ally&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_occupied.png]]&lt;br /&gt;
| Occupied&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_vassal.png]]&lt;br /&gt;
| Vassal&lt;br /&gt;
|- style=&amp;quot;color:; background:#bbb;&amp;quot;&lt;br /&gt;
| [[File:worldmap_tributary.png]]&lt;br /&gt;
| Tributary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_occupied_tributary.png]]&lt;br /&gt;
| Occupied tributary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_market_dependence.png]]&lt;br /&gt;
| Market dependence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Drawn site key (graphics) ==&lt;br /&gt;
This is how sites and landscapes appear on the map when they are out of range and/or undiscovered.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#261a11;border:1px #AAA solid;color:white&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#8c6344;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_grassland.png]]&lt;br /&gt;
| Grassland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_water.png]]&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_conifer.png]]&lt;br /&gt;
| Conifer Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_broadleaf.png]]&lt;br /&gt;
| Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hills.png]]&lt;br /&gt;
| Hills&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountains.png]]&lt;br /&gt;
| Mountains&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_marsh.png]]&lt;br /&gt;
| Marsh&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_glacier.png]]&lt;br /&gt;
| Glacier&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_site.png]]&lt;br /&gt;
| Site&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_rock.png]]&lt;br /&gt;
| Desert Rock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_badlands.png]]&lt;br /&gt;
| Desert Badlands&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_sand.png]]&lt;br /&gt;
| Desert Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_roads.png]]&lt;br /&gt;
| Roads&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_rivers.png]]&lt;br /&gt;
| Rivers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_labyrinth.png]]&lt;br /&gt;
| Labyrinth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_shrine.png]]&lt;br /&gt;
| Shrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_lair.png]]&lt;br /&gt;
| Lair&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_cave.png]]&lt;br /&gt;
| Cave&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_home.png]]&lt;br /&gt;
| Mountain Home&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hillocks.png]]&lt;br /&gt;
| Hillocks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fortress.png]]&lt;br /&gt;
| Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_ruin.png]]&lt;br /&gt;
| Mountain Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_fortress.png]]&lt;br /&gt;
| Dark Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_pits.png]]&lt;br /&gt;
| Dark Pits&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_evil_ruin.png]]&lt;br /&gt;
| Evil Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_home_tree.png]]&lt;br /&gt;
| Home Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_retreat.png]]&lt;br /&gt;
| Forest Retreat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_ruin.png]]&lt;br /&gt;
| Forest Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle_ruin.png]]&lt;br /&gt;
| Castle Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_necrotower.png]]&lt;br /&gt;
| Necromancer Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fort.png]]&lt;br /&gt;
| Fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_monastery.png]]&lt;br /&gt;
| Monastery&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle.png]]&lt;br /&gt;
| Castle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_vault.png]]&lt;br /&gt;
| Vault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_tomb.png]]&lt;br /&gt;
| Tomb&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city.png]]&lt;br /&gt;
| City&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_town.png]]&lt;br /&gt;
| Town&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city_ruin.png]]&lt;br /&gt;
| City Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village1.png]] [[File:icon_drawn_village2.png]] [[File:icon_drawn_village3.png]] [[File:icon_drawn_village4.png]]&lt;br /&gt;
| Village&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village_ruin.png]]&lt;br /&gt;
| Village Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mythical1.png]] [[File:icon_drawn_mythical2.png]] [[File:icon_drawn_mythical3.png]]&lt;br /&gt;
| Mythical sites&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark assistant added sites ===&lt;br /&gt;
Shown when the [[DFHack]] plugin is active, list is from the in game plugin {{k|i}}nformation, see there for details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Camp&lt;br /&gt;
| {{Raw Tile|C|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Cave&lt;br /&gt;
| {{Raw Tile|c|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Lair&lt;br /&gt;
| {{Raw Tile|m|6:1}} {{Raw Tile|b|6:1}} {{Raw Tile|l|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Labyrinth&lt;br /&gt;
| {{Raw Tile|L|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Monument&lt;br /&gt;
| {{Raw Tile|M|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Shrine&lt;br /&gt;
| {{Raw Tile|S|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Vault&lt;br /&gt;
| {{Raw Tile|V|6:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fast travel key ==&lt;br /&gt;
{{outdatedsection}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer(s)&lt;br /&gt;
| {{Raw Tile|@|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Other traveling individual or group&lt;br /&gt;
| {{Raw Tile|*|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Graphics&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer (you)&lt;br /&gt;
| [[File:map_adv_icon_you_anim.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, small)&lt;br /&gt;
| [[File:map_adv_icon_group_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, medium)&lt;br /&gt;
| [[File:map_adv_icon_group_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, large)&lt;br /&gt;
| [[File:map_adv_icon_group_lrg.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, small)&lt;br /&gt;
| [[File:map_adv_icon_soldier_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, medium)&lt;br /&gt;
| [[File:map_adv_icon_soldier_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, large)&lt;br /&gt;
| [[File:map_adv_icon_soldier_lrg.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (small)&lt;br /&gt;
| [[File:map_adv_icon_monster_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (medium)&lt;br /&gt;
| [[File:map_adv_icon_monster_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (large)&lt;br /&gt;
| [[File:map_adv_icon_monster_lrg.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ruin&amp;diff=320172</id>
		<title>Ruin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ruin&amp;diff=320172"/>
		<updated>2026-09-20T22:29:43Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:William_James_Müller_-_Karnak_-_B1975.4.1672_-_Yale_Center_for_British_Art.jpg|thumb|Illustration of Ruins]]&lt;br /&gt;
&lt;br /&gt;
'''Ruins''' ([[File:icon_site_ruin1.png]] [[File:icon_site_ruin2.png]] [[File:icon_site_ruin_dwarf.png]] [[File:icon_site_ruin_castle.png]] [[File:icon_site_ruin_castle2.png]] [[File:icon_site_ruin_castle3.png]] [[File:icon_site_ruin_small1.png]] [[File:icon_site_ruin_small2.png]]) are [[site]]s which will appear on the map when a player-made [[Fortress mode|fortress]] is [[abandon]]ed to ruin rather than retired, or when sites belonging to any civilized race are abandoned or destroyed due to invading [[army|armies]] or [[megabeast]]s. These abandoned fortresses and other [[site]]s will appear as {{Raw Tile|μ|#808080|#000000}} on the world and [[Adventurer_mode#Fast_travel|fast travel]] maps in both fortress and [[adventurer mode]]. Any sites that once belonged to the player race (or the player him/herself) (normally dwarves) may be reclaimed using [[reclaim fortress mode]].&lt;br /&gt;
&lt;br /&gt;
In ASCII mode, mountain hall ruins will appear as {{Raw Tile|μ|0:0:1}}, hillocks ruins will appear as {{Raw Tile|μ|7:0}}, both of those will appear as {{Raw Tile|μ|5:0}} if taken over by night creatures. Fortress ruins will appear as {{Raw Tile|μ|7:1}}, or {{Raw Tile|μ|5:1}} if taken over by night creatures. Ruins of [[forest retreat]]s will appear as {{Raw Tile|μ|6:1}} or {{Raw Tile|₧|6:1}}, depending on what kind of terrain/biome they are on, and will appear as {{Raw Tile|μ|5:0}} or {{Raw Tile|₧|5:0}} respectively if taken over by night creatures. Ruins of a [[dark fortress]] will appear as {{Raw Tile|μ|0:1}} or {{Raw Tile|μ|5:1}}, or {{Raw Tile|μ|5:1}} if taken over by a night creature. Dark put ruins appear as {{Raw Tile|ª|0:1}}, or {{Raw Tile|ª|5:0}} if taken over. Human town ruins appear as {{Raw Tile|μ|7:0}}, or {{Raw Tile|μ|5:1}} if taken over. Hamlet ruins appear as {{Raw Tile|&amp;amp;#61;|6:0}} {{Raw Tile|≡|6:0}} {{Raw Tile|æ|6:0}} or {{Raw Tile|Æ|6:0}} depending on the land; or {{Raw Tile|&amp;amp;#61;|5:0}} {{Raw Tile|≡|5:0}} {{Raw Tile|æ|5:0}} {{Raw Tile|Æ|5:0}} if taken over. Castle ruins appear as {{Raw Tile|○|5:1}} if taken over.&lt;br /&gt;
&lt;br /&gt;
Barring abandonment, ruins typically appear when a [[civilization]] which is at [[war]] with another civilization doesn't {{token|LIKES_SITE|e|x}} the type of site that they have just taken over, leaving only a tiny few straggler-forced converts that can be slain by beasts. Megabeasts such as [[forgotten beast]]s and [[titan]]s also appear to frequently kill and/or drive out the residents of, and take up residence in, dwarven fortresses. This has the potential of making those reclaims exceptionally [[fun]] depending on the monster. Abandoned settlements and such may or may not be reclaimed by their parent civilization during either [[world generation]] or gameplay.&lt;br /&gt;
&lt;br /&gt;
See the [[map legend]] for more information on map symbols.&lt;br /&gt;
&lt;br /&gt;
[[File:Destroyed.jpg|thumb|center|1000px|A human town destroyed by an elven civilization in war, recorded in the [[legends]]]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = notlith&lt;br /&gt;
| elvish  = sebeca&lt;br /&gt;
| goblin  = ngûtdo&lt;br /&gt;
| human   = bistra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320171</id>
		<title>Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320171"/>
		<updated>2026-09-20T22:25:57Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added army icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:map_legend_preview.png|right]]''Dwarf Fortress'' uses [[tileset]]s and [[Graphics|sprite graphics]] to draw the game, including maps. This '''map legend''' explains what the [[character table|characters]] and [[color]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map. This article covers both ASCII tiles and graphic sprites.&lt;br /&gt;
&lt;br /&gt;
== Tile colors ==&lt;br /&gt;
The colors of a map tile may give information about that region's predominant [[biome]] and [[surroundings]]; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is &amp;quot;good&amp;quot; aligned. Purple, gray, brown, and red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about a tree's current [[tree#Growths|growth]].&lt;br /&gt;
&lt;br /&gt;
In ASCII mode, the characters and their colors offer slightly more information about a biome, such as the temperature mixed with the moral standing of the biome (good, neutral and evil) compared to the graphics of the premium version of the game. With the graphics, the presentation is more simplified, as each biome type is displayed with the following graphical information: neutral, evil, evil savage, good and good savage. Some graphics are displayed the same, regardless of what type of biome or moral surroundings they are part of.&lt;br /&gt;
&lt;br /&gt;
== Biome/Region key ==&lt;br /&gt;
Tiles are listed by alignment, with normal tiles first, then good-aligned tiles, and then evil tiles. Snow and ice-covered tiles are included next to their respective alignments.&lt;br /&gt;
&lt;br /&gt;
=== Hills and mountains/Plains ===&lt;br /&gt;
Yellow hills or plains indicate dry vegetation.&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| {{Biome|.|ⁿ|2:1}} {{Biome|.|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|5:0|5:1}} {{Biome|.|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savanna]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:1}} {{Biome|&amp;quot;|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| {{Biome|&amp;quot;|τ|2:1}} {{Biome|&amp;quot;|τ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|5:0|5:1}} {{Biome|&amp;quot;|τ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Grassland Tropical&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Hills]]&lt;br /&gt;
| {{Biome|n|∩|2:1}} {{Biome|n|∩|6:1}}&lt;br /&gt;
| {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|n|∩|5:0|5:1}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Low [[mountain]]s&lt;br /&gt;
| {{Biome|⌂|⌂|7:0}}&lt;br /&gt;
| {{Biome|⌂|⌂|7:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|6:1|6:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| {{Biome|▲|▲|0:1}}&lt;br /&gt;
| {{Biome|▲|▲|7:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| {{Biome|▲|▲|7:0}}&lt;br /&gt;
| {{Biome|▲|▲|3:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Low mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Peak mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
In normal [[forest]]s, the color changes with the seasons.&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| {{Biome|♠|♣|7:1|5:1|altc}} {{Biome|♠|♣|2:0}} {{Biome|♠|♣|6:1|4:1|altc}} {{Biome|╞|╞|6:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:1}} {{Biome|╞|╞|7:1}}&lt;br /&gt;
| {{Biome|♠|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|♠|♣|5:0|5:1}} {{Biome|♠|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:0}} {{Biome|♠|┤|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| {{Biome|Γ|♠|2:0}}&lt;br /&gt;
|&lt;br /&gt;
| {{Biome|Γ|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|Γ|♠|5:0|5:1}} {{Biome|Γ|┤|0:1|4:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Coniferous forest&lt;br /&gt;
| {{Biome|↑|↨|2:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:1}}&lt;br /&gt;
| {{Biome|↑|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|↑|↨|5:0|5:1}} {{Biome|↑|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:0}} {{Biome|↑|┤|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest (dry)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Temperate coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Taiga forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deserts ===&lt;br /&gt;
In normal sand [[desert]]s, the color depends on the type of [[sand]].&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Sand desert&lt;br /&gt;
| {{Biome|~|≈|6:1}} {{Biome|~|≈|0:1}} {{Biome|~|≈|4:1}} {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|3:0}}&lt;br /&gt;
| {{Biome|~|≈|5:0|5:1}}&lt;br /&gt;
| {{Biome|~|≈|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Rocky wasteland&lt;br /&gt;
| {{Biome|,|´|7:0|6:0|altc}} {{Biome|n|∩|7:0|6:0|altc}}&lt;br /&gt;
| {{Biome|,|´|7:1}} {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|,|´|3:0|3:1}} {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|,|´|0:1|4:0}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|,|´|7:0}} {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| {{Biome|V|√|6:0}}&lt;br /&gt;
| {{Biome|V|√|7:1}}&lt;br /&gt;
| {{Biome|V|√|3:0|3:1}}&lt;br /&gt;
| {{Biome|V|√|0:1|4:0}}&lt;br /&gt;
| {{Biome|V|√|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Desert &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_neutral.png]] [[File:yellow_sand_world.png]] [[File:black_sand_world.png]] [[File:red_sand_world.png]] [[File:white_sand_world.png]] &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky hills&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky plains&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_plains_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:badlands_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Beach&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:beach_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wetlands ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Swamp]]&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|5:0|5:1}} {{Biome|&amp;quot;|⌠|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Marsh&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ice regions ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Tundra]]&lt;br /&gt;
| {{Biome|∙|·|3:1}}&lt;br /&gt;
| {{Biome|∙|·|3:0}}&lt;br /&gt;
| {{Biome|∙|·|5:0|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacier]]&lt;br /&gt;
| {{Biome|▓|▒|3:1}}&lt;br /&gt;
| {{Biome|▓|▒|3:0}}&lt;br /&gt;
| {{Biome|▓|▒|5:0|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Frozen ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bodies of water ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[River]]&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬|6:0}}{{Raw Tile|┴|4:0}} {{Raw Tile|╦|6:0}}{{Raw Tile|╩◄|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocean]]&lt;br /&gt;
| {{Biome|≈|≈|1:0}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|3:1}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|6:0|4:0}} {{Biome|▒|░|6:0|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lake]]&lt;br /&gt;
| {{Biome|~|~|1:1}}&lt;br /&gt;
| {{Biome|~|~|3:1}}&lt;br /&gt;
| {{Biome|~|~|6:0|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Brook*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:brook_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| River*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Major river*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_major_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Lake&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Deep ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*Unlike ASCII mode, brooks and rivers will appear the same in good, neutral and evil biomes.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terrain feature key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Terrain feature&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Peak]]&lt;br /&gt;
| {{Raw Tile|^|7:0}}&lt;br /&gt;
| {{Raw Tile|^|3:1}}&lt;br /&gt;
| {{Raw Tile|^|6:1}}&lt;br /&gt;
| {{Raw Tile|^|5:0}} {{Raw Tile|^|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcano]]&lt;br /&gt;
| {{Raw Tile|^|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Volcano&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Construction&lt;br /&gt;
! Normal&lt;br /&gt;
|-&lt;br /&gt;
| [[Road#World gen roads|Road]]&lt;br /&gt;
| {{Raw Tile|•┬┴•|6:0}} {{Raw Tile|•┬┴•|0:1}} {{Raw Tile|•┬┴•|7:0}} {{Raw Tile|•┬┴•|7:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Graphic&lt;br /&gt;
|-&lt;br /&gt;
| Tunnel&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tunnel_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Paved road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:paved_road_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Dirt road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:dirt_road_world_map.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Tree key ==&lt;br /&gt;
&lt;br /&gt;
Forests and swamps will use the map tiles of the [[tree]]s they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis.&lt;br /&gt;
&lt;br /&gt;
Tiles can vary significantly in forests due to the variety of trees that can be generated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Terrain &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|⌠|2:0}} || Swamp&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|↑|2:0}} || Conifer Forest &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|♠|2:0}} || Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Γ|2:0}} || Tropical Forest&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
== Site key (ASCII) ==&lt;br /&gt;
Site tiles are organized by columns, from left-to-right: normal populated sites, [[ruin]]ed sites, and sites captured by [[necromancer]]s or their [[night creature]] armies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven sites ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| {{Raw Tile|Ω|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| {{Raw Tile|Ω|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| {{Raw Tile|Ω|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elven sites ===&lt;br /&gt;
&lt;br /&gt;
Forest retreats marked as ({{Raw Tile|¶|6:1}}) are [[market town]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| {{Raw Tile|î|6:1}} {{Raw Tile|¶|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|6:1}} {{Raw Tile|₧|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}} {{Raw Tile|₧|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Goblin sites ===&lt;br /&gt;
&lt;br /&gt;
A light magenta dark fortress ({{Raw Tile|Π|5:1}}) indicates the presence of an [[underworld spire]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| {{Raw Tile|Π|0:1}} {{Raw Tile|Π|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}} {{Raw Tile|μ|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| {{Raw Tile|º|5:0}}&lt;br /&gt;
| {{Raw Tile|ª|0:1}}&lt;br /&gt;
| {{Raw Tile|ª|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Human sites ===&lt;br /&gt;
&lt;br /&gt;
For towns, the tiles indicate a town's current population (increases from left to right). Hamlet tiles represent the region the hamlet is in (hills, plains, rivers, etc.).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| {{Raw Tile|+|7:0}} {{Raw Tile|*|7:0}} {{Raw Tile|#|7:0}} {{Raw Tile|☼|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| {{Raw Tile|&amp;amp;#61;|2:0}} {{Raw Tile|≡|2:0}} {{Raw Tile|æ|2:0}} {{Raw Tile|Æ|2:0}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|3:1}} {{Raw Tile|≡|3:1}} {{Raw Tile|æ|3:1}} {{Raw Tile|Æ|3:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:1}} {{Raw Tile|≡|1:1}} {{Raw Tile|æ|1:1}} {{Raw Tile|Æ|1:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:0}} {{Raw Tile|≡|1:0}} {{Raw Tile|æ|1:0}} {{Raw Tile|Æ|1:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|6:0}} {{Raw Tile|≡|6:0}} {{Raw Tile|æ|6:0}} {{Raw Tile|Æ|6:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|5:0}} {{Raw Tile|≡|5:0}} {{Raw Tile|æ|5:0}} {{Raw Tile|Æ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| {{Raw Tile|○|7:1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Raw Tile|○|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other sites ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| {{Raw Tile|•|0:1}}&lt;br /&gt;
| {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| {{Raw Tile|◙|6:0}}&lt;br /&gt;
| {{Raw Tile|◙|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| {{Raw Tile|#|0:7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| {{Raw Tile|•|0:1}} {{Raw Tile|•|2:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| {{Raw Tile|○|7:0}}&lt;br /&gt;
| {{Raw Tile|○|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]]&lt;br /&gt;
| {{Raw Tile|Å|7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| {{Raw Tile|0|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| {{Raw Tile|I|7:0}}&lt;br /&gt;
| {{Raw Tile|I|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| {{Raw Tile|■|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp#Adventurer camp|Adventurer camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site key (ASCII and graphics) ==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|☼|6:0:1}} &lt;br /&gt;
| [[File:Icon site camp2.png]] [[File:Icon site camp.png]] [[File:Icon site camp3.png]]&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} &lt;br /&gt;
| [[File:icon_site_cave2.png]] [[File:Icon site cave.png]]&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
| [[File:Icon site dark fortress b.png]] [[File:Icon site dark fortress 1.png]] [[File:Icon_site_dark_fortress_3.png]]&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| Goblins (and potentially a special creature)&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|º|5:0:0}} &lt;br /&gt;
| [[File:Icon site dark fortress 2.png]]&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}&lt;br /&gt;
|[[File:Icon site forest retreat 1.png]] [[File:Icon site forest retreat 2.png]] &lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| Elves and Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:1}} &lt;br /&gt;
| [[File:Icon site mountainhome.png]]&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:1}} &lt;br /&gt;
| [[File:Icon site castle.png]]&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|0:6:0}} &lt;br /&gt;
| [[File:icon_site_fort2.png]] [[File:Icon site fort.png]]&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} &lt;br /&gt;
| [[File:Icon site village.png]]&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| Humans and Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:0}} &lt;br /&gt;
| [[File:Icon site hillocks.png]]&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|#|0:7:1}}&lt;br /&gt;
| [[File:Icon site labyrinth.png]]&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} &lt;br /&gt;
|[[File:Icon site lair burrow.png]]&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:0}} &lt;br /&gt;
|[[File:Icon site monastery.png]]&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|0:0:1}} &lt;br /&gt;
| [[File:Icon site fortress.png]]&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin1.png]] [[File:icon_site_ruin2.png]] [[File:icon_site_ruin_dwarf.png]] [[File:icon_site_ruin_castle.png]] [[File:icon_site_ruin_castle2.png]] [[File:icon_site_ruin_castle3.png]] [[File:icon_site_ruin_u.png]] [[File:icon_site_ruin_small1.png]] [[File:icon_site_ruin_small2.png]]&amp;lt;br&amp;gt;[[File:icon_village_ruin1.png]] [[File:icon_village_ruin2.png]]&lt;br /&gt;
| [[Ruin|Ruins]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|₧|6:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin_forest_retreat1.png]] [[File:icon_site_ruin_forest_retreat2.png]]&lt;br /&gt;
| Forest retreat ruins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[File:Icon site shrine titan.png]] [[File:icon_site_fort2.png]]&lt;br /&gt;
| [[Shrine (megabeast)|Shrine]]&lt;br /&gt;
| Megabeast&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|0|0:0:1}} &lt;br /&gt;
| [[File:Icon site tomb.png]]&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|I|5:0:0}} &lt;br /&gt;
| [[File:Icon site necrotower.png]]&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| Necromancer(s) and undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} &lt;br /&gt;
| [[File:Icon site city 1.png]]  [[File:Icon site city 2.png]] [[File:Icon site city 3.png]] [[File:Icon site city 4.png]]&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:Icon site vault.png]]&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| Special creatures&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:site mythical 1.png]] [[File:site mythical 2.png]] [[File:site mythical 3.png]]&lt;br /&gt;
| [[Mysterious dungeon|Mythical site]]&lt;br /&gt;
| [[Dungeon guardian]]s and goblins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site boxes (graphics) ==&lt;br /&gt;
These surrounding squares on sites and civilizations in fortress mode show the location's standing with the player's fortress.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #aaa solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Graphic'''&lt;br /&gt;
!|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_cursor.png]]&lt;br /&gt;
| Cursor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_fort.png]]&lt;br /&gt;
| Player's fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_civ.png]]&lt;br /&gt;
| Player's civilization&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_neutral.png]]&lt;br /&gt;
| Neutral / No contact&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_hostile.png]]&lt;br /&gt;
| Hostile&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_attack.png]]&lt;br /&gt;
| Attacking&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_path.png]]&lt;br /&gt;
| Mission path&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_marker.png]]&lt;br /&gt;
| Mission marker&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_holding.png]]&lt;br /&gt;
| [[Holding]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_ally.png]]&lt;br /&gt;
| Ally&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_occupied.png]]&lt;br /&gt;
| Occupied&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_vassal.png]]&lt;br /&gt;
| Vassal&lt;br /&gt;
|- style=&amp;quot;color:; background:#bbb;&amp;quot;&lt;br /&gt;
| [[File:worldmap_tributary.png]]&lt;br /&gt;
| Tributary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_market_dependence.png]]&lt;br /&gt;
| Market dependence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Drawn site key (graphics) ==&lt;br /&gt;
This is how sites and landscapes appear on the map when they are out of range and/or undiscovered.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#261a11;border:1px #AAA solid;color:white&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#8c6344;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_grassland.png]]&lt;br /&gt;
| Grassland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_water.png]]&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_conifer.png]]&lt;br /&gt;
| Conifer Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_broadleaf.png]]&lt;br /&gt;
| Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hills.png]]&lt;br /&gt;
| Hills&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountains.png]]&lt;br /&gt;
| Mountains&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_marsh.png]]&lt;br /&gt;
| Marsh&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_glacier.png]]&lt;br /&gt;
| Glacier&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_site.png]]&lt;br /&gt;
| Site&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_rock.png]]&lt;br /&gt;
| Desert Rock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_badlands.png]]&lt;br /&gt;
| Desert Badlands&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_sand.png]]&lt;br /&gt;
| Desert Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_roads.png]]&lt;br /&gt;
| Roads&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_rivers.png]]&lt;br /&gt;
| Rivers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_labyrinth.png]]&lt;br /&gt;
| Labyrinth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_shrine.png]]&lt;br /&gt;
| Shrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_lair.png]]&lt;br /&gt;
| Lair&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_cave.png]]&lt;br /&gt;
| Cave&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_home.png]]&lt;br /&gt;
| Mountain Home&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hillocks.png]]&lt;br /&gt;
| Hillocks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fortress.png]]&lt;br /&gt;
| Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_ruin.png]]&lt;br /&gt;
| Mountain Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_fortress.png]]&lt;br /&gt;
| Dark Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_pits.png]]&lt;br /&gt;
| Dark Pits&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_evil_ruin.png]]&lt;br /&gt;
| Evil Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_home_tree.png]]&lt;br /&gt;
| Home Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_retreat.png]]&lt;br /&gt;
| Forest Retreat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_ruin.png]]&lt;br /&gt;
| Forest Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle_ruin.png]]&lt;br /&gt;
| Castle Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_necrotower.png]]&lt;br /&gt;
| Necromancer Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fort.png]]&lt;br /&gt;
| Fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_monastery.png]]&lt;br /&gt;
| Monastery&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle.png]]&lt;br /&gt;
| Castle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_vault.png]]&lt;br /&gt;
| Vault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_tomb.png]]&lt;br /&gt;
| Tomb&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city.png]]&lt;br /&gt;
| City&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_town.png]]&lt;br /&gt;
| Town&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city_ruin.png]]&lt;br /&gt;
| City Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village1.png]] [[File:icon_drawn_village2.png]] [[File:icon_drawn_village3.png]] [[File:icon_drawn_village4.png]]&lt;br /&gt;
| Village&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village_ruin.png]]&lt;br /&gt;
| Village Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mythical1.png]] [[File:icon_drawn_mythical2.png]] [[File:icon_drawn_mythical3.png]]&lt;br /&gt;
| Mythical sites&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark assistant added sites ===&lt;br /&gt;
Shown when the [[DFHack]] plugin is active, list is from the in game plugin {{k|i}}nformation, see there for details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Camp&lt;br /&gt;
| {{Raw Tile|C|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Cave&lt;br /&gt;
| {{Raw Tile|c|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Lair&lt;br /&gt;
| {{Raw Tile|m|6:1}} {{Raw Tile|b|6:1}} {{Raw Tile|l|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Labyrinth&lt;br /&gt;
| {{Raw Tile|L|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Monument&lt;br /&gt;
| {{Raw Tile|M|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Shrine&lt;br /&gt;
| {{Raw Tile|S|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Vault&lt;br /&gt;
| {{Raw Tile|V|6:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fast travel key ==&lt;br /&gt;
{{outdatedsection}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer(s)&lt;br /&gt;
| {{Raw Tile|@|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Other traveling individual or group&lt;br /&gt;
| {{Raw Tile|*|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Graphics&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer (you)&lt;br /&gt;
| [[File:map_adv_icon_you_anim.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, small)&lt;br /&gt;
| [[File:map_adv_icon_group_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, medium)&lt;br /&gt;
| [[File:map_adv_icon_group_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (group, large)&lt;br /&gt;
| [[File:map_adv_icon_group_lrg.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, small)&lt;br /&gt;
| [[File:map_adv_icon_soldier_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, medium)&lt;br /&gt;
| [[File:map_adv_icon_soldier_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Army (soldiers, large)&lt;br /&gt;
| [[File:map_adv_icon_soldier_lrg.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (small)&lt;br /&gt;
| [[File:map_adv_icon_monster_sm.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (medium)&lt;br /&gt;
| [[File:map_adv_icon_monster_med.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Monsters (large)&lt;br /&gt;
| [[File:map_adv_icon_monster_lrg.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Map_adv_icon_monster_lrg.png&amp;diff=320170</id>
		<title>File:Map adv icon monster lrg.png</title>
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		<updated>2026-09-20T22:05:11Z</updated>

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== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
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		<id>https://dwarffortresswiki.org/index.php?title=File:Map_adv_icon_monster_med.png&amp;diff=320169</id>
		<title>File:Map adv icon monster med.png</title>
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		<updated>2026-09-20T22:05:04Z</updated>

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		<id>https://dwarffortresswiki.org/index.php?title=File:Map_adv_icon_monster_sm.png&amp;diff=320168</id>
		<title>File:Map adv icon monster sm.png</title>
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		<updated>2026-09-20T22:04:58Z</updated>

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== Licensing ==&lt;br /&gt;
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	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Map_adv_icon_soldier_lrg.png&amp;diff=320167</id>
		<title>File:Map adv icon soldier lrg.png</title>
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		<updated>2026-09-20T22:04:51Z</updated>

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== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Map_adv_icon_soldier_med.png&amp;diff=320166</id>
		<title>File:Map adv icon soldier med.png</title>
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		<updated>2026-09-20T22:04:44Z</updated>

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== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
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		<id>https://dwarffortresswiki.org/index.php?title=File:Map_adv_icon_soldier_sm.png&amp;diff=320165</id>
		<title>File:Map adv icon soldier sm.png</title>
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		<updated>2026-09-20T22:04:37Z</updated>

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		<title>File:Map adv icon group lrg.png</title>
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		<updated>2026-09-20T22:04:30Z</updated>

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== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
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		<title>File:Map adv icon group med.png</title>
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		<updated>2026-09-20T22:04:24Z</updated>

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		<updated>2026-09-20T22:04:17Z</updated>

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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Map_adv_icon_you_anim.gif&amp;diff=320161</id>
		<title>File:Map adv icon you anim.gif</title>
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		<updated>2026-09-20T22:04:10Z</updated>

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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=320131</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=320131"/>
		<updated>2026-09-20T03:16:10Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
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&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:visitor_sprite_preview.png|right]]A '''visitor''' or '''guest''' is a [[person]] who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, can be modified in [[Settings#Population_and_seed_capacities|settings]], and does not count long-term residents; if set to 0, visitors will not come at all.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
[[File:v50_visitor_list.png|thumb|300px|right|&amp;quot;Other&amp;quot; tab listing visitors.]]The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit. Visitors will also leave after being interrogated for a crime, though this doesn't stop you from re-interrogating them if you wish.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just a [[tavern]] for relaxing and socializing{{version|0.44.01}}. Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a tavern - the discovery of a cavern is enough.&lt;br /&gt;
&lt;br /&gt;
After they socialize for a while, they will [[petition]] for long-term residency. If granted residency (by you, the player), monster hunters will go to the caverns or, for beast slayers, outdoors to slay beasts; if residency is not granted, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similar to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes (often times) they are [[agent]]s assuming fake identities in order to scout your fortress for items of value (see the Secret Agents section below)&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever. Also, visitors with &amp;quot;names&amp;quot; appearing in quotation marks seems to be a reliable indicator that the individual is an agent using a false name.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you have any open or cold cases in the justice screen, you can interrogate them to attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guard's militia squad) will attempt to arrest them.&lt;br /&gt;
&lt;br /&gt;
Note that if the suspect is able to evade capture and is about to escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. [[Soldier]]ing visitors can be assigned to [[squad]]s, but they cannot be appointed as [[Militia captain]]s. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. View the new resident, then select their Labor tab, then their Locations sub-tab, and remove any Location assignments. After this, the new citizens will become available for other occupations.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* As of v50.05, AI pathing can sometimes cause visitors (along with caravans and their wagons) to become stuck waiting to enter the map, which can prevent some or all types of visitors from some or all civs from visiting, and even prevent some merchants from entering the map. This can be fixed through [[DFHack|DFHack's]] ``fix/stuck-merchants`` command.&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Visitors from the game &amp;quot;No, I'm not a Human&amp;quot; --&amp;gt;&lt;br /&gt;
Despite many rumors spread by humans, Visitors are not mysteriously evil, hostile and parasite-controlled doppelgangers that [[corpse|emerge from underground]] due to the heat of the Sun, mimicking normal humans only to kill them when they get the chance. They do not attempt to enter the homes of anti-social humans through manipulation. These fictional Visitors have been explained having bloodshot eyes, hairless armpits with fungus, perfectly white teeth, dirt in their fingernails, [[Vermin|insects]] in their ears and artistic renderings of them having black spots. Even if one had these traits, they are meaningless, as real visitors are only harmless guests, and nothing more. Unless they're secret agents...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: The Visitor from the game &amp;quot;Look Outside&amp;quot; --&amp;gt;&lt;br /&gt;
There are also no accounts of an unfathomably massive alien lifeform known as &amp;quot;The Visitor&amp;quot; inspecting the world for exactly 15 days, causing any living creature to mutate just by looking at it, including pictures, artwork and even writings of this creature. The planet that the game takes place on is not a fragment of this giant Visitor, which would make all life part of this creature if this was true.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|400px|center|Visitors inspecting the nearby architecture.]]&lt;br /&gt;
{{V50 misc professions}}&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Donkey&amp;diff=320083</id>
		<title>Donkey</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Donkey&amp;diff=320083"/>
		<updated>2026-09-18T10:00:36Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=donkey_sprites.png&lt;br /&gt;
|portrait=donkey_portrait_anim.gif&lt;br /&gt;
|bone=13&lt;br /&gt;
|meat=10&lt;br /&gt;
|fat=9&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1|&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoof=4&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Donkeys''' are a [[domestic animal]] that provide a source of [[milk]] and [[cheese]] in addition to [[meat]]. They are slightly smaller than [[horse]]s and [[cow]]s, but a single donkey can still feed two [[Dwarf|dwarves]] for about a year. They can be obtained on [[embark]] or through [[trading]], and can't be found in the wild. Like other domestic herbivores, they require a [[pasture]] to survive.&lt;br /&gt;
&lt;br /&gt;
Despite their similarities to horses, donkeys are not ridable [[mount]]s in [[adventure mode]]. ([[Mule]]s are also not ridable mounts.)&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] donkeys for their ''stubborness''.&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Donkeys are not seen traveling with [[ogre]]s, and there is no known instance where one married a [[dragon]] and had [[children]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Donkey 1 arp 750px.jpg|thumb|400px|center|Admired for its ''stubborness''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nuggad&lt;br /&gt;
| elvish  = ceriva&lt;br /&gt;
| goblin  = usnog&lt;br /&gt;
| human   = tham&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Injury_preview.png&amp;diff=320080</id>
		<title>File:Injury preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Injury_preview.png&amp;diff=320080"/>
		<updated>2026-09-17T20:56:16Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Injury preview.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=320079</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=320079"/>
		<updated>2026-09-17T20:53:03Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added preview image; page consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
: ''&amp;quot;Damage&amp;quot; redirects here; for how weapons do damage, see [[Weapon]]&lt;br /&gt;
[[File:injury_preview.png|right]]'''Injuries''' can be sustained to limbs and organs via the environment or fighting. There are five different levels of injury in the game, ranging from none to complete part loss - shown using the default colors, they are as follows:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For ways to diagnose and treat injuries, see [[health care]].&lt;br /&gt;
&lt;br /&gt;
== Wound effects ==&lt;br /&gt;
'''Brain''': Any structural damage results in instant death. A bruise which doesn't cause {{DFtext|FUNCTION LOSS|#00ffff}} can be survived, and the creature suffers no effect from the injured brain and lives as normal.&lt;br /&gt;
&lt;br /&gt;
'''Throat''': The throat has a major artery, much like the heart. Bruising damage to the throat has no special effect, however any structural damage can &amp;quot;open a major artery in the throat&amp;quot;, producing the same bleeding as a torn heart.&lt;br /&gt;
&lt;br /&gt;
'''Eyes''': Eye damage causes loss of sight, limiting creature perception.&lt;br /&gt;
&lt;br /&gt;
'''Mouth/nose/ears/cheeks''': No special effect.&lt;br /&gt;
&lt;br /&gt;
'''Teeth''': Fewer teeth to use for biting attacks.&lt;br /&gt;
&lt;br /&gt;
'''Lungs''': Damage to one lung interferes with breathing. Creature toughness affects how well it can survive with impaired breathing. Damage to both lungs simultaneously almost always results in suffocation. Bruises to the lungs can cause {{DFtext|FUNCTION LOSS|#00ffff}} so they impair breathing; though they heal much more quickly than a torn lung, two simultaneous bruised lungs with function loss can be fatal (in adventurer mode party members can heal them by {{k|T}}raveling).&lt;br /&gt;
&lt;br /&gt;
'''Heart''': Any structural damage causes massive, fatal bleeding. The heart itself isn't required for life—it is the extreme bleeding that causes death when the heart is pierced. As such, a bruised heart causes no ill effects.&lt;br /&gt;
&lt;br /&gt;
'''Pancreas/liver''': No effect. While it is reasonable to assume that the dwarven liver has evolved to be completely indestructible, liver damage doesn't cripple anything else either. Dwarves have a larger liver than any other sapient species, causing them to suffer liver damage more often, as it is easier to hit.&lt;br /&gt;
&lt;br /&gt;
'''Guts''': Damage to the guts causes great pain and nausea. Creatures will vomit and then retch repeatedly, depending on how much damage was caused. This slows down the creature and can dehydrate them. When the guts are pierced, they may spill out of the wound. This is visible as a gray &amp;quot;~&amp;quot; trailing behind the creature. This causes a lot of bleeding and exposes the guts themselves as a target for aimed attacks. Slicing off the exposed guts causes heavy bleeding, and almost always death. The cut-off guts can then be picked up and used as a weapon.&lt;br /&gt;
&lt;br /&gt;
'''Spinal injuries''': Attacks to the spine that also tear nervous tissue are extremely serious. Lower spinal injuries permanently disable the creature's legs - they can no longer stand or kick. Upper and middle spinal injuries disable every limb in the body, rendering the creature unable to do anything except use the default &amp;quot;push&amp;quot; attack, bite if it still has teeth, and move very slowly. It also disables every organ in the body besides the brain. As this disables the lungs, upper spine injuries will generally cause suffocation within a few turns. However, a broken bone in the spine does '''not''' cause irreparable damage - only damage to the nervous tissue does. If a dwarf suffers a broken bone in the spine without any nerve damage, just get them a cast and it will eventually heal.&lt;br /&gt;
&lt;br /&gt;
'''Gelding''': Attacks to the lower body (or, theoretically, anywhere else where the 'geldables' may be kept) of a geldable creature (including male dwarves) can very rarely result in a &amp;quot;gelding strike.&amp;quot; In addition to the expected effects of bleeding and pain, this renders the creature permanently incapable of reproducing, just like non-combat [[gelding]].&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
Injuries cause pain; excessive pain will knock your dwarves [[unconscious]] from the shock. &lt;br /&gt;
&lt;br /&gt;
How pain works:&lt;br /&gt;
* Bruising causes 1× the pain value from the raw files&lt;br /&gt;
* Partially damaged tissue causes 2× pain&lt;br /&gt;
* Broken tissue causes 3× pain&lt;br /&gt;
* Having 150+ pain causes unconsciousness.&lt;br /&gt;
* Pain is independent of body part size&lt;br /&gt;
&lt;br /&gt;
Most tissue has [PAIN_RECEPTORS:5], except bone, which has [PAIN_RECEPTORS:50]. So being punched in the guts (bruising skin, fat, muscle, guts) causes 20 pain and some nausea. Having any bone broken causes 15+50×3=165 pain (presuming bruised skin, fat, muscle). Having good stats presumably causes the pain to recede quickly, but that won't cause your character to wake up sooner after they fall unconscious.&lt;br /&gt;
&lt;br /&gt;
Missing body parts no longer produce pain, so a completely severed limb or digit will cause no pain. Without breaking a bone, a creature would have to have three layers bruised on about ten different body parts, or three layers broken on about four, to collapse from pain (and edged weapons often damage sensory nerves, reducing pain).&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous injuries ==&lt;br /&gt;
&lt;br /&gt;
(Miscellaneous injuries include generic tears, cuts and breaks that don't target a specific organ.)&lt;br /&gt;
&lt;br /&gt;
Attacks that shatter nail or horn generate a cosmetic injury report, but otherwise have no effect unless they become infected.  Similarly, attacks that tear hair have no ill effects, but hair damage is common during chokeholds on animals, such as a lion's mane being damaged by a chokehold.&lt;br /&gt;
&lt;br /&gt;
Injuries that only tear skin tend to cause little bleeding and light scarring, while injuries that tear fat layers cause worse bleeding and severe scarring but little pain.  Injuries to muscle layers can sometimes cause the affected limb to become unusable. This happens when a tendon, ligament, or motor nerve is severed, or if the limb reaches {{DFtext|BROKEN|#ff0000}}. If the muscle is in an arm and loses function, items held in that hand will be dropped. Damaged leg or foot muscles may cause the creature to fall over and be unable to walk until the injury heals. Damage to sensory nerves eliminates pain in the body part, and may reduce attack strength using that part.&lt;br /&gt;
&lt;br /&gt;
[[Bone]] damage causes extreme pain, especially if the bone is fractured or broken. Those are the most painful injuries in ''Dwarf Fortress'', and will almost invariably cause unconsciousness from the pain. A bone that is broken in a limb will render that limb inoperative. Bones that are hit hard enough may shatter and be jammed into the muscles in their body part, or nearby bones and body parts, causing far more damage - this is most notable with the skull. A hard hit (or any hit) to the skull that causes a fracture can force the broken part into the brain, causing immediate death. A broken arm may be jammed into the shoulder as well, breaking it, and broken bones sometimes tear the muscles around them, causing bleeding.&lt;br /&gt;
&lt;br /&gt;
In recent versions the neck is appended to the upper body, and the head is appended to the neck (which is why you have to press &amp;quot;d&amp;quot; now to target the head, and &amp;quot;c&amp;quot; is the neck - the neck must be defined first). You can't hurt the upper spine directly by attacking the head anymore, though very powerful attacks can damage adjacent body parts by &amp;quot;twisting&amp;quot; them, so an extremely strong attack to the head or one of its parts can damage the upper spine by twisting the neck.&lt;br /&gt;
&lt;br /&gt;
* Having the upper spine (in the neck) torn in 0.40.xx disables everything and causes suffocation.&lt;br /&gt;
* Having the middle spine (in the upper body) torn disables everything and causes suffocation.&lt;br /&gt;
* Having the lower spine (in the lower body) torn paralyzes the legs, preventing kicks and negating pain in the legs and in the lower spine itself.&lt;br /&gt;
Note that the bones in the spine being fractured does not cause paralysis, which occurs only when the nerves in the spine are torn.&lt;br /&gt;
&lt;br /&gt;
If the neck is destroyed (pulped, broken, or cleaved), the upper spine will be destroyed as well.&lt;br /&gt;
&lt;br /&gt;
== Missing limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss, or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks that they had done in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s, and trying to dress or clean themselves often causes constant cancellation spam.&lt;br /&gt;
&lt;br /&gt;
== Function loss ==&lt;br /&gt;
The cyan &amp;quot;Function loss&amp;quot; signals impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, indicating failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. With a crutch applied, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper and middle spines this can include the lungs, so damage leads to suffocation.&lt;br /&gt;
&lt;br /&gt;
Creatures can be set to heal spinal nerve damage by going into the [[raw file|raws]], finding the tissue_template_default and setting a number like [HEALING_RATE:100] at the NERVE_TEMPLATE. A higher number translates to a slower healing rate, with bones for example having a healing rate of 1000. However, this setting does not affect non-spinal nerves, as they do not count as &amp;quot;nervous tissue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Scarring ==&lt;br /&gt;
&lt;br /&gt;
Dwarves who sustain major injuries may never fully heal – the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in their Thoughts and Preferences screen will note that they bear scars of varying degrees and types, e.g., (Tiny, very short, short, long, very long, massive, huge, etc.); (Jagged, Dent, Straight, etc.). While not all scars have an effect, this may result in notes in the [[Health screen]] such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. This means that one of the creature's grasping parts (usually hands) has lost the ability to grasp.&amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt; Military dwarves with inhibited ability to grasp will not hold a weapon or shield in the crippled arm. However, they will automatically grasp both weapon and shield in their good hand when they next come to equip themselves, assuming, of course, that they are set to use both such items. &lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
== Permanent injury ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Disabled veterans|When a highly-skilled soldier is injured too badly to continue in active duty, they can remain in the military as a teacher. Put them into a squad with your raw recruits and have them teach the green maggots what soldiering is about. When the recruits have been whipped into shape, they can be transferred to active-duty squads.}}&lt;br /&gt;
There are several types of injuries that dwarves will never recover from - nerve damage is permanent, as is loss of limbs, while some types of [[syndrome]]s are lifelong. As a result, you may end up with a dwarf who has lost function in one or more body parts, or who continually exhibits some kind of problematic symptom. But these dwarves, if they don't meet with an [[unfortunate accident]], can still be very useful.&lt;br /&gt;
&lt;br /&gt;
===Function loss: legs===&lt;br /&gt;
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, they can be issued a [[crutch]] by doctors in your hospital. Thereafter, they will gain crutch-walking skill whenever they move with the crutch in their inventories. Eventually, their speed with the crutch can become faster than it was before, due to the [[Agility]] gained each step and reduction of the movement penalty to 0. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash their enemies with it - it is recommended to make metal crutches to issue to military dwarves).&lt;br /&gt;
&lt;br /&gt;
===Lower body paralysis===&lt;br /&gt;
A dwarf who has nerve damage to their lower spine, or both of their legs, is unable to use them and cannot benefit from using a crutch. After their recovery (you may need to deconstruct their hospital bed to get them out of it), they can move—but only very slowly. Dwarves like this are obviously unfit for military duty (other than as a marksdwarf who sticks to fortifications)—they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much-for best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where they will still move five steps more quickly than another dwarf can move fifty; or they can be appointed as the [[broker]] and burrowed in your depot. You could also make such a dwarf a [[hammerer]], with exemplary results.&lt;br /&gt;
&lt;br /&gt;
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?&lt;br /&gt;
&lt;br /&gt;
===Function loss: arms===&lt;br /&gt;
The dwarf who has lost the use of an arm can go on with their life normally, and can even hold a shield and battle-axe at the same time. In the military, they are limited only in that they cannot wield weapons that are too large to be wielded one-handed, and outside the military, they can work as well as any other dwarf.&lt;br /&gt;
&lt;br /&gt;
Losing both arms is a different story. Dwarves who have lost the use of both arms will be unable to do almost any task. Even managers, bookkeepers, and brokers must be able to use at least one arm. They cannot pick up weapons or shields and cannot haul items. Most irritatingly, they cannot clean themselves, or pick up clothing in order to put it on, and will probably spam cancellation messages at you (seriously, consider turning off job cancellation messages in the 'o'rders menu if this is the case). These dwarves are at risk of [[insanity]] from the lack of clothing once their current set wears out, though they may have been lucky enough to be wearing armor, which will not wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler, biter, and/or kicker (if they still have functioning legs). Dwarves without arms can also be used as sentries; burrow them in watchtowers to spot ambushes.&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
[[File:blind_in_adventure_mode.png|thumb|Blindness in [[adventure mode]]]]&lt;br /&gt;
&lt;br /&gt;
A dwarf with both eyes damaged cannot see - and what they can't see, they won't be afraid of. Therefore, a blind dwarf can do civilian labors ''without'' dropping everything and running when there's a wild animal nearby. They will suffer a severe drop in the [[quality]] of their work, but this won't affect jobs whose products don't have a quality level, such as [[wood burning]].&lt;br /&gt;
&lt;br /&gt;
Military dwarves are, unfortunately, less useful while blind. They will manage to home in on any nearby enemies just as well as any other dwarf, but will suffer a significant penalty to their dodging ability, to the point where even a dwarf with [[legendary]] in [[dodging]] may get hit more often than even an untrained civilian. As such, they will die too quickly to be useful as anything more than cannon fodder. Blind military dwarves may still be of use however, as their training will have netted them high [[combat skills]] alongside a good amount of [[organizer]], meaning they make for great [[champions]], or even just permanent teachers in a training squad.&lt;br /&gt;
&lt;br /&gt;
===Chronic syndrome===&lt;br /&gt;
The most common chronic syndrome is probably the bite of a [[cave spider]], which causes long-term mild dizziness. The dwarf seems fine and works normally, except that the work tends to be low-quality because the dwarf is feeling under the weather. Even legendary dwarves will, if they're feeling dizzy enough, be unable to produce masterwork crafts—assign these dwarves to producing goods that don't have quality levels. Dwarves with dizziness will also perform significantly worse in combat; with them dodging, parrying, and successfully hitting less than normal. This is mild enough that they can still be useful in combat, and it may be worth setting them to train for longer to offset the penalty.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
[[File:healing_liquid_message.png|thumb|300px|right|The messages that appear after drinking a magic healing substance.]]A wounded character in adventurer mode may be unable to use wounded limbs, or perform actions with them - someone with a mangled arm, for example, cannot wield a sword.  Wounds heal over time, but moving even one cell in fast-{{k|T}}ravel mode will vastly speed up recovery, instantly healing all injuries that could heal over time.  An adventurer with higher [[Attribute#Recuperation|recuperation]] will heal faster than others.  Some wounds, however, will never heal.&lt;br /&gt;
&lt;br /&gt;
As with dwarves in fortress mode, missing limbs and nonfunctional nerves, blindness, and similar permanent injuries do not heal, no matter how much time passes.  Lower-body paralysis can be especially dangerous, as the affected character can only crawl on the ground. However, [[splint]]s may provide some limited assistance.&lt;br /&gt;
&lt;br /&gt;
===Advanced healing===&lt;br /&gt;
There are some events that heal normally permanent injuries:&lt;br /&gt;
* Getting a lucky roll on a [[Die|divination die]] will heal all wounds.&lt;br /&gt;
* Undergoing a transformation (such as from a [[werebeast]] curse, or from the divination effect that turns you into a beast) heals all wounds.&lt;br /&gt;
* Consuming a healing substance, found in [[mysterious dungeon|mysterious dungeons and palaces]], and held by [[dungeon guardian|dungeon guardians]], will heal all wounds.&lt;br /&gt;
All of these options regrow missing body parts and heal nerve damage.&lt;br /&gt;
[[File:injured_dwarf.png|thumb|center|Seen better days. Fought weaker goblins.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Nikolay Persikov''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Translation| dwarven = oslan | elvish = élitho | goblin = esmên | human = kortil}}&lt;br /&gt;
[[ru:Wound]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Injury_preview.png&amp;diff=320078</id>
		<title>File:Injury preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Injury_preview.png&amp;diff=320078"/>
		<updated>2026-09-17T20:51:41Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320069</id>
		<title>Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Map_legend&amp;diff=320069"/>
		<updated>2026-09-17T07:52:43Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Site boxes (Graphics) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:map_legend_preview.png|right]]''Dwarf Fortress'' uses [[tileset]]s and [[Graphics|sprite graphics]] to draw the game, including maps. This '''map legend''' explains what the [[character table|characters]] and [[color]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map. This article covers both ASCII tiles and graphic sprites.&lt;br /&gt;
&lt;br /&gt;
== Tile colors ==&lt;br /&gt;
The colors of a map tile may give information about that region's predominant [[biome]] and [[surroundings]]; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is &amp;quot;good&amp;quot; aligned. Purple, gray, brown, and red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about a tree's current [[tree#Growths|growth]].&lt;br /&gt;
&lt;br /&gt;
In ASCII mode, the characters and their colors offer slightly more information about a biome, such as the temperature mixed with the moral standing of the biome (good, neutral and evil) compared to the graphics of the premium version of the game. With the graphics, the presentation is more simplified, as each biome type is displayed with the following graphical information: neutral, evil, evil savage, good and good savage. Some graphics are displayed the same, regardless of what type of biome or moral surroundings they are part of.&lt;br /&gt;
&lt;br /&gt;
== Biome/Region key ==&lt;br /&gt;
Tiles are listed by alignment, with normal tiles first, then good-aligned tiles, and then evil tiles. Snow and ice-covered tiles are included next to their respective alignments.&lt;br /&gt;
&lt;br /&gt;
=== Hills and mountains/Plains ===&lt;br /&gt;
Yellow hills or plains indicate dry vegetation.&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| {{Biome|.|ⁿ|2:1}} {{Biome|.|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|.|ⁿ|5:0|5:1}} {{Biome|.|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|.|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savanna]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:1}} {{Biome|&amp;quot;|ⁿ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| {{Biome|&amp;quot;|τ|2:1}} {{Biome|&amp;quot;|τ|6:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|3:0|3:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|5:0|5:1}} {{Biome|&amp;quot;|τ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|τ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grassland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Grassland Tropical&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:grassland_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrubland]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:shrubland_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Hills]]&lt;br /&gt;
| {{Biome|n|∩|2:1}} {{Biome|n|∩|6:1}}&lt;br /&gt;
| {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|n|∩|5:0|5:1}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Low [[mountain]]s&lt;br /&gt;
| {{Biome|⌂|⌂|7:0}}&lt;br /&gt;
| {{Biome|⌂|⌂|7:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|6:1|6:1}}&lt;br /&gt;
| {{Biome|⌂|⌂|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| {{Biome|▲|▲|0:1}}&lt;br /&gt;
| {{Biome|▲|▲|7:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| {{Biome|▲|▲|7:0}}&lt;br /&gt;
| {{Biome|▲|▲|3:1}}&lt;br /&gt;
| {{Biome|▲|▲|6:1}}&lt;br /&gt;
| {{Biome|▲|▲|5:0|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Low mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_low_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Medium mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_mid_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_high_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Peak mountains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:mountain_peak_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
In normal [[forest]]s, the color changes with the seasons.&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| {{Biome|♠|♣|7:1|5:1|altc}} {{Biome|♠|♣|2:0}} {{Biome|♠|♣|6:1|4:1|altc}} {{Biome|╞|╞|6:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:1}} {{Biome|╞|╞|7:1}}&lt;br /&gt;
| {{Biome|♠|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|♠|♣|5:0|5:1}} {{Biome|♠|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|♠|♣|7:0}} {{Biome|♠|┤|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| {{Biome|Γ|♠|2:0}}&lt;br /&gt;
|&lt;br /&gt;
| {{Biome|Γ|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|Γ|♠|5:0|5:1}} {{Biome|Γ|┤|0:1|4:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Coniferous forest&lt;br /&gt;
| {{Biome|↑|↨|2:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:1}}&lt;br /&gt;
| {{Biome|↑|♣|2:0|7:1|altc}}&lt;br /&gt;
| {{Biome|↑|↨|5:0|5:1}} {{Biome|↑|┤|0:1|4:0}}&lt;br /&gt;
| {{Biome|↑|↨|7:0}} {{Biome|↑|┤|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Temperate broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical broadleaf forest (dry)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:broadleaf_trop_dry_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Temperate coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_temp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tropical coniferous forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:conifer_trop_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Taiga forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:taiga_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deserts ===&lt;br /&gt;
In normal sand [[desert]]s, the color depends on the type of [[sand]].&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| Sand desert&lt;br /&gt;
| {{Biome|~|≈|6:1}} {{Biome|~|≈|0:1}} {{Biome|~|≈|4:1}} {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|7:1}}&lt;br /&gt;
| {{Biome|~|≈|3:0}}&lt;br /&gt;
| {{Biome|~|≈|5:0|5:1}}&lt;br /&gt;
| {{Biome|~|≈|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Rocky wasteland&lt;br /&gt;
| {{Biome|,|´|7:0|6:0|altc}} {{Biome|n|∩|7:0|6:0|altc}}&lt;br /&gt;
| {{Biome|,|´|7:1}} {{Biome|n|∩|7:1}}&lt;br /&gt;
| {{Biome|,|´|3:0|3:1}} {{Biome|n|∩|3:0|3:1}}&lt;br /&gt;
| {{Biome|,|´|0:1|4:0}} {{Biome|n|∩|0:1|4:0}}&lt;br /&gt;
| {{Biome|,|´|7:0}} {{Biome|n|∩|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| {{Biome|V|√|6:0}}&lt;br /&gt;
| {{Biome|V|√|7:1}}&lt;br /&gt;
| {{Biome|V|√|3:0|3:1}}&lt;br /&gt;
| {{Biome|V|√|0:1|4:0}}&lt;br /&gt;
| {{Biome|V|√|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Desert &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_neutral.png]] [[File:yellow_sand_world.png]] [[File:black_sand_world.png]] [[File:red_sand_world.png]] [[File:white_sand_world.png]] &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky hills&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_hills_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_hills_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rocky plains&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:rocky_plains_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:rocky_plains_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Badlands&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:badlands_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:badlands_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Beach&lt;br /&gt;
| style=&amp;quot;text-align:;&amp;quot; | [[File:beach_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:beach_evil_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wetlands ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil snow/ice&lt;br /&gt;
|-&lt;br /&gt;
| [[Swamp]]&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|5:0|5:1}} {{Biome|&amp;quot;|⌠|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|⌠|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]]&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|2:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|1:0|1:1}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|5:0|5:1}} {{Biome|&amp;quot;|ⁿ|0:1|4:0}}&lt;br /&gt;
| {{Biome|&amp;quot;|ⁿ|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:swamp_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Marsh&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:marsh_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ice regions ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Tundra]]&lt;br /&gt;
| {{Biome|∙|·|3:1}}&lt;br /&gt;
| {{Biome|∙|·|3:0}}&lt;br /&gt;
| {{Biome|∙|·|5:0|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glacier]]&lt;br /&gt;
| {{Biome|▓|▒|3:1}}&lt;br /&gt;
| {{Biome|▓|▒|3:0}}&lt;br /&gt;
| {{Biome|▓|▒|5:0|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_good_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tundra_evil_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:glacier_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Frozen ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:frozen_ocean_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bodies of water ===&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[River]]&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬┴|3:1}} {{Raw Tile|┬┴|1:1}} {{Raw Tile|┬┴|1:0}} {{Raw Tile|╦╩◄|1:0}}&lt;br /&gt;
| {{Raw Tile|•┬|6:0}}{{Raw Tile|┴|4:0}} {{Raw Tile|╦|6:0}}{{Raw Tile|╩◄|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocean]]&lt;br /&gt;
| {{Biome|≈|≈|1:0}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|3:1}} {{Biome|▒|░|3:1}}&lt;br /&gt;
| {{Biome|≈|≈|6:0|4:0}} {{Biome|▒|░|6:0|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lake]]&lt;br /&gt;
| {{Biome|~|~|1:1}}&lt;br /&gt;
| {{Biome|~|~|3:1}}&lt;br /&gt;
| {{Biome|~|~|6:0|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Brook*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:brook_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| River*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Major river*&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:river_major_world_map.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Lake&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:lake_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_evilsav.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Deep ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:ocean_deep_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*Unlike ASCII mode, brooks and rivers will appear the same in good, neutral and evil biomes.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terrain feature key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Terrain feature&lt;br /&gt;
! Normal&lt;br /&gt;
! Snow/Ice&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| [[Peak]]&lt;br /&gt;
| {{Raw Tile|^|7:0}}&lt;br /&gt;
| {{Raw Tile|^|3:1}}&lt;br /&gt;
| {{Raw Tile|^|6:1}}&lt;br /&gt;
| {{Raw Tile|^|5:0}} {{Raw Tile|^|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcano]]&lt;br /&gt;
| {{Raw Tile|^|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Biome/Region&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Good&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;&amp;lt;div id=&amp;quot;textbump&amp;quot; style=&amp;quot;margin-top:-7px; font-size:12px;&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Savage)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Volcano&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_neutral.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_good.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_goodsav.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evil.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:volcano_evilsav.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction key ==&lt;br /&gt;
==== ASCII ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Construction&lt;br /&gt;
! Normal&lt;br /&gt;
|-&lt;br /&gt;
| [[Road#World gen roads|Road]]&lt;br /&gt;
| {{Raw Tile|•┬┴•|6:0}} {{Raw Tile|•┬┴•|0:1}} {{Raw Tile|•┬┴•|7:0}} {{Raw Tile|•┬┴•|7:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Graphic&lt;br /&gt;
|-&lt;br /&gt;
| Tunnel&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:tunnel_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Paved road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:paved_road_world_map.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Dirt road&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:dirt_road_world_map.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Tree key ==&lt;br /&gt;
&lt;br /&gt;
Forests and swamps will use the map tiles of the [[tree]]s they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis.&lt;br /&gt;
&lt;br /&gt;
Tiles can vary significantly in forests due to the variety of trees that can be generated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Terrain &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|⌠|2:0}} || Swamp&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|↑|2:0}} || Conifer Forest &lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|♠|2:0}} || Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Γ|2:0}} || Tropical Forest&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
== Site key (ASCII) ==&lt;br /&gt;
Site tiles are organized by columns, from left-to-right: normal populated sites, [[ruin]]ed sites, and sites captured by [[necromancer]]s or their [[night creature]] armies.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven sites ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| {{Raw Tile|Ω|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| {{Raw Tile|Ω|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| {{Raw Tile|Ω|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elven sites ===&lt;br /&gt;
&lt;br /&gt;
Forest retreats marked as ({{Raw Tile|¶|6:1}}) are [[market town]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| {{Raw Tile|î|6:1}} {{Raw Tile|¶|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|6:1}} {{Raw Tile|₧|6:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:0}} {{Raw Tile|₧|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Goblin sites ===&lt;br /&gt;
&lt;br /&gt;
A light magenta dark fortress ({{Raw Tile|Π|5:1}}) indicates the presence of an [[underworld spire]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| {{Raw Tile|Π|0:1}} {{Raw Tile|Π|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|0:1}} {{Raw Tile|μ|5:1}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| {{Raw Tile|º|5:0}}&lt;br /&gt;
| {{Raw Tile|ª|0:1}}&lt;br /&gt;
| {{Raw Tile|ª|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Human sites ===&lt;br /&gt;
&lt;br /&gt;
For towns, the tiles indicate a town's current population (increases from left to right). Hamlet tiles represent the region the hamlet is in (hills, plains, rivers, etc.).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Ruins&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| {{Raw Tile|+|7:0}} {{Raw Tile|*|7:0}} {{Raw Tile|#|7:0}} {{Raw Tile|☼|7:1}}&lt;br /&gt;
| {{Raw Tile|μ|7:0}}&lt;br /&gt;
| {{Raw Tile|μ|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| {{Raw Tile|&amp;amp;#61;|2:0}} {{Raw Tile|≡|2:0}} {{Raw Tile|æ|2:0}} {{Raw Tile|Æ|2:0}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|3:1}} {{Raw Tile|≡|3:1}} {{Raw Tile|æ|3:1}} {{Raw Tile|Æ|3:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:1}} {{Raw Tile|≡|1:1}} {{Raw Tile|æ|1:1}} {{Raw Tile|Æ|1:1}}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|&amp;amp;#61;|1:0}} {{Raw Tile|≡|1:0}} {{Raw Tile|æ|1:0}} {{Raw Tile|Æ|1:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|6:0}} {{Raw Tile|≡|6:0}} {{Raw Tile|æ|6:0}} {{Raw Tile|Æ|6:0}}&lt;br /&gt;
| style=&amp;quot;vertical-align: text-top;&amp;quot; | {{Raw Tile|&amp;amp;#61;|5:0}} {{Raw Tile|≡|5:0}} {{Raw Tile|æ|5:0}} {{Raw Tile|Æ|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| {{Raw Tile|○|7:1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Raw Tile|○|5:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other sites ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Normal&lt;br /&gt;
! Night creature&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| {{Raw Tile|•|0:1}}&lt;br /&gt;
| {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| {{Raw Tile|◙|6:0}}&lt;br /&gt;
| {{Raw Tile|◙|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| {{Raw Tile|#|0:7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| {{Raw Tile|•|0:1}} {{Raw Tile|•|2:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
| {{Raw Tile|○|7:0}}&lt;br /&gt;
| {{Raw Tile|○|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]]&lt;br /&gt;
| {{Raw Tile|Å|7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| {{Raw Tile|0|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| {{Raw Tile|I|7:0}}&lt;br /&gt;
| {{Raw Tile|I|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| {{Raw Tile|■|0:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp#Adventurer camp|Adventurer camp]]&lt;br /&gt;
| {{Raw Tile|☼|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site key (ASCII and graphics) ==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|☼|6:0:1}} &lt;br /&gt;
| [[File:Icon site camp2.png]] [[File:Icon site camp.png]] [[File:Icon site camp3.png]]&lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} &lt;br /&gt;
| [[File:icon_site_cave2.png]] [[File:Icon site cave.png]]&lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
| [[File:Icon site dark fortress b.png]] [[File:Icon site dark fortress 1.png]] [[File:Icon_site_dark_fortress_3.png]]&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| Goblins (and potentially a special creature)&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|º|5:0:0}} &lt;br /&gt;
| [[File:Icon site dark fortress 2.png]]&lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}&lt;br /&gt;
|[[File:Icon site forest retreat 1.png]] [[File:Icon site forest retreat 2.png]] &lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| Elves and Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:1}} &lt;br /&gt;
| [[File:Icon site mountainhome.png]]&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:1}} &lt;br /&gt;
| [[File:Icon site castle.png]]&lt;br /&gt;
| [[Castle]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|0:6:0}} &lt;br /&gt;
| [[File:icon_site_fort2.png]] [[File:Icon site fort.png]]&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} &lt;br /&gt;
| [[File:Icon site village.png]]&lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| Humans and Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:0}} &lt;br /&gt;
| [[File:Icon site hillocks.png]]&lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves and Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|#|0:7:1}}&lt;br /&gt;
| [[File:Icon site labyrinth.png]]&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} &lt;br /&gt;
|[[File:Icon site lair burrow.png]]&lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:0}} &lt;br /&gt;
|[[File:Icon site monastery.png]]&lt;br /&gt;
| [[Monastery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|0:0:1}} &lt;br /&gt;
| [[File:Icon site fortress.png]]&lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin1.png]] [[File:icon_site_ruin2.png]] [[File:icon_site_ruin_dwarf.png]] [[File:icon_site_ruin_castle.png]] [[File:icon_site_ruin_castle2.png]] [[File:icon_site_ruin_castle3.png]] [[File:icon_site_ruin_u.png]] [[File:icon_site_ruin_small1.png]] [[File:icon_site_ruin_small2.png]]&amp;lt;br&amp;gt;[[File:icon_village_ruin1.png]] [[File:icon_village_ruin2.png]]&lt;br /&gt;
| [[Ruin|Ruins]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|₧|6:0:1}}&lt;br /&gt;
| [[File:icon_site_ruin_forest_retreat1.png]] [[File:icon_site_ruin_forest_retreat2.png]]&lt;br /&gt;
| Forest retreat ruins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[File:Icon site shrine titan.png]] [[File:icon_site_fort2.png]]&lt;br /&gt;
| [[Shrine (megabeast)|Shrine]]&lt;br /&gt;
| Megabeast&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|0|0:0:1}} &lt;br /&gt;
| [[File:Icon site tomb.png]]&lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|I|5:0:0}} &lt;br /&gt;
| [[File:Icon site necrotower.png]]&lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| Necromancer(s) and undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} &lt;br /&gt;
| [[File:Icon site city 1.png]]  [[File:Icon site city 2.png]] [[File:Icon site city 3.png]] [[File:Icon site city 4.png]]&lt;br /&gt;
| [[Town]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:Icon site vault.png]]&lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| Special creatures&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|■|0:0:1}} &lt;br /&gt;
| [[File:site mythical 1.png]] [[File:site mythical 2.png]] [[File:site mythical 3.png]]&lt;br /&gt;
| [[Mysterious dungeon|Mythical site]]&lt;br /&gt;
| [[Dungeon guardian]]s and goblins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Site boxes (graphics) ==&lt;br /&gt;
These surrounding squares on sites and civilizations in fortress mode show the location's standing with the player's fortress.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #aaa solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#CCC;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Graphic'''&lt;br /&gt;
!|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_cursor.png]]&lt;br /&gt;
| Cursor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_fort.png]]&lt;br /&gt;
| Player's fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_player_civ.png]]&lt;br /&gt;
| Player's civilization&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_neutral.png]]&lt;br /&gt;
| Neutral / No contact&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_hostile.png]]&lt;br /&gt;
| Hostile&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_attack.png]]&lt;br /&gt;
| Attacking&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_path.png]]&lt;br /&gt;
| Mission path&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_mission_marker.png]]&lt;br /&gt;
| Mission marker&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_holding.png]]&lt;br /&gt;
| [[Holding]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_ally.png]]&lt;br /&gt;
| Ally&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_occupied.png]]&lt;br /&gt;
| Occupied&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_vassal.png]]&lt;br /&gt;
| Vassal&lt;br /&gt;
|- style=&amp;quot;color:; background:#bbb;&amp;quot;&lt;br /&gt;
| [[File:worldmap_tributary.png]]&lt;br /&gt;
| Tributary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worldmap_market_dependence.png]]&lt;br /&gt;
| Market dependence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Drawn site key (graphics) ==&lt;br /&gt;
This is how sites and landscapes appear on the map when they are out of range and/or undiscovered.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#261a11;border:1px #AAA solid;color:white&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#8c6344;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Sprite'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_grassland.png]]&lt;br /&gt;
| Grassland&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_water.png]]&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_conifer.png]]&lt;br /&gt;
| Conifer Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_broadleaf.png]]&lt;br /&gt;
| Broadleaf Forest&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hills.png]]&lt;br /&gt;
| Hills&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountains.png]]&lt;br /&gt;
| Mountains&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_marsh.png]]&lt;br /&gt;
| Marsh&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_glacier.png]]&lt;br /&gt;
| Glacier&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_site.png]]&lt;br /&gt;
| Site&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_rock.png]]&lt;br /&gt;
| Desert Rock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_badlands.png]]&lt;br /&gt;
| Desert Badlands&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_desert_sand.png]]&lt;br /&gt;
| Desert Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_roads.png]]&lt;br /&gt;
| Roads&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_rivers.png]]&lt;br /&gt;
| Rivers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_labyrinth.png]]&lt;br /&gt;
| Labyrinth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_shrine.png]]&lt;br /&gt;
| Shrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_lair.png]]&lt;br /&gt;
| Lair&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_cave.png]]&lt;br /&gt;
| Cave&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_home.png]]&lt;br /&gt;
| Mountain Home&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_hillocks.png]]&lt;br /&gt;
| Hillocks&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fortress.png]]&lt;br /&gt;
| Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mountain_ruin.png]]&lt;br /&gt;
| Mountain Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_fortress.png]]&lt;br /&gt;
| Dark Fortress&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_dark_pits.png]]&lt;br /&gt;
| Dark Pits&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_evil_ruin.png]]&lt;br /&gt;
| Evil Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_home_tree.png]]&lt;br /&gt;
| Home Tree&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_retreat.png]]&lt;br /&gt;
| Forest Retreat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_forest_ruin.png]]&lt;br /&gt;
| Forest Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle_ruin.png]]&lt;br /&gt;
| Castle Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_necrotower.png]]&lt;br /&gt;
| Necromancer Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_fort.png]]&lt;br /&gt;
| Fort&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_monastery.png]]&lt;br /&gt;
| Monastery&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_castle.png]]&lt;br /&gt;
| Castle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_vault.png]]&lt;br /&gt;
| Vault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_tomb.png]]&lt;br /&gt;
| Tomb&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city.png]]&lt;br /&gt;
| City&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_town.png]]&lt;br /&gt;
| Town&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_city_ruin.png]]&lt;br /&gt;
| City Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village1.png]] [[File:icon_drawn_village2.png]] [[File:icon_drawn_village3.png]] [[File:icon_drawn_village4.png]]&lt;br /&gt;
| Village&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_village_ruin.png]]&lt;br /&gt;
| Village Ruin&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_drawn_mythical1.png]] [[File:icon_drawn_mythical2.png]] [[File:icon_drawn_mythical3.png]]&lt;br /&gt;
| Mythical sites&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark assistant added sites ===&lt;br /&gt;
Shown when the [[DFHack]] plugin is active, list is from the in game plugin {{k|i}}nformation, see there for details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Site&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Camp&lt;br /&gt;
| {{Raw Tile|C|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Cave&lt;br /&gt;
| {{Raw Tile|c|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Lair&lt;br /&gt;
| {{Raw Tile|m|6:1}} {{Raw Tile|b|6:1}} {{Raw Tile|l|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Labyrinth&lt;br /&gt;
| {{Raw Tile|L|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Monument&lt;br /&gt;
| {{Raw Tile|M|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Shrine&lt;br /&gt;
| {{Raw Tile|S|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| Vault&lt;br /&gt;
| {{Raw Tile|V|6:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fast travel key ==&lt;br /&gt;
{{outdatedsection}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Description&lt;br /&gt;
! Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer(s)&lt;br /&gt;
| {{Raw Tile|@|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| Other traveling individual or group&lt;br /&gt;
| {{Raw Tile|*|7:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
</feed>