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		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=250422</id>
		<title>DF2014:Graphic set</title>
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		<updated>2020-02-11T15:15:35Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|an overview of graphics in DF|[[Graphics]]}}&lt;br /&gt;
{{For/see|user-created graphics sets|[[Graphics set repository]]}}&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A '''graphic set''' is an additional custom [[tilesets|tileset]] intended for [[creature]]s. While this is eventually planned for all objects in game, only creatures can currently be assigned to graphic sets. Graphic sets are placed in {{tt|raw/graphics}} (as well as the raw folder of each save); a corresponding text file assigns tiles to objects.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== Location and size ===&lt;br /&gt;
&lt;br /&gt;
The text files are placed directly in the {{tt|raw/graphics}} folder while the graphic sets themselves should be in subfolders. Graphic sets don't need to have the same tile size as the main tileset, they will be resized automatically to match it. As the automatic resizing algorithm might introduce artifacts or unintended aliasing to your art, it is recommended to draw them in the intended dimension from the beginning. The number of tiles and their spatial arrangement doesn't matter; see [[#Notes|Notes]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Possible graphics ===&lt;br /&gt;
&lt;br /&gt;
:''You can find a detailed list [[#List of professions, creatures and states|below]].''&lt;br /&gt;
&lt;br /&gt;
All creatures can have separate graphics assigned to their adult and child states, undead, and their -men and giant variants. In addition, the major [[civilization]]s can have separate graphics for all professions (such as miner, mason, caravan guard, and ghost). You can assign one graphic to several creatures/states, and you can set each tile to either be displayed as it appears or let the game color them. Vermin and different genders cannot have separate graphics assigned to them.&lt;br /&gt;
&lt;br /&gt;
=== Text file syntax ===&lt;br /&gt;
&lt;br /&gt;
A graphic set needs a text file that tells the game which tile is used for which creature. You can use separate text files for each graphic set, or a single one for several. Each text file consists of a header, one or more graphic set definitions (called &amp;quot;{{tt|TILE_PAGE}}&amp;quot;) and several creature graphics entries, each of which has subentries for professions.&lt;br /&gt;
&lt;br /&gt;
The structure of a typical text file would look like this:&lt;br /&gt;
&lt;br /&gt;
* Header&lt;br /&gt;
* Tile page definition&lt;br /&gt;
** Creature graphic entry&lt;br /&gt;
*** profession subentry&lt;br /&gt;
*** more&lt;br /&gt;
*** profession&lt;br /&gt;
*** subentries&lt;br /&gt;
** next creature&lt;br /&gt;
*** with&lt;br /&gt;
*** more&lt;br /&gt;
*** professions&lt;br /&gt;
* new tile page definition&lt;br /&gt;
** a creature&lt;br /&gt;
*** with adult&lt;br /&gt;
*** and child graphics&lt;br /&gt;
** and another creature&lt;br /&gt;
*** adult&lt;br /&gt;
*** child&lt;br /&gt;
&lt;br /&gt;
Below is an example of such a file:&lt;br /&gt;
&lt;br /&gt;
 graphics_mygraphics &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The first line of the header. You'll be saving the text document as this name (graphics_mygraphics.txt) &amp;lt;br/&amp;gt;                            This name should match the folder name you will be using in &amp;quot;raw/graphics&amp;quot;.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the header. Each graphic set text file needs to contain these lines.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 below are dwarves &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''text outside brackets gets ignored. You can use it for comments and organizing your file visually with lines'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt; &lt;br /&gt;
 [TILE_PAGE:MYDWARVES] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Here you are defining properties of a single graphic set image.&amp;lt;br/&amp;gt;The title MYDWARVES will be used in creature graphic entries to refer to that graphic set. The title doesn't have to match any creature, folder, or image name.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &lt;br /&gt;
        [FILE:mygraphics/mydwarves.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The subfolder where the graphic set is located (relative to this text file) and its filename, including the file&amp;lt;br/&amp;gt;extension. '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Height:Width - Pixels per tile, so DF knows where one tile ends and another begins'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [PAGE_DIM:5:3] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Width:Height - Tiles per image and how they're arranged in rows and columns.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the first TILE_PAGE definition.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Next are the creature graphic entries. Syntax is: [Profession:TILE_PAGE:X:Y:Color:State]''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''X and Y are the coordinates of the tile on the image. More information below.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DWARF] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The value (DWARF in this case) is the name the creature has in the raws. This NEEDS to be spelled correctly.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [DEFAULT:MYDWARVES:0:0:'''ADD_COLOR''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;''' The ADD_COLOR value tells DF to give the tile the same colors as the default graphic '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [STANDARD:MYDWARVES:1:0:'''AS_IS''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''AS_IS takes the tile as it is. Most likely this is the setting you want'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [MINER:MYDWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
                   &amp;amp;darr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''We defined the tile page above. it refers to the image mydwarves.png '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [CHILD:'''MYDWARVES''':3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [BABY:MYDWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 humans &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYHUMANS] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The next TILE_PAGE definition. You could put that (and its creature graphic entries) in a separate text file, but it would have to contain&amp;lt;br/&amp;gt;its own header.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [FILE:Other_Graphics/humans.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This file is in another subfile'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:1:4] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
    ''' Notes can go here too.'''        &lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''RECRUIT''':MYHUMANS:0:2:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with no weapons'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''SWORDSMAN''':MYHUMANS:0:3:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with a sword'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;==============================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 animals &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYANIMALS]&lt;br /&gt;
        [FILE:Other_Graphics/animals'''.bmp'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Pictures can be in .BMP format, too.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:6:2] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MYANIMALS:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        ['''TRAINED_HUNTER''':MYANIMALS:4:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_HUNTER profession only works with animals that have {{Token|TRAINABLE|c}} or {{Token|TRAINABLE_HUNTING|c}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''TRAINED_WAR''':MYANIMALS:5:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_WAR profession only works with animals that have {{tt|[TRAINABLE]}} or {{tt|[TRAINABLE_WAR]}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:CAT]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
=== Coordinates ===&lt;br /&gt;
&lt;br /&gt;
The {{tt|PAGE_DIM}} value in the {{tt|TILE_PAGE}} section defines how many columns and rows a given {{tt|TILE_PAGE}} (graphic set) has. The first value is the x-axis (&amp;quot;width&amp;quot;), the second value the y-axis (&amp;quot;height&amp;quot;). The origin (0,0) is at the top left.&lt;br /&gt;
&lt;br /&gt;
This is how the coordinates would work with the image {{tt|mydwarves.png}} from the example above:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| 0:0 || 1:0 || 2:0 || '''3:0''' || 4:0&lt;br /&gt;
|-&lt;br /&gt;
| 0:1 || 1:1 || 2:1 ||    3:1    || 4:1&lt;br /&gt;
|-&lt;br /&gt;
| 0:2 || 1:2 || 2:2 ||    3:2    || 4:2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The position of the dwarven child graphic from the example above ({{tt|[CHILD:MYDWARVES:'''3:0''':AS_IS:DEFAULT]}}) is shown in bold.&lt;br /&gt;
&lt;br /&gt;
Note that the coordinates start at 0, not 1. So, ''the last column in a 5 tile wide image is at 4'', not at 5.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18×18) or how small (8×12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22 × 44 = 968, which is less than 1024. However, a sheet that has 24 rows and 44 columns (24 × 44 = 1056) will not work.&lt;br /&gt;
&lt;br /&gt;
The order of a text file is fairly flexible. You can have several TILE_PAGEs in succession and the entries of each all together, or have one TILE_PAGE followed by all of its entries, before you define the next TILE_PAGE with its entries. The only limitation is that the TILE_PAGE ''must be before its entries''.&lt;br /&gt;
&lt;br /&gt;
== List of professions, creatures and states ==&lt;br /&gt;
&lt;br /&gt;
As shown in the example above, the syntax is&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''Creature name''']&lt;br /&gt;
       ['''Profession''':MYHUMANS:0:0:AS_IS:'''Texture Token''']&lt;br /&gt;
&lt;br /&gt;
In the following, you will find tables with valid values.&lt;br /&gt;
&lt;br /&gt;
=== Texture tokens ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
       [DEFAULT:MYHUMANS:0:0:AS_IS:'''''DEFAULT''''']	&lt;br /&gt;
       [SWORDSMAN:MYHUMANS:0:1:AS_IS:'''''DEFAULT''''']&lt;br /&gt;
       [RECRUIT:MYHUMANS:0:2:AS_IS:'''''ADVENTURER''''']&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}}&lt;br /&gt;
| Standard creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}}&lt;br /&gt;
| Used when playing the creature as an adventurer(?)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for LAW_ENFORCEMENT (i.e. Fortress Guards)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for ESCORT_TAX_COLLECTOR (currently nobody)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
=== Professions ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        ['''''DEFAULT''''':MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        ['''''SWORDSMAN''''':MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''''RECRUIT''''':MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
You can find these in {{tt|raw/objects/entity_default.txt}} as {{Token|PERMITTED_JOB|e}} and {{Token|POSITION|e}}. {{tt|POSITION}}s are only defined under the entry for Dwarves, but all Civilizations use these definitions.{{verify}}&lt;br /&gt;
&lt;br /&gt;
All 5 major civilizations (dwarves, elves, humans, goblins, kobolds) use at least some of these professions. Regardless, all 5 as well as [[animal people]]s and [[gorlak]]s can have any profession available to the civilization(s) they become part of—which can be any civilization. Additionally, [[plump helmet man|plump helmet men]] can have any profession which doesn't require talking (they cannot talk). In summary, any dwarf, elf, human, goblin, kobold, animal person, and gorlak can theoretically have any profession.&lt;br /&gt;
&lt;br /&gt;
The highest skill of a creature determine which profession graphic it uses. {{tt|DEFAULT}} is used when no graphic for a profession is found (not to be mistaken for the Texture token {{tt|DEFAULT}}). {{tt|STANDARD}} is used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
&lt;br /&gt;
Position tokens are graphics used for appointed positions in the world, like queen, baron, general, but also slave and prisoner. When a creature does have a position and a graphic exists for that position, it takes precedence over the profession graphic. &lt;br /&gt;
&lt;br /&gt;
In-game titles and position tags aren't necessarily the same. For example, female elven rulers are entitled ''queen'' and ''princess'', but their positions tags are {{tt|[POSITION:LEADER]}} and {{tt|[POSITION:GENERAL]}}, respectively. While the position is called {{tt|[POSITION:MONARCH]}} in the raws, you can specify {{tt|QUEEN}} and {{tt|KING}} in your graphic set. You can also have separate graphics for a ruler's spouse, for example {{tt|[POSITION:BARON_CONSORT]}}. It is not clear from the raws which exact position names and genders are valid.{{verify}} In case of doubt, you can define them all, the game will just skip them if they don't exist.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT || Used when no graphic for a profession is found&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD || Used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Animated (zombie/skeleton) version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Ghostly version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| CHILD || &lt;br /&gt;
|-&lt;br /&gt;
| BABY || &lt;br /&gt;
|-&lt;br /&gt;
| DRUNK || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilians !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MINER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| CARPENTER || &lt;br /&gt;
|-&lt;br /&gt;
| BOWYER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONEWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGRAVER || &lt;br /&gt;
|-&lt;br /&gt;
| MASON || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_CARETAKER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_TRAINER || &lt;br /&gt;
|-&lt;br /&gt;
| HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAPPER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| METALSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| FURNACE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| WEAPONSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| ARMORER || &lt;br /&gt;
|-&lt;br /&gt;
| BLACKSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| JEWELER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_CUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_CARVER || &lt;br /&gt;
|-&lt;br /&gt;
| WEAVER || &lt;br /&gt;
|-&lt;br /&gt;
| CLOTHIER || &lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| STRAND_EXTRACTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERY_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLEANER || &lt;br /&gt;
|-&lt;br /&gt;
| FARMER || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| MILKER || &lt;br /&gt;
|-&lt;br /&gt;
| COOK || &lt;br /&gt;
|-&lt;br /&gt;
| THRESHER || &lt;br /&gt;
|-&lt;br /&gt;
| MILLER || &lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER || &lt;br /&gt;
|-&lt;br /&gt;
| TANNER || &lt;br /&gt;
|-&lt;br /&gt;
| DYER || &lt;br /&gt;
|-&lt;br /&gt;
| PLANTER || &lt;br /&gt;
|-&lt;br /&gt;
| HERBALIST || &lt;br /&gt;
|-&lt;br /&gt;
| BREWER || &lt;br /&gt;
|-&lt;br /&gt;
| SOAP_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| MECHANIC || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| PUMP_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| CLERK || &lt;br /&gt;
|-&lt;br /&gt;
| ARCHITECT || &lt;br /&gt;
|-&lt;br /&gt;
| ADMINISTRATOR || &lt;br /&gt;
|-&lt;br /&gt;
| TRADER || &lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| SUTURER || &lt;br /&gt;
|-&lt;br /&gt;
| SURGEON || &lt;br /&gt;
|-&lt;br /&gt;
| GLAZER || &lt;br /&gt;
|-&lt;br /&gt;
| POTTER || &lt;br /&gt;
|-&lt;br /&gt;
| PRESSER || &lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| GELDER ||&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Military !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| RECRUIT || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_WAR || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| LASHER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_LASHER || &lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Position token !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARON || &lt;br /&gt;
|-&lt;br /&gt;
| BARON_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| KING || &lt;br /&gt;
|-&lt;br /&gt;
| KING_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MANAGER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| BROKER || &lt;br /&gt;
|-&lt;br /&gt;
| CHIEF_MEDICAL_DWARF || &lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT || &lt;br /&gt;
|-&lt;br /&gt;
| OUTPOST_LIAISON || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_COMMANDER || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERER || &lt;br /&gt;
|-&lt;br /&gt;
| SHERIFF || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN_OF_THE_GUARD || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| LIEUTENANT || &lt;br /&gt;
|-&lt;br /&gt;
| GENERAL || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| HIGH_PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| ACOLYTE || &lt;br /&gt;
|-&lt;br /&gt;
| DRUID || &lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL || &lt;br /&gt;
|-&lt;br /&gt;
| SNATCHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCOUT || &lt;br /&gt;
|-&lt;br /&gt;
| MONSTER_SLAYER || &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| SLAVE || &lt;br /&gt;
|-&lt;br /&gt;
| PRISONER || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.42 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PERFORMER || &lt;br /&gt;
|-&lt;br /&gt;
| POET || &lt;br /&gt;
|-&lt;br /&gt;
| BARD || &lt;br /&gt;
|-&lt;br /&gt;
| DANCER || &lt;br /&gt;
|-&lt;br /&gt;
| SAGE || &lt;br /&gt;
|-&lt;br /&gt;
| SCHOLAR || &lt;br /&gt;
|-&lt;br /&gt;
| PHILOSOPHER || &lt;br /&gt;
|-&lt;br /&gt;
| MATHEMATICIAN || &lt;br /&gt;
|-&lt;br /&gt;
| HISTORIAN || &lt;br /&gt;
|-&lt;br /&gt;
| ASTRONOMER || &lt;br /&gt;
|-&lt;br /&gt;
| NATURALIST || &lt;br /&gt;
|-&lt;br /&gt;
| CHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| GEOGRAPHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCRIBE || &lt;br /&gt;
|-&lt;br /&gt;
| PAPERMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKBINDER || &lt;br /&gt;
|-&lt;br /&gt;
| TAVERN_KEEPER || &lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.44 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PROPHET ||&lt;br /&gt;
|-&lt;br /&gt;
| PILGRIM ||&lt;br /&gt;
|-&lt;br /&gt;
| MONK ||&lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL ||&lt;br /&gt;
|-&lt;br /&gt;
| PEDDLER ||&lt;br /&gt;
|-&lt;br /&gt;
| MESSENGER ||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
{{For/see|a table with general information about creatures|Creature}}&lt;br /&gt;
{{For/see|a table sorted by default tile, including alternate tiles|[[Tilesets#Creatures|Tilesets § Creatures]]}}&lt;br /&gt;
{{For/see|a table with trainable animals|[[Animal trainer#Trainable war/hunting animals|Animal trainer § Trainable war/hunting animals]]}}&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''''HUMAN''''']&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [RECRUIT:MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
Creatures that use a raw name you might not expect, such as a space instead of an underscore, birds without {{tt|BIRD_}} prefix, and &amp;quot;{{tt|THING_GIANT}}&amp;quot; instead of &amp;quot;{{tt|GIANT_THING}}&amp;quot;, are highlighted &amp;lt;span style=&amp;quot;background-color: orange;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt;. Be extra careful to spell these correctly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw name !! Creature name !! Vermin&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_amphibians&lt;br /&gt;
|-&lt;br /&gt;
| TOAD || [[toad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_MAN || [[toad man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TOAD || [[giant toad]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_annelids&lt;br /&gt;
|-&lt;br /&gt;
| WORM || [[worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_MAN || [[worm man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BLUEJAY || [[blue jay]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BLUEJAY_MAN || [[bluejay man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLUEJAY || [[giant bluejay]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CARDINAL || [[cardinal]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CARDINAL_MAN || [[cardinal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CARDINAL || [[giant cardinal]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GRACKLE || [[grackle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRACKLE_MAN || [[grackle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRACKLE || [[giant grackle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ORIOLE || [[oriole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ORIOLE_MAN || [[oriole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORIOLE || [[giant oriole]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RW_BLACKBIRD || [[red-winged blackbird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RW_BLACKBIRD_MAN || [[red-winged blackbird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RW_BLACKBIRD || [[giant red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN || [[penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_LITTLE || [[little penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_EMPEROR || [[emperor penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PENGUIN MAN || [[penguin man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_PENGUIN_GIANT || [[giant penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_FALCON_PEREGRINE || [[peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PEREGRINE FALCON MAN || [[peregrine falcon man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT PEREGRINE FALCON || [[giant peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KIWI || [[kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| KIWI MAN || [[kiwi man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_KIWI_GIANT || [[giant kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSTRICH || [[ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OSTRICH MAN || [[ostrich man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_OSTRICH_GIANT || [[giant ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds_new&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CROW || [[crow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CROW_MAN || [[crow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROW || [[giant crow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RAVEN || [[raven]]&lt;br /&gt;
|-&lt;br /&gt;
| RAVEN_MAN || [[raven man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RAVEN || [[giant raven]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CASSOWARY || [[cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| CASSOWARY_MAN || [[cassowary man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CASSOWARY || [[giant cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KEA || [[kea]]&lt;br /&gt;
|-&lt;br /&gt;
| KEA_MAN || [[kea man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KEA || [[giant kea]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_SNOWY || [[snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| SNOWY_OWL_MAN || [[snowy owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNOWY_OWL || [[giant snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPARROW || [[sparrow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPARROW_MAN || [[sparrow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPARROW || [[giant sparrow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_STORK_WHITE || [[white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| WHITE_STORK_MAN || [[white stork man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WHITE_STORK || [[giant white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOON || [[loon]]&lt;br /&gt;
|-&lt;br /&gt;
| LOON_MAN || [[loon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOON || [[giant loon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_BARN || [[barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BARN_OWL_MAN || [[barn owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARN_OWL || [[giant barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARAKEET || [[parakeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PARAKEET_MAN || [[parakeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PARAKEET || [[giant parakeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KAKAPO || [[kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| KAKAPO_MAN || [[kakapo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KAKAPO || [[giant kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARROT_GREY || [[grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| GREY_PARROT_MAN || [[grey parrot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREY_PARROT || [[giant grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PUFFIN || [[puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| PUFFIN_MAN || [[puffin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PUFFIN || [[giant puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWAN || [[swan]]&lt;br /&gt;
|-&lt;br /&gt;
| SWAN_MAN || [[swan man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SWAN || [[giant swan]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LORIKEET || [[lorikeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LORIKEET_MAN || [[lorikeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LORIKEET || [[giant lorikeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_WREN || [[wren]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WREN_MAN || [[wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WREN || [[giant wren]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSPREY || [[osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| OSPREY_MAN || [[osprey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OSPREY || [[giant osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EMU || [[emu]]&lt;br /&gt;
|-&lt;br /&gt;
| EMU_MAN || [[emu man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EMU || [[giant emu]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_COCKATIEL || [[cockatiel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| COCKATIEL_MAN || [[cockatiel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COCKATIEL || [[giant cockatiel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_PEACH-FACED || [[peach-faced lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PEACH-FACED_LOVEBIRD_MAN || [[peach-faced lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PEACH-FACED_LOVEBIRD || [[giant peach-faced lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_MAGPIE || [[magpie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGPIE_MAN || [[magpie man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MAGPIE || [[giant magpie]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KESTREL || [[kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| KESTREL_MAN || [[kestrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KESTREL || [[giant kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ALBATROSS || [[albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| ALBATROSS_MAN || [[albatross man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALBATROSS || [[giant albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_GREAT_HORNED || [[great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| GREAT_HORNED_OWL_MAN || [[great horned owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREAT_HORNED_OWL || [[giant great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EAGLE || [[eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| EAGLE_MAN || [[eagle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EAGLE || [[giant eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_HORNBILL || [[hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| HORNBILL_MAN || [[hornbill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORNBILL || [[giant hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_MASKED || [[masked lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MASKED_LOVEBIRD_MAN || [[masked lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MASKED_LOVEBIRD || [[giant masked lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUSHTIT || [[bushtit]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUSHTIT_MAN || [[bushtit man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHTIT || [[giant bushtit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_bug_slug_new&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY || [[damselfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY_MAN || [[damselfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DAMSELFLY || [[giant damselfly]]&lt;br /&gt;
|-&lt;br /&gt;
| MOTH || [[moth]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOTH_MAN || [[moth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOTH || [[giant moth]]&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER || [[grasshopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER_MAN || [[grasshopper man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRASSHOPPER || [[giant grasshopper]]&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION || [[bark scorpion]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION_MAN || [[bark scorpion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARK_SCORPION || [[giant bark scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS || [[mantis]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS_MAN || [[mantis man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANTIS || [[giant mantis]]&lt;br /&gt;
|-&lt;br /&gt;
| TICK || [[tick]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TICK_MAN || [[tick man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TICK || [[giant tick]]&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE || [[louse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE_MAN || [[louse man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOUSE || [[giant louse]]&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS || [[thrips]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS_MAN || [[thrips man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_THRIPS || [[giant thrips]]&lt;br /&gt;
|-&lt;br /&gt;
| SLUG || [[slug]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SLUG_MAN || [[slug man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLUG || [[giant slug]]&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO || [[mosquito]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO_MAN || [[mosquito man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOSQUITO || [[giant mosquito]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_JUMPING || [[jumping spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JUMPING_SPIDER_MAN || [[jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JUMPING_SPIDER || [[giant jumping spider]]&lt;br /&gt;
|-&lt;br /&gt;
| TERMITE || [[termite]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL || [[moon snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL_MAN || [[moon snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOON_SNAIL || [[giant moon snail]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_BROWN_RECLUSE || [[brown recluse spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BROWN_RECLUSE_SPIDER_MAN || [[brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BROWN_RECLUSE_SPIDER || [[giant brown recluse spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL || [[snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL_MAN || [[snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAIL || [[giant snail]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_desert_new&lt;br /&gt;
|-&lt;br /&gt;
| GECKO_LEOPARD || [[leopard gecko]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_GECKO_MAN || [[leopard gecko man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_GECKO || [[giant leopard gecko]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| DESERT TORTOISE || [[desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_TORTOISE_MAN || [[desert tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DESERT_TORTOISE || [[giant desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER || [[gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER_MAN || [[gila monster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GILA_MONSTER || [[giant gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_domestic&lt;br /&gt;
|-&lt;br /&gt;
| DOG || [[dog]]&lt;br /&gt;
|-&lt;br /&gt;
| CAT || [[cat]]&lt;br /&gt;
|-&lt;br /&gt;
| MULE || [[mule]]&lt;br /&gt;
|-&lt;br /&gt;
| DONKEY || [[donkey]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSE || [[horse]]&lt;br /&gt;
|-&lt;br /&gt;
| COW || [[cow]]&lt;br /&gt;
|-&lt;br /&gt;
| SHEEP || [[sheep]]&lt;br /&gt;
|-&lt;br /&gt;
| PIG || [[pig]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT || [[goat]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CHICKEN || [[chicken]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVY || [[cavy]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_DUCK || [[duck]]&lt;br /&gt;
|-&lt;br /&gt;
| WATER_BUFFALO || [[water buffalo]]&lt;br /&gt;
|-&lt;br /&gt;
| REINDEER || [[reindeer]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GOOSE || [[goose]]&lt;br /&gt;
|-&lt;br /&gt;
| YAK || [[yak]]&lt;br /&gt;
|-&lt;br /&gt;
| LLAMA || [[llama]]&lt;br /&gt;
|-&lt;br /&gt;
| ALPACA || [[alpaca]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GUINEAFOWL || [[guineafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PEAFOWL_BLUE || [[blue peafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_TURKEY || [[turkey]]&lt;br /&gt;
|-&lt;br /&gt;
| RABBIT || [[rabbit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_equipment&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON || [[wagon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_fanciful&lt;br /&gt;
|-&lt;br /&gt;
| CHIMERA || [[chimera]]&lt;br /&gt;
|-&lt;br /&gt;
| CENTAUR || [[centaur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIFFON || [[griffon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_insects&lt;br /&gt;
|-&lt;br /&gt;
| FLY || [[fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_MAN || [[fly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLY || [[giant fly]]&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_LARGE || [[large roach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_MAN || [[roach man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ROACH || [[giant roach]]&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE || [[beetle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE_MAN || [[beetle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEETLE || [[giant beetle]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT || [[ant]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH || [[monarch butterfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH_MAN || [[monarch butterfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUTTERFLY_MONARCH || [[giant monarch butterfly]]&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY || [[firefly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY_MAN || [[firefly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FIREFLY || [[giant firefly]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY || [[dragonfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY_MAN || [[dragonfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DRAGONFLY || [[giant dragonfly]]&lt;br /&gt;
|-&lt;br /&gt;
| HONEY_BEE || [[honey bee]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUMBLEBEE || [[bumblebee]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_mountain&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN || [[mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN_MAN || [[mountain goat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GOAT_MOUNTAIN || [[giant mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY || [[hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY_MAN || [[hoary marmot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MARMOT_HOARY || [[giant hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_MOUNTAIN || [[mountain gnome]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_DARK || [[dark gnome]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_ocean&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS || [[walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS_MAN || [[walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WALRUS || [[giant walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_SEA || [[sea lamprey]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_GREAT_WHITE || [[great white shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_FRILL || [[frill shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_SPINY_DOGFISH || [[spiny dogfish]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WOBBEGONG_SPOTTED || [[spotted wobbegong]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WHALE || [[whale shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BASKING || [[basking shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_NURSE || [[nurse shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_SHORTFIN || [[shortfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_LONGFIN || [[longfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_TIGER || [[tiger shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BULL || [[bull shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_BLACKTIP || [[blacktip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_WHITETIP || [[whitetip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BLUE || [[blue shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_HAMMERHEAD || [[hammerhead shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_ANGEL || [[angelshark]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SKATE_COMMON || [[common skate]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_MANTA || [[manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STINGRAY || [[stingray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COELACANTH || [[coelacanth]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STURGEON || [[sturgeon]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CONGER_EEL || [[conger eel]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MILKFISH || [[milkfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COD || [[cod]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_OPAH || [[opah]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GROUPER_GIANT || [[giant grouper]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BLUEFISH || [[bluefish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SUNFISH_OCEAN || [[ocean sunfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SWORDFISH || [[swordfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MARLIN || [[marlin]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HALIBUT || [[halibut]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BARRACUDA_GREAT || [[great barracuda]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TUNA_BLUEFIN || [[bluefin tuna]]&lt;br /&gt;
|-&lt;br /&gt;
| NARWHAL || [[narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL MAN || [[narwhal man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL, GIANT || [[giant narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO || [[hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO_MAN || [[hippo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HIPPO || [[giant hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GAR_LONGNOSE || [[longnose gar]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CARP || [[carp]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TIGERFISH || [[tigerfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PIKE || [[pike]]&lt;br /&gt;
|-&lt;br /&gt;
| PLATYPUS || [[platypus]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS MAN || [[platypus man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS, GIANT || [[giant platypus]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_temperate&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY || [[grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY_MAN || [[grizzly bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_GRIZZLY || [[giant grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK || [[black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK_MAN || [[black bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_BLACK || [[giant black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER || [[deer]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER_MAN || [[deer man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DEER || [[giant deer]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX || [[fox]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX_MAN || [[fox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FOX || [[giant fox]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON || [[raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON_MAN || [[raccoon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RACCOON || [[giant raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS || [[rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS_MAN || [[rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MACAQUE_RHESUS || [[giant rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR || [[cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR_MAN || [[cougar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COUGAR || [[giant cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF || [[wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_MAN || [[wolf man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLF || [[giant wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG || [[groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG_MAN || [[groundhog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GROUNDHOG || [[giant groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR || [[alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR_MAN || [[alligator man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALLIGATOR || [[giant alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUZZARD || [[buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| BUZZARD_MAN || [[buzzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUZZARD || [[giant buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| PANDA || [[panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA, GIGANTIC || [[gigantic panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA MAN || [[panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPYBARA || [[capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA, GIANT || [[giant capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA MAN || [[capybara man]]&lt;br /&gt;
|-&lt;br /&gt;
| BADGER || [[badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER MAN || [[badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER, GIANT || [[giant badger]]&lt;br /&gt;
|-&lt;br /&gt;
| MOOSE || [[moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE MAN || [[moose man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE, GIANT || [[giant moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA || [[red panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA MAN || [[red panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA, GIANT || [[giant red panda]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tropical&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT || [[elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_MAN || [[elephant man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT || [[giant elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG || [[warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG_MAN || [[warthog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WARTHOG || [[giant warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| LION || [[lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_MAN || [[lion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION || [[giant lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD || [[leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_MAN || [[leopard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD || [[giant leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR || [[jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR_MAN || [[jaguar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JAGUAR || [[giant jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER || [[tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER_MAN || [[tiger man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TIGER || [[giant tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH || [[cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH_MAN || [[cheetah man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHEETAH || [[giant cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE || [[gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE_MAN || [[gazelle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GAZELLE || [[giant gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL || [[mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL_MAN || [[mandrill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANDRILL || [[giant mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIMPANZEE || [[chimpanzee]]&lt;br /&gt;
|-&lt;br /&gt;
| BONOBO || [[bonobo]]&lt;br /&gt;
|-&lt;br /&gt;
| GORILLA || [[gorilla]]&lt;br /&gt;
|-&lt;br /&gt;
| ORANGUTAN || [[orangutan]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SIAMANG || [[siamang]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_HANDED || [[white-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_HANDED || [[black-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_GRAY || [[gray gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SILVERY || [[silvery gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_PILEATED || [[pileated gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BILOU || [[bilou]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_BROWED || [[white-browed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_CRESTED || [[black-crested gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP || [[one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP_MAN || [[one-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_1_HUMP || [[giant one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP || [[two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP_MAN || [[two-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_2_HUMP || [[giant two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER || [[saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER_MAN || [[saltwater crocodile man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROCODILE_SALTWATER || [[giant saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_VULTURE || [[vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| VULTURE_MAN || [[vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_VULTURE || [[giant vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS || [[rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS_MAN || [[rhinoceros man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RHINOCEROS || [[giant rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE || [[giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE_MAN || [[giraffe man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GIRAFFE || [[giant giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER || [[honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER MAN || [[honey badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER, GIANT || [[giant honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE || [[giant tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE MAN || [[giant tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC TORTOISE || [[gigantic tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| ARMADILLO || [[armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO MAN || [[armadillo man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO, GIANT || [[giant armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tundra&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX || [[muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX_MAN || [[muskox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MUSKOX || [[giant muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK || [[elk]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_MAN || [[elk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELK || [[giant elk]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR || [[polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR_MAN || [[polar bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_POLAR || [[giant polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_mountain_new&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE || [[wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE_MAN || [[wolverine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLVERINE || [[giant wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA || [[chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA_MAN || [[chinchilla man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHINCHILLA || [[giant chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_next_underground&lt;br /&gt;
|-&lt;br /&gt;
| FLOATING_GUTS || [[floating guts]]&lt;br /&gt;
|-&lt;br /&gt;
| DRUNIAN || [[drunian]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPING_EYE || [[creeping eye]]&lt;br /&gt;
|-&lt;br /&gt;
| VORACIOUS_CAVE_CRAWLER || [[voracious cave crawler]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_OGRE || [[blind cave ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| CAP_HOPPER || [[cap hopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_CRAB || [[magma crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRUNDLE || [[crundle]]&lt;br /&gt;
|-&lt;br /&gt;
| HUNGRY_HEAD || [[hungry head]]&lt;br /&gt;
|-&lt;br /&gt;
| FLESH_BALL || [[flesh ball]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_BIRD || [[elk bird]]&lt;br /&gt;
|-&lt;br /&gt;
| HELMET_SNAKE || [[helmet snake]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_DEVOURER || [[green devourer]]&lt;br /&gt;
|-&lt;br /&gt;
| RUTHERER || [[rutherer]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPY_CRAWLER || [[creepy crawler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRALTHA || [[draltha]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EARTHWORM || [[giant earthworm]]&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAN || [[blood man]]&lt;br /&gt;
|-&lt;br /&gt;
| BUGBAT || [[bugbat]]&lt;br /&gt;
|-&lt;br /&gt;
| MANERA || [[manera]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLEMARIAN || [[molemarian]]&lt;br /&gt;
|-&lt;br /&gt;
| JABBERER || [[jabberer]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_GRABBER || [[pond grabber]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_BEAR || [[blind cave bear]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_DRAGON || [[cave dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| REACHER || [[reacher]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_GABBRO || [[gabbro man]]&lt;br /&gt;
|-&lt;br /&gt;
| GORLAK || [[gorlak]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FLOATER || [[cave floater]]&lt;br /&gt;
|-&lt;br /&gt;
| PLUMP_HELMET_MAN || [[plump helmet man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_BLOB || [[cave blob]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_AMETHYST || [[amethyst man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_ocean_new&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS || [[octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS_MAN || [[octopus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCTOPUS || [[giant octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB || [[crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB_MAN || [[crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CRAB || [[giant crab]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL || [[leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL_MAN || [[leopard seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_SEAL || [[giant leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH || [[cuttlefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH_MAN || [[cuttlefish man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CUTTLEFISH || [[giant cuttlefish]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA || [[orca]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA_MAN || [[orca man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORCA || [[giant orca]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE || [[sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE_MAN || [[sponge man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPONGE || [[giant sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB || [[horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB_MAN || [[horseshoe crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORSESHOE_CRAB || [[giant horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE || [[sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE_MAN || [[sperm whale man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPERM_WHALE || [[giant sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL || [[elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL_MAN || [[elephant seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT_SEAL || [[giant elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL || [[harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL_MAN || [[harp seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARP_SEAL || [[giant harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS || [[nautilus]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS_MAN || [[nautilus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_NAUTILUS || [[giant nautilus]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_other&lt;br /&gt;
|-&lt;br /&gt;
| FOXSQUIRREL || [[fox squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOGHOPPER || [[moghopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_DEMON || [[demon rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WAMBLER_FLUFFY || [[fluffy wambler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| LIZARD_RHINO_TWO_LEGGED || [[two-legged rhino lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_KNUCKLE || [[knuckle worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_PHANTOM || [[phantom spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_ACORN || [[acorn fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GNAT_BLOOD || [[blood gnat]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_reptiles&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD || [[lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD_MAN || [[lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LIZARD || [[giant lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| SKINK || [[skink]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SKINK_MAN || [[skink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKINK || [[giant skink]]&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON || [[chameleon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON_MAN || [[chameleon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHAMELEON || [[giant chameleon]]&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE || [[anole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE_MAN || [[anole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANOLE || [[giant anole]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA || [[iguana]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA_MAN || [[iguana man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IGUANA || [[giant iguana]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_riverlakepool_new&lt;br /&gt;
|-&lt;br /&gt;
| RIVER OTTER || [[river otter]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA OTTER || [[sea otter]]&lt;br /&gt;
|-&lt;br /&gt;
| OTTER_MAN || [[otter man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OTTER || [[giant otter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SNAPPING TURTLE || [[common snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ALLIGATOR SNAPPING TURTLE || [[alligator snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAPPING_TURTLE_MAN || [[snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAPPING_TURTLE || [[giant snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER || [[beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER_MAN || [[beaver man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAVER || [[giant beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| LEECH || [[leech]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEECH_MAN || [[leech man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEECH || [[giant leech]]&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL || [[axolotl]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL_MAN || [[axolotl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AXOLOTL || [[giant axolotl]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK || [[mink]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK_MAN || [[mink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MINK || [[giant mink]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE || [[pond turtle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE_MAN || [[pond turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_POND_TURTLE || [[giant pond turtle]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammals&lt;br /&gt;
|-&lt;br /&gt;
| RAT || [[rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_MAN || [[rat man]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY || [[gray squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY_MAN || [[gray squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_GRAY || [[giant gray squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED || [[red squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED_MAN || [[red squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_RED || [[giant red squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK || [[chipmunk]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK_MAN || [[chipmunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHIPMUNK || [[giant chipmunk]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammal_new&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER || [[hamster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER_MAN || [[hamster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HAMSTER || [[giant hamster]]&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG || [[hedgehog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG_MAN || [[hedgehog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HEDGEHOG || [[giant hedgehog]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_FLYING || [[flying squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLYING_SQUIRREL_MAN || [[flying squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLYING_SQUIRREL || [[giant flying squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_ocean&lt;br /&gt;
|-&lt;br /&gt;
| MUSSEL || [[mussel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OYSTER || [[oyster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SALMON || [[salmon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLOWNFISH || [[clownfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAGFISH || [[hagfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_BROOK || [[brook lamprey]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_BAT || [[bat ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_THORNBACK || [[thornback ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RATFISH_SPOTTED || [[spotted ratfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HERRING || [[herring]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SHAD || [[shad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_ANCHOVY || [[anchovy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_STEELHEAD || [[steelhead trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAKE || [[hake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SEAHORSE || [[seahorse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GLASSEYE || [[glasseye]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PUFFER_WHITE_SPOTTED || [[white-spotted puffer]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SOLE || [[sole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_FLOUNDER || [[flounder]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MACKEREL || [[mackerel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JELLYFISH_SEA_NETTLE || [[sea nettle jellyfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUID || [[squid]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SQUID MAN || [[squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC SQUID || [[gigantic squid]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LUNGFISH || [[lungfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LOACH_CLOWN || [[clown loach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BROWN || [[brown bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_YELLOW || [[yellow bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BLACK || [[black bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_KNIFEFISH_BANDED || [[banded knifefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CHAR || [[char]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_RAINBOW || [[rainbow trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MOLLY_SAILFIN || [[sailfin molly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GUPPY || [[guppy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PERCH || [[perch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_standard&lt;br /&gt;
|-&lt;br /&gt;
| DWARF || [[dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| HUMAN || [[human]]&lt;br /&gt;
|-&lt;br /&gt;
| ELF || [[elf]]&lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN || [[goblin]]&lt;br /&gt;
|-&lt;br /&gt;
| KOBOLD || [[kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| GREMLIN || [[gremlin]]&lt;br /&gt;
|-&lt;br /&gt;
| TROLL || [[troll]]&lt;br /&gt;
|-&lt;br /&gt;
| OGRE || [[ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| UNICORN || [[unicorn]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGON || [[dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| SATYR || [[satyr]]&lt;br /&gt;
|-&lt;br /&gt;
| COLOSSUS_BRONZE || [[bronze colossus]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT || [[giant]]&lt;br /&gt;
|-&lt;br /&gt;
| CYCLOPS || [[cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
| ETTIN || [[ettin]]&lt;br /&gt;
|-&lt;br /&gt;
| MINOTAUR || [[minotaur]]&lt;br /&gt;
|-&lt;br /&gt;
| YETI || [[yeti]]&lt;br /&gt;
|-&lt;br /&gt;
| SASQUATCH || [[sasquatch]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIZZARD_MAN || [[blizzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_ICE || [[ice wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| FAIRY || [[fairy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PIXIE || [[pixie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEAK_DOG || [[beak dog]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIMELING || [[grimeling]]&lt;br /&gt;
|-&lt;br /&gt;
| BLENDEC_FOUL || [[foul blendec]]&lt;br /&gt;
|-&lt;br /&gt;
| STRANGLER || [[strangler]]&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTWING || [[nightwing]]&lt;br /&gt;
|-&lt;br /&gt;
| HARPY || [[harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| HYDRA || [[hydra]]&lt;br /&gt;
|-&lt;br /&gt;
| MERPERSON || [[merperson]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_SERPENT || [[sea serpent]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_MONSTER || [[sea monster]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ROC || [[roc]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_subterranean&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_CAVE || [[cave crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_GIANT_CAVE || [[giant cave toad]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OLM_GIANT || [[giant olm]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BAT_GIANT || [[giant bat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RAT_GIANT || [[giant rat]]&lt;br /&gt;
|-&lt;br /&gt;
| RAT_LARGE || [[large rat]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLE_DOG_NAKED || [[naked mole dog]]&lt;br /&gt;
|-&lt;br /&gt;
| TROGLODYTE || [[troglodyte]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOLE_GIANT || [[giant mole]]&lt;br /&gt;
|-&lt;br /&gt;
| IMP_FIRE || [[fire imp]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPIDER_CAVE_GIANT || [[giant cave spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_CAVE || [[cave spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CAVE || [[cave fish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FISH_MAN || [[cave fish man]]&lt;br /&gt;
|-&lt;br /&gt;
| LOBSTER_CAVE || [[cave lobster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAKE_FIRE || [[fire snake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM || [[olm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM_MAN || [[olm man]]&lt;br /&gt;
|-&lt;br /&gt;
| BAT || [[bat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BAT_MAN || [[bat man]]&lt;br /&gt;
|-&lt;br /&gt;
| MAGGOT_PURRING || [[purring maggot]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_FIRE || [[fire man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MAGMA || [[magma man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_IRON || [[iron man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MUD || [[mud man]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWALLOW_CAVE || [[cave swallow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_SWALLOW_MAN || [[cave swallow man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_SWALLOW_CAVE_GIANT || [[giant cave swallow]]&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIAN_MAN || [[amphibian man]]&lt;br /&gt;
|-&lt;br /&gt;
| REPTILE_MAN || [[reptile man]]&lt;br /&gt;
|-&lt;br /&gt;
| SERPENT_MAN || [[serpent man]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT_MAN || [[antman]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RODENT MAN || [[rodent man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_temperate_new&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR || [[wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR_MAN || [[wild boar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WILD_BOAR || [[giant wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE || [[coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE_MAN || [[coyote man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COYOTE || [[giant coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO || [[kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO_MAN || [[kangaroo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KANGAROO || [[giant kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA || [[koala]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA_MAN || [[koala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KOALA || [[giant koala]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER || [[adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER_MAN || [[adder man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ADDER || [[giant adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA || [[echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA_MAN || [[echidna man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ECHIDNA || [[giant echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE || [[porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE_MAN || [[porcupine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PORCUPINE || [[giant porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE || [[kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE_MAN || [[kingsnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KINGSNAKE || [[giant kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR || [[gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR_MAN || [[gray langur man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRAY_LANGUR || [[giant gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT || [[bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT_MAN || [[bobcat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BOBCAT || [[giant bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK || [[skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK_MAN || [[skunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKUNK || [[giant skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG || [[green tree frog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG_MAN || [[green tree frog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREEN_TREE_FROG || [[giant green tree frog]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE || [[hare]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE_MAN || [[hare man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARE || [[giant hare]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE || [[rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE_MAN || [[rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RATTLESNAKE || [[giant rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL || [[weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL_MAN || [[weasel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WEASEL || [[giant weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE || [[copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE_MAN || [[copperhead snake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COPPERHEAD_SNAKE || [[giant copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX || [[ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX_MAN || [[ibex man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IBEX || [[giant ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT || [[wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT_MAN || [[wombat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOMBAT || [[giant wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO || [[dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO_MAN || [[dingo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DINGO || [[giant dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI || [[coati]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI_MAN || [[coati man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COATI || [[giant coati]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM || [[opossum]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM_MAN || [[opossum man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OPOSSUM || [[giant opossum]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tropical_new&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE || [[mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE_MAN || [[mongoose man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONGOOSE || [[giant mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA || [[hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA_MAN || [[hyena man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HYENA || [[giant hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA || [[anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA_MAN || [[anaconda man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANACONDA || [[giant anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD || [[monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD_MAN || [[monitor lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONITOR_LIZARD || [[giant monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA || [[king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA_MAN || [[king cobra man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KING_COBRA || [[giant king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT || [[ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT_MAN || [[ocelot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCELOT || [[giant ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL || [[jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL_MAN || [[jackal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JACKAL || [[giant jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN || [[capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN_MAN || [[capuchin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAPUCHIN || [[giant capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH || [[sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_MAN || [[sloth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH || [[giant sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY || [[spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY_MAN || [[spider monkey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPIDER_MONKEY || [[giant spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN || [[pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN_MAN || [[pangolin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PANGOLIN || [[giant pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA || [[black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA_MAN || [[black mamba man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLACK_MAMBA || [[giant black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_SLOTH || [[sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_BEAR_MAN || [[sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH_BEAR || [[giant sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE || [[aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE_MAN || [[aye-aye man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AYE-AYE || [[giant aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER || [[bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER_MAN || [[bushmaster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHMASTER || [[giant bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON || [[python]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON_MAN || [[python man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PYTHON || [[giant python]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR || [[tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR_MAN || [[tapir man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TAPIR || [[giant tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA || [[impala]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA_MAN || [[impala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IMPALA || [[giant impala]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK || [[aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK_MAN || [[aardvark man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AARDVARK || [[giant aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN || [[lion tamarin]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN_MAN || [[lion tamarin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION_TAMARIN || [[giant lion tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tundra_taiga_new&lt;br /&gt;
|-&lt;br /&gt;
| STOAT || [[stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| STOAT_MAN || [[stoat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_STOAT || [[giant stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX || [[lynx]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX_MAN || [[lynx man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LYNX || [[giant lynx]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=250176</id>
		<title>DF2014:Graphic set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=250176"/>
		<updated>2020-02-04T01:02:25Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Creatures */  added orange to some creatures that don't follow expected naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|an overview of graphics in DF|[[Graphics]]}}&lt;br /&gt;
{{For/see|user-created graphics sets|[[Graphics set repository]]}}&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A '''graphic set''' is an additional custom [[tilesets|tileset]] intended for [[creature]]s. While this is eventually planned for all objects in game, only creatures can currently be assigned to graphic sets. Graphic sets are placed in {{tt|raw/graphics}} (as well as the raw folder of each save); a corresponding text file assigns tiles to objects.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== Location and size ===&lt;br /&gt;
&lt;br /&gt;
The text files are placed directly in the {{tt|raw/graphics}} folder while the graphic sets themselves should be in subfolders. Graphic sets don't need to have the same tile size as the main tileset, they will be resized automatically to match it. As the automatic resizing algorithm might introduce artifacts or unintended aliasing to your art, it is recommended to draw them in the intended dimension from the beginning. The number of tiles and their spatial arrangement doesn't matter; see [[#Notes|Notes]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Possible graphics ===&lt;br /&gt;
&lt;br /&gt;
:''You can find a detailed list [[#List of professions, creatures and states|below]].''&lt;br /&gt;
&lt;br /&gt;
All creatures can have separate graphics assigned to their adult and child states, undead, and their -men and giant variants. In addition, the major [[civilization]]s can have separate graphics for all professions (such as miner, mason, caravan guard, and ghost). You can assign one graphic to several creatures/states, and you can set each tile to either be displayed as it appears or let the game color them. Vermin and different genders cannot have separate graphics assigned to them.&lt;br /&gt;
&lt;br /&gt;
=== Text file syntax ===&lt;br /&gt;
&lt;br /&gt;
A graphic set needs a text file that tells the game which tile is used for which creature. You can use separate text files for each graphic set, or a single one for several. Each text file consists of a header, one or more graphic set definitions (called &amp;quot;{{tt|TILE_PAGE}}&amp;quot;) and several creature graphics entries, each of which has subentries for professions.&lt;br /&gt;
&lt;br /&gt;
The structure of a typical text file would look like this:&lt;br /&gt;
&lt;br /&gt;
* Header&lt;br /&gt;
* Tile page definition&lt;br /&gt;
** Creature graphic entry&lt;br /&gt;
*** profession subentry&lt;br /&gt;
*** more&lt;br /&gt;
*** profession&lt;br /&gt;
*** subentries&lt;br /&gt;
** next creature&lt;br /&gt;
*** with&lt;br /&gt;
*** more&lt;br /&gt;
*** professions&lt;br /&gt;
* new tile page definition&lt;br /&gt;
** a creature&lt;br /&gt;
*** with adult&lt;br /&gt;
*** and child graphics&lt;br /&gt;
** and another creature&lt;br /&gt;
*** adult&lt;br /&gt;
*** child&lt;br /&gt;
&lt;br /&gt;
Below is an example of such a file:&lt;br /&gt;
&lt;br /&gt;
 graphics_mygraphics &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The first line of the header. You'll be saving the text document as this name (graphics_mygraphics.txt) &amp;lt;br/&amp;gt;                            This name should match the folder name you will be using in &amp;quot;raw/graphics&amp;quot;.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the header. Each graphic set text file needs to contain these lines.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 below are dwarves &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''text outside brackets gets ignored. You can use it for comments and organizing your file visually with lines'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt; &lt;br /&gt;
 [TILE_PAGE:MYDWARVES] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Here you are defining properties of a single graphic set image.&amp;lt;br/&amp;gt;The title MYDWARVES will be used in creature graphic entries to refer to that graphic set. The title doesn't have to match any creature, folder, or image name.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &lt;br /&gt;
        [FILE:mygraphics/mydwarves.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The subfolder where the graphic set is located (relative to this text file) and its filename, including the file&amp;lt;br/&amp;gt;extension. '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Height:Width - Pixels per tile, so DF knows where one tile ends and another begins'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [PAGE_DIM:5:3] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Width:Height - Tiles per image and how they're arranged in rows and columns.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the first TILE_PAGE definition.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Next are the creature graphic entries. Syntax is: [Profession:TILE_PAGE:X:Y:Color:State]''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''X and Y are the coordinates of the tile on the image. More information below.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DWARF] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The value (DWARF in this case) is the name the creature has in the raws. This NEEDS to be spelled correctly.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [DEFAULT:MYDWARVES:0:0:'''ADD_COLOR''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;''' The ADD_COLOR value tells DF to give the tile the same colors as the default graphic '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [STANDARD:MYDWARVES:1:0:'''AS_IS''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''AS_IS takes the tile as it is. Most likely this is the setting you want'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [MINER:MYDWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
                   &amp;amp;darr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''We defined the tile page above. it refers to the image mydwarves.png '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [CHILD:'''MYDWARVES''':3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [BABY:MYDWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 humans &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYHUMANS] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The next TILE_PAGE definition. You could put that (and its creature graphic entries) in a separate text file, but it would have to contain&amp;lt;br/&amp;gt;its own header.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [FILE:Other_Graphics/humans.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This file is in another subfile'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:1:4] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
    ''' Notes can go here too.'''        &lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''RECRUIT''':MYHUMANS:0:2:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with no weapons'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''SWORDSMAN''':MYHUMANS:0:3:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with a sword'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;==============================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 animals &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYANIMALS]&lt;br /&gt;
        [FILE:Other_Graphics/animals'''.bmp'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Pictures can be in .BMP format, too.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:6:2] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MYANIMALS:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        ['''TRAINED_HUNTER''':MYANIMALS:4:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_HUNTER profession only works with animals that have {{Token|TRAINABLE|c}} or {{Token|TRAINABLE_HUNTING|c}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''TRAINED_WAR''':MYANIMALS:5:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_WAR profession only works with animals that have {{tt|[TRAINABLE]}} or {{tt|[TRAINABLE_WAR]}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:CAT]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
=== Coordinates ===&lt;br /&gt;
&lt;br /&gt;
The {{tt|PAGE_DIM}} value in the {{tt|TILE_PAGE}} section defines how many columns and rows a given {{tt|TILE_PAGE}} (graphic set) has. The first value is the x-axis (&amp;quot;width&amp;quot;), the second value the y-axis (&amp;quot;height&amp;quot;). The origin (0,0) is at the top left.&lt;br /&gt;
&lt;br /&gt;
This is how the coordinates would work with the image {{tt|mydwarves.png}} from the example above:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| 0:0 || 1:0 || 2:0 || '''3:0''' || 4:0&lt;br /&gt;
|-&lt;br /&gt;
| 0:1 || 1:1 || 2:1 ||    3:1    || 4:1&lt;br /&gt;
|-&lt;br /&gt;
| 0:2 || 1:2 || 2:2 ||    3:2    || 4:2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The position of the dwarven child graphic from the example above ({{tt|[CHILD:MYDWARVES:'''3:0''':AS_IS:DEFAULT]}}) is shown in bold.&lt;br /&gt;
&lt;br /&gt;
Note that the coordinates start at 0, not 1. So, ''the last column in a 5 tile wide image is at 4'', not at 5.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18×18) or how small (8×12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22 × 44 = 968, which is less than 1024. However, a sheet that has 24 rows and 44 columns (24 × 44 = 1056) will not work.&lt;br /&gt;
&lt;br /&gt;
== List of professions, creatures and states ==&lt;br /&gt;
&lt;br /&gt;
As shown in the example above, the syntax is&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''Creature name''']&lt;br /&gt;
       ['''Profession''':MYHUMANS:0:0:AS_IS:'''Texture Token''']&lt;br /&gt;
&lt;br /&gt;
In the following, you will find tables with valid values.&lt;br /&gt;
&lt;br /&gt;
=== Texture tokens ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
       [DEFAULT:MYHUMANS:0:0:AS_IS:'''''DEFAULT''''']	&lt;br /&gt;
       [SWORDSMAN:MYHUMANS:0:1:AS_IS:'''''DEFAULT''''']&lt;br /&gt;
       [RECRUIT:MYHUMANS:0:2:AS_IS:'''''ADVENTURER''''']&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}}&lt;br /&gt;
| Standard creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}}&lt;br /&gt;
| Used when playing the creature as an adventurer(?)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for LAW_ENFORCEMENT (i.e. Fortress Guards)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for ESCORT_TAX_COLLECTOR (currently nobody)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
=== Professions ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        ['''''DEFAULT''''':MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        ['''''SWORDSMAN''''':MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''''RECRUIT''''':MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
You can find these in {{tt|raw/objects/entity_default.txt}} as {{Token|PERMITTED_JOB|e}} and {{Token|POSITION|e}}. {{tt|POSITION}}s are only defined under the entry for Dwarves, but all Civilizations use these definitions.{{verify}}&lt;br /&gt;
&lt;br /&gt;
All 5 major civilizations (dwarves, elves, humans, goblins, kobolds) use at least some of these professions. Regardless, all 5 as well as [[animal people]]s and [[gorlak]]s can have any profession available to the civilization(s) they become part of—which can be any civilization. Additionally, [[plump helmet man|plump helmet men]] can have any profession which doesn't require talking (they cannot talk). In summary, any dwarf, elf, human, goblin, kobold, animal person, and gorlak can theoretically have any profession.&lt;br /&gt;
&lt;br /&gt;
The highest skill of a creature determine which profession graphic it uses. {{tt|DEFAULT}} is used when no graphic for a profession is found (not to be mistaken for the Texture token {{tt|DEFAULT}}). {{tt|STANDARD}} is used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
&lt;br /&gt;
Position tokens are graphics used for appointed positions in the world, like queen, baron, general, but also slave and prisoner. When a creature does have a position and a graphic exists for that position, it takes precedence over the profession graphic. &lt;br /&gt;
&lt;br /&gt;
In-game titles and position tags aren't necessarily the same. For example, female elven rulers are entitled ''queen'' and ''princess'', but their positions tags are {{tt|[POSITION:LEADER]}} and {{tt|[POSITION:GENERAL]}}, respectively. While the position is called {{tt|[POSITION:MONARCH]}} in the raws, you can specify {{tt|QUEEN}} and {{tt|KING}} in your graphic set. You can also have separate graphics for a ruler's spouse, for example {{tt|[POSITION:BARON_CONSORT]}}. It is not clear from the raws which exact position names and genders are valid.{{verify}} In case of doubt, you can define them all, the game will just skip them if they don't exist.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT || Used when no graphic for a profession is found&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD || Used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Animated (zombie/skeleton) version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Ghostly version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| CHILD || &lt;br /&gt;
|-&lt;br /&gt;
| BABY || &lt;br /&gt;
|-&lt;br /&gt;
| DRUNK || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilians !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MINER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| CARPENTER || &lt;br /&gt;
|-&lt;br /&gt;
| BOWYER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONEWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGRAVER || &lt;br /&gt;
|-&lt;br /&gt;
| MASON || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_CARETAKER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_TRAINER || &lt;br /&gt;
|-&lt;br /&gt;
| HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAPPER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| METALSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| FURNACE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| WEAPONSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| ARMORER || &lt;br /&gt;
|-&lt;br /&gt;
| BLACKSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| JEWELER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_CUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_CARVER || &lt;br /&gt;
|-&lt;br /&gt;
| WEAVER || &lt;br /&gt;
|-&lt;br /&gt;
| CLOTHIER || &lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| STRAND_EXTRACTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERY_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLEANER || &lt;br /&gt;
|-&lt;br /&gt;
| FARMER || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| MILKER || &lt;br /&gt;
|-&lt;br /&gt;
| COOK || &lt;br /&gt;
|-&lt;br /&gt;
| THRESHER || &lt;br /&gt;
|-&lt;br /&gt;
| MILLER || &lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER || &lt;br /&gt;
|-&lt;br /&gt;
| TANNER || &lt;br /&gt;
|-&lt;br /&gt;
| DYER || &lt;br /&gt;
|-&lt;br /&gt;
| PLANTER || &lt;br /&gt;
|-&lt;br /&gt;
| HERBALIST || &lt;br /&gt;
|-&lt;br /&gt;
| BREWER || &lt;br /&gt;
|-&lt;br /&gt;
| SOAP_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| MECHANIC || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| PUMP_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| CLERK || &lt;br /&gt;
|-&lt;br /&gt;
| ARCHITECT || &lt;br /&gt;
|-&lt;br /&gt;
| ADMINISTRATOR || &lt;br /&gt;
|-&lt;br /&gt;
| TRADER || &lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| SUTURER || &lt;br /&gt;
|-&lt;br /&gt;
| SURGEON || &lt;br /&gt;
|-&lt;br /&gt;
| GLAZER || &lt;br /&gt;
|-&lt;br /&gt;
| POTTER || &lt;br /&gt;
|-&lt;br /&gt;
| PRESSER || &lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| GELDER ||&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Military !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| RECRUIT || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_WAR || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| LASHER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_LASHER || &lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Position token !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARON || &lt;br /&gt;
|-&lt;br /&gt;
| BARON_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| KING || &lt;br /&gt;
|-&lt;br /&gt;
| KING_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MANAGER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| BROKER || &lt;br /&gt;
|-&lt;br /&gt;
| CHIEF_MEDICAL_DWARF || &lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT || &lt;br /&gt;
|-&lt;br /&gt;
| OUTPOST_LIAISON || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_COMMANDER || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERER || &lt;br /&gt;
|-&lt;br /&gt;
| SHERIFF || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN_OF_THE_GUARD || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| LIEUTENANT || &lt;br /&gt;
|-&lt;br /&gt;
| GENERAL || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| HIGH_PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| ACOLYTE || &lt;br /&gt;
|-&lt;br /&gt;
| DRUID || &lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL || &lt;br /&gt;
|-&lt;br /&gt;
| SNATCHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCOUT || &lt;br /&gt;
|-&lt;br /&gt;
| MONSTER_SLAYER || &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| SLAVE || &lt;br /&gt;
|-&lt;br /&gt;
| PRISONER || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.42 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PERFORMER || &lt;br /&gt;
|-&lt;br /&gt;
| POET || &lt;br /&gt;
|-&lt;br /&gt;
| BARD || &lt;br /&gt;
|-&lt;br /&gt;
| DANCER || &lt;br /&gt;
|-&lt;br /&gt;
| SAGE || &lt;br /&gt;
|-&lt;br /&gt;
| SCHOLAR || &lt;br /&gt;
|-&lt;br /&gt;
| PHILOSOPHER || &lt;br /&gt;
|-&lt;br /&gt;
| MATHEMATICIAN || &lt;br /&gt;
|-&lt;br /&gt;
| HISTORIAN || &lt;br /&gt;
|-&lt;br /&gt;
| ASTRONOMER || &lt;br /&gt;
|-&lt;br /&gt;
| NATURALIST || &lt;br /&gt;
|-&lt;br /&gt;
| CHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| GEOGRAPHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCRIBE || &lt;br /&gt;
|-&lt;br /&gt;
| PAPERMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKBINDER || &lt;br /&gt;
|-&lt;br /&gt;
| TAVERN_KEEPER || &lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.44 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PROPHET ||&lt;br /&gt;
|-&lt;br /&gt;
| PILGRIM ||&lt;br /&gt;
|-&lt;br /&gt;
| MONK ||&lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL ||&lt;br /&gt;
|-&lt;br /&gt;
| PEDDLER ||&lt;br /&gt;
|-&lt;br /&gt;
| MESSENGER ||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
{{For/see|a table with general information about creatures|Creature}}&lt;br /&gt;
{{For/see|a table sorted by default tile, including alternate tiles|[[Tilesets#Creatures|Tilesets § Creatures]]}}&lt;br /&gt;
{{For/see|a table with trainable animals|[[Animal trainer#Trainable war/hunting animals|Animal trainer § Trainable war/hunting animals]]}}&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''''HUMAN''''']&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [RECRUIT:MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
Creatures that use a raw name you might not expect, such as a space instead of an underscore, birds without {{tt|BIRD_}} prefix, and &amp;quot;{{tt|THING_GIANT}}&amp;quot; instead of &amp;quot;{{tt|GIANT_THING}}&amp;quot;, are highlighted &amp;lt;span style=&amp;quot;background-color: orange;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt;. Be extra careful to spell these correctly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw name !! Creature name !! Vermin&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_amphibians&lt;br /&gt;
|-&lt;br /&gt;
| TOAD || [[toad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_MAN || [[toad man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TOAD || [[giant toad]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_annelids&lt;br /&gt;
|-&lt;br /&gt;
| WORM || [[worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_MAN || [[worm man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BLUEJAY || [[blue jay]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BLUEJAY_MAN || [[bluejay man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLUEJAY || [[giant bluejay]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CARDINAL || [[cardinal]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CARDINAL_MAN || [[cardinal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CARDINAL || [[giant cardinal]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GRACKLE || [[grackle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRACKLE_MAN || [[grackle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRACKLE || [[giant grackle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ORIOLE || [[oriole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ORIOLE_MAN || [[oriole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORIOLE || [[giant oriole]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RW_BLACKBIRD || [[red-winged blackbird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RW_BLACKBIRD_MAN || [[red-winged blackbird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RW_BLACKBIRD || [[giant red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN || [[penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_LITTLE || [[little penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_EMPEROR || [[emperor penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PENGUIN MAN || [[penguin man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_PENGUIN_GIANT || [[giant penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_FALCON_PEREGRINE || [[peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PEREGRINE FALCON MAN || [[peregrine falcon man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT PEREGRINE FALCON || [[giant peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KIWI || [[kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| KIWI MAN || [[kiwi man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_KIWI_GIANT || [[giant kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSTRICH || [[ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OSTRICH MAN || [[ostrich man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_OSTRICH_GIANT || [[giant ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds_new&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CROW || [[crow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CROW_MAN || [[crow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROW || [[giant crow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RAVEN || [[raven]]&lt;br /&gt;
|-&lt;br /&gt;
| RAVEN_MAN || [[raven man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RAVEN || [[giant raven]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CASSOWARY || [[cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| CASSOWARY_MAN || [[cassowary man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CASSOWARY || [[giant cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KEA || [[kea]]&lt;br /&gt;
|-&lt;br /&gt;
| KEA_MAN || [[kea man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KEA || [[giant kea]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_SNOWY || [[snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| SNOWY_OWL_MAN || [[snowy owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNOWY_OWL || [[giant snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPARROW || [[sparrow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPARROW_MAN || [[sparrow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPARROW || [[giant sparrow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_STORK_WHITE || [[white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| WHITE_STORK_MAN || [[white stork man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WHITE_STORK || [[giant white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOON || [[loon]]&lt;br /&gt;
|-&lt;br /&gt;
| LOON_MAN || [[loon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOON || [[giant loon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_BARN || [[barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BARN_OWL_MAN || [[barn owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARN_OWL || [[giant barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARAKEET || [[parakeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PARAKEET_MAN || [[parakeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PARAKEET || [[giant parakeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KAKAPO || [[kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| KAKAPO_MAN || [[kakapo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KAKAPO || [[giant kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARROT_GREY || [[grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| GREY_PARROT_MAN || [[grey parrot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREY_PARROT || [[giant grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PUFFIN || [[puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| PUFFIN_MAN || [[puffin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PUFFIN || [[giant puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWAN || [[swan]]&lt;br /&gt;
|-&lt;br /&gt;
| SWAN_MAN || [[swan man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SWAN || [[giant swan]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LORIKEET || [[lorikeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LORIKEET_MAN || [[lorikeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LORIKEET || [[giant lorikeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_WREN || [[wren]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WREN_MAN || [[wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WREN || [[giant wren]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSPREY || [[osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| OSPREY_MAN || [[osprey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OSPREY || [[giant osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EMU || [[emu]]&lt;br /&gt;
|-&lt;br /&gt;
| EMU_MAN || [[emu man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EMU || [[giant emu]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_COCKATIEL || [[cockatiel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| COCKATIEL_MAN || [[cockatiel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COCKATIEL || [[giant cockatiel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_PEACH-FACED || [[peach-faced lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PEACH-FACED_LOVEBIRD_MAN || [[peach-faced lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PEACH-FACED_LOVEBIRD || [[giant peach-faced lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_MAGPIE || [[magpie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGPIE_MAN || [[magpie man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MAGPIE || [[giant magpie]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KESTREL || [[kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| KESTREL_MAN || [[kestrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KESTREL || [[giant kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ALBATROSS || [[albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| ALBATROSS_MAN || [[albatross man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALBATROSS || [[giant albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_GREAT_HORNED || [[great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| GREAT_HORNED_OWL_MAN || [[great horned owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREAT_HORNED_OWL || [[giant great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EAGLE || [[eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| EAGLE_MAN || [[eagle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EAGLE || [[giant eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_HORNBILL || [[hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| HORNBILL_MAN || [[hornbill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORNBILL || [[giant hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_MASKED || [[masked lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MASKED_LOVEBIRD_MAN || [[masked lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MASKED_LOVEBIRD || [[giant masked lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUSHTIT || [[bushtit]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUSHTIT_MAN || [[bushtit man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHTIT || [[giant bushtit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_bug_slug_new&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY || [[damselfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY_MAN || [[damselfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DAMSELFLY || [[giant damselfly]]&lt;br /&gt;
|-&lt;br /&gt;
| MOTH || [[moth]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOTH_MAN || [[moth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOTH || [[giant moth]]&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER || [[grasshopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER_MAN || [[grasshopper man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRASSHOPPER || [[giant grasshopper]]&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION || [[bark scorpion]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION_MAN || [[bark scorpion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARK_SCORPION || [[giant bark scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS || [[mantis]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS_MAN || [[mantis man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANTIS || [[giant mantis]]&lt;br /&gt;
|-&lt;br /&gt;
| TICK || [[tick]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TICK_MAN || [[tick man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TICK || [[giant tick]]&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE || [[louse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE_MAN || [[louse man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOUSE || [[giant louse]]&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS || [[thrips]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS_MAN || [[thrips man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_THRIPS || [[giant thrips]]&lt;br /&gt;
|-&lt;br /&gt;
| SLUG || [[slug]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SLUG_MAN || [[slug man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLUG || [[giant slug]]&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO || [[mosquito]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO_MAN || [[mosquito man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOSQUITO || [[giant mosquito]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_JUMPING || [[jumping spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JUMPING_SPIDER_MAN || [[jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JUMPING_SPIDER || [[giant jumping spider]]&lt;br /&gt;
|-&lt;br /&gt;
| TERMITE || [[termite]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL || [[moon snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL_MAN || [[moon snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOON_SNAIL || [[giant moon snail]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_BROWN_RECLUSE || [[brown recluse spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BROWN_RECLUSE_SPIDER_MAN || [[brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BROWN_RECLUSE_SPIDER || [[giant brown recluse spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL || [[snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL_MAN || [[snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAIL || [[giant snail]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_desert_new&lt;br /&gt;
|-&lt;br /&gt;
| GECKO_LEOPARD || [[leopard gecko]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_GECKO_MAN || [[leopard gecko man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_GECKO || [[giant leopard gecko]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| DESERT TORTOISE || [[desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_TORTOISE_MAN || [[desert tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DESERT_TORTOISE || [[giant desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER || [[gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER_MAN || [[gila monster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GILA_MONSTER || [[giant gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_domestic&lt;br /&gt;
|-&lt;br /&gt;
| DOG || [[dog]]&lt;br /&gt;
|-&lt;br /&gt;
| CAT || [[cat]]&lt;br /&gt;
|-&lt;br /&gt;
| MULE || [[mule]]&lt;br /&gt;
|-&lt;br /&gt;
| DONKEY || [[donkey]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSE || [[horse]]&lt;br /&gt;
|-&lt;br /&gt;
| COW || [[cow]]&lt;br /&gt;
|-&lt;br /&gt;
| SHEEP || [[sheep]]&lt;br /&gt;
|-&lt;br /&gt;
| PIG || [[pig]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT || [[goat]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CHICKEN || [[chicken]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVY || [[cavy]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_DUCK || [[duck]]&lt;br /&gt;
|-&lt;br /&gt;
| WATER_BUFFALO || [[water buffalo]]&lt;br /&gt;
|-&lt;br /&gt;
| REINDEER || [[reindeer]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GOOSE || [[goose]]&lt;br /&gt;
|-&lt;br /&gt;
| YAK || [[yak]]&lt;br /&gt;
|-&lt;br /&gt;
| LLAMA || [[llama]]&lt;br /&gt;
|-&lt;br /&gt;
| ALPACA || [[alpaca]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GUINEAFOWL || [[guineafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PEAFOWL_BLUE || [[blue peafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_TURKEY || [[turkey]]&lt;br /&gt;
|-&lt;br /&gt;
| RABBIT || [[rabbit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_equipment&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON || [[wagon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_fanciful&lt;br /&gt;
|-&lt;br /&gt;
| CHIMERA || [[chimera]]&lt;br /&gt;
|-&lt;br /&gt;
| CENTAUR || [[centaur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIFFON || [[griffon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_insects&lt;br /&gt;
|-&lt;br /&gt;
| FLY || [[fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_MAN || [[fly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLY || [[giant fly]]&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_LARGE || [[large roach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_MAN || [[roach man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ROACH || [[giant roach]]&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE || [[beetle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE_MAN || [[beetle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEETLE || [[giant beetle]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT || [[ant]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH || [[monarch butterfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH_MAN || [[monarch butterfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUTTERFLY_MONARCH || [[giant monarch butterfly]]&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY || [[firefly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY_MAN || [[firefly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FIREFLY || [[giant firefly]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY || [[dragonfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY_MAN || [[dragonfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DRAGONFLY || [[giant dragonfly]]&lt;br /&gt;
|-&lt;br /&gt;
| HONEY_BEE || [[honey bee]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUMBLEBEE || [[bumblebee]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_mountain&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN || [[mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN_MAN || [[mountain goat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GOAT_MOUNTAIN || [[giant mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY || [[hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY_MAN || [[hoary marmot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MARMOT_HOARY || [[giant hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_MOUNTAIN || [[mountain gnome]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_DARK || [[dark gnome]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_ocean&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS || [[walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS_MAN || [[walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WALRUS || [[giant walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_SEA || [[sea lamprey]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_GREAT_WHITE || [[great white shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_FRILL || [[frill shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_SPINY_DOGFISH || [[spiny dogfish]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WOBBEGONG_SPOTTED || [[spotted wobbegong]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WHALE || [[whale shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BASKING || [[basking shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_NURSE || [[nurse shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_SHORTFIN || [[shortfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_LONGFIN || [[longfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_TIGER || [[tiger shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BULL || [[bull shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_BLACKTIP || [[blacktip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_WHITETIP || [[whitetip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BLUE || [[blue shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_HAMMERHEAD || [[hammerhead shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_ANGEL || [[angelshark]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SKATE_COMMON || [[common skate]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_MANTA || [[manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STINGRAY || [[stingray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COELACANTH || [[coelacanth]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STURGEON || [[sturgeon]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CONGER_EEL || [[conger eel]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MILKFISH || [[milkfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COD || [[cod]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_OPAH || [[opah]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GROUPER_GIANT || [[giant grouper]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BLUEFISH || [[bluefish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SUNFISH_OCEAN || [[ocean sunfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SWORDFISH || [[swordfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MARLIN || [[marlin]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HALIBUT || [[halibut]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BARRACUDA_GREAT || [[great barracuda]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TUNA_BLUEFIN || [[bluefin tuna]]&lt;br /&gt;
|-&lt;br /&gt;
| NARWHAL || [[narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL MAN || [[narwhal man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL, GIANT || [[giant narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO || [[hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO_MAN || [[hippo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HIPPO || [[giant hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GAR_LONGNOSE || [[longnose gar]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CARP || [[carp]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TIGERFISH || [[tigerfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PIKE || [[pike]]&lt;br /&gt;
|-&lt;br /&gt;
| PLATYPUS || [[platypus]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS MAN || [[platypus man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS, GIANT || [[giant platypus]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_temperate&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY || [[grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY_MAN || [[grizzly bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_GRIZZLY || [[giant grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK || [[black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK_MAN || [[black bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_BLACK || [[giant black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER || [[deer]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER_MAN || [[deer man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DEER || [[giant deer]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX || [[fox]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX_MAN || [[fox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FOX || [[giant fox]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON || [[raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON_MAN || [[raccoon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RACCOON || [[giant raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS || [[rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS_MAN || [[rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MACAQUE_RHESUS || [[giant rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR || [[cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR_MAN || [[cougar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COUGAR || [[giant cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF || [[wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_MAN || [[wolf man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLF || [[giant wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG || [[groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG_MAN || [[groundhog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GROUNDHOG || [[giant groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR || [[alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR_MAN || [[alligator man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALLIGATOR || [[giant alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUZZARD || [[buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| BUZZARD_MAN || [[buzzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUZZARD || [[giant buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| PANDA || [[panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA, GIGANTIC || [[gigantic panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA MAN || [[panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPYBARA || [[capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA, GIANT || [[giant capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA MAN || [[capybara man]]&lt;br /&gt;
|-&lt;br /&gt;
| BADGER || [[badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER MAN || [[badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER, GIANT || [[giant badger]]&lt;br /&gt;
|-&lt;br /&gt;
| MOOSE || [[moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE MAN || [[moose man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE, GIANT || [[giant moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA || [[red panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA MAN || [[red panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA, GIANT || [[giant red panda]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tropical&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT || [[elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_MAN || [[elephant man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT || [[giant elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG || [[warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG_MAN || [[warthog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WARTHOG || [[giant warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| LION || [[lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_MAN || [[lion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION || [[giant lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD || [[leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_MAN || [[leopard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD || [[giant leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR || [[jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR_MAN || [[jaguar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JAGUAR || [[giant jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER || [[tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER_MAN || [[tiger man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TIGER || [[giant tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH || [[cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH_MAN || [[cheetah man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHEETAH || [[giant cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE || [[gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE_MAN || [[gazelle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GAZELLE || [[giant gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL || [[mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL_MAN || [[mandrill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANDRILL || [[giant mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIMPANZEE || [[chimpanzee]]&lt;br /&gt;
|-&lt;br /&gt;
| BONOBO || [[bonobo]]&lt;br /&gt;
|-&lt;br /&gt;
| GORILLA || [[gorilla]]&lt;br /&gt;
|-&lt;br /&gt;
| ORANGUTAN || [[orangutan]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SIAMANG || [[siamang]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_HANDED || [[white-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_HANDED || [[black-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_GRAY || [[gray gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SILVERY || [[silvery gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_PILEATED || [[pileated gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BILOU || [[bilou]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_BROWED || [[white-browed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_CRESTED || [[black-crested gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP || [[one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP_MAN || [[one-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_1_HUMP || [[giant one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP || [[two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP_MAN || [[two-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_2_HUMP || [[giant two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER || [[saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER_MAN || [[saltwater crocodile man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROCODILE_SALTWATER || [[giant saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_VULTURE || [[vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| VULTURE_MAN || [[vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_VULTURE || [[giant vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS || [[rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS_MAN || [[rhinoceros man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RHINOCEROS || [[giant rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE || [[giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE_MAN || [[giraffe man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GIRAFFE || [[giant giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER || [[honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER MAN || [[honey badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER, GIANT || [[giant honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE || [[giant tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE MAN || [[giant tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC TORTOISE || [[gigantic tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| ARMADILLO || [[armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO MAN || [[armadillo man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO, GIANT || [[giant armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tundra&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX || [[muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX_MAN || [[muskox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MUSKOX || [[giant muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK || [[elk]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_MAN || [[elk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELK || [[giant elk]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR || [[polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR_MAN || [[polar bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_POLAR || [[giant polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_mountain_new&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE || [[wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE_MAN || [[wolverine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLVERINE || [[giant wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA || [[chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA_MAN || [[chinchilla man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHINCHILLA || [[giant chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_next_underground&lt;br /&gt;
|-&lt;br /&gt;
| FLOATING_GUTS || [[floating guts]]&lt;br /&gt;
|-&lt;br /&gt;
| DRUNIAN || [[drunian]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPING_EYE || [[creeping eye]]&lt;br /&gt;
|-&lt;br /&gt;
| VORACIOUS_CAVE_CRAWLER || [[voracious cave crawler]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_OGRE || [[blind cave ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| CAP_HOPPER || [[cap hopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_CRAB || [[magma crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRUNDLE || [[crundle]]&lt;br /&gt;
|-&lt;br /&gt;
| HUNGRY_HEAD || [[hungry head]]&lt;br /&gt;
|-&lt;br /&gt;
| FLESH_BALL || [[flesh ball]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_BIRD || [[elk bird]]&lt;br /&gt;
|-&lt;br /&gt;
| HELMET_SNAKE || [[helmet snake]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_DEVOURER || [[green devourer]]&lt;br /&gt;
|-&lt;br /&gt;
| RUTHERER || [[rutherer]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPY_CRAWLER || [[creepy crawler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRALTHA || [[draltha]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EARTHWORM || [[giant earthworm]]&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAN || [[blood man]]&lt;br /&gt;
|-&lt;br /&gt;
| BUGBAT || [[bugbat]]&lt;br /&gt;
|-&lt;br /&gt;
| MANERA || [[manera]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLEMARIAN || [[molemarian]]&lt;br /&gt;
|-&lt;br /&gt;
| JABBERER || [[jabberer]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_GRABBER || [[pond grabber]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_BEAR || [[blind cave bear]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_DRAGON || [[cave dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| REACHER || [[reacher]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_GABBRO || [[gabbro man]]&lt;br /&gt;
|-&lt;br /&gt;
| GORLAK || [[gorlak]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FLOATER || [[cave floater]]&lt;br /&gt;
|-&lt;br /&gt;
| PLUMP_HELMET_MAN || [[plump helmet man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_BLOB || [[cave blob]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_AMETHYST || [[amethyst man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_ocean_new&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS || [[octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS_MAN || [[octopus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCTOPUS || [[giant octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB || [[crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB_MAN || [[crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CRAB || [[giant crab]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL || [[leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL_MAN || [[leopard seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_SEAL || [[giant leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH || [[cuttlefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH_MAN || [[cuttlefish man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CUTTLEFISH || [[giant cuttlefish]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA || [[orca]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA_MAN || [[orca man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORCA || [[giant orca]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE || [[sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE_MAN || [[sponge man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPONGE || [[giant sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB || [[horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB_MAN || [[horseshoe crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORSESHOE_CRAB || [[giant horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE || [[sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE_MAN || [[sperm whale man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPERM_WHALE || [[giant sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL || [[elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL_MAN || [[elephant seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT_SEAL || [[giant elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL || [[harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL_MAN || [[harp seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARP_SEAL || [[giant harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS || [[nautilus]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS_MAN || [[nautilus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_NAUTILUS || [[giant nautilus]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_other&lt;br /&gt;
|-&lt;br /&gt;
| FOXSQUIRREL || [[fox squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOGHOPPER || [[moghopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_DEMON || [[demon rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WAMBLER_FLUFFY || [[fluffy wambler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| LIZARD_RHINO_TWO_LEGGED || [[two-legged rhino lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_KNUCKLE || [[knuckle worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_PHANTOM || [[phantom spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_ACORN || [[acorn fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GNAT_BLOOD || [[blood gnat]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_reptiles&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD || [[lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD_MAN || [[lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LIZARD || [[giant lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| SKINK || [[skink]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SKINK_MAN || [[skink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKINK || [[giant skink]]&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON || [[chameleon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON_MAN || [[chameleon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHAMELEON || [[giant chameleon]]&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE || [[anole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE_MAN || [[anole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANOLE || [[giant anole]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA || [[iguana]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA_MAN || [[iguana man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IGUANA || [[giant iguana]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_riverlakepool_new&lt;br /&gt;
|-&lt;br /&gt;
| RIVER OTTER || [[river otter]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA OTTER || [[sea otter]]&lt;br /&gt;
|-&lt;br /&gt;
| OTTER_MAN || [[otter man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OTTER || [[giant otter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SNAPPING TURTLE || [[common snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ALLIGATOR SNAPPING TURTLE || [[alligator snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAPPING_TURTLE_MAN || [[snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAPPING_TURTLE || [[giant snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER || [[beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER_MAN || [[beaver man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAVER || [[giant beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| LEECH || [[leech]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEECH_MAN || [[leech man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEECH || [[giant leech]]&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL || [[axolotl]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL_MAN || [[axolotl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AXOLOTL || [[giant axolotl]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK || [[mink]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK_MAN || [[mink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MINK || [[giant mink]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE || [[pond turtle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE_MAN || [[pond turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_POND_TURTLE || [[giant pond turtle]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammals&lt;br /&gt;
|-&lt;br /&gt;
| RAT || [[rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_MAN || [[rat man]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY || [[gray squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY_MAN || [[gray squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_GRAY || [[giant gray squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED || [[red squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED_MAN || [[red squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_RED || [[giant red squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK || [[chipmunk]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK_MAN || [[chipmunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHIPMUNK || [[giant chipmunk]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammal_new&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER || [[hamster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER_MAN || [[hamster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HAMSTER || [[giant hamster]]&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG || [[hedgehog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG_MAN || [[hedgehog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HEDGEHOG || [[giant hedgehog]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_FLYING || [[flying squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLYING_SQUIRREL_MAN || [[flying squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLYING_SQUIRREL || [[giant flying squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_ocean&lt;br /&gt;
|-&lt;br /&gt;
| MUSSEL || [[mussel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OYSTER || [[oyster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SALMON || [[salmon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLOWNFISH || [[clownfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAGFISH || [[hagfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_BROOK || [[brook lamprey]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_BAT || [[bat ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_THORNBACK || [[thornback ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RATFISH_SPOTTED || [[spotted ratfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HERRING || [[herring]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SHAD || [[shad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_ANCHOVY || [[anchovy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_STEELHEAD || [[steelhead trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAKE || [[hake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SEAHORSE || [[seahorse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GLASSEYE || [[glasseye]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PUFFER_WHITE_SPOTTED || [[white-spotted puffer]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SOLE || [[sole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_FLOUNDER || [[flounder]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MACKEREL || [[mackerel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JELLYFISH_SEA_NETTLE || [[sea nettle jellyfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUID || [[squid]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SQUID MAN || [[squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC SQUID || [[gigantic squid]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LUNGFISH || [[lungfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LOACH_CLOWN || [[clown loach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BROWN || [[brown bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_YELLOW || [[yellow bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BLACK || [[black bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_KNIFEFISH_BANDED || [[banded knifefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CHAR || [[char]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_RAINBOW || [[rainbow trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MOLLY_SAILFIN || [[sailfin molly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GUPPY || [[guppy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PERCH || [[perch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_standard&lt;br /&gt;
|-&lt;br /&gt;
| DWARF || [[dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| HUMAN || [[human]]&lt;br /&gt;
|-&lt;br /&gt;
| ELF || [[elf]]&lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN || [[goblin]]&lt;br /&gt;
|-&lt;br /&gt;
| KOBOLD || [[kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| GREMLIN || [[gremlin]]&lt;br /&gt;
|-&lt;br /&gt;
| TROLL || [[troll]]&lt;br /&gt;
|-&lt;br /&gt;
| OGRE || [[ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| UNICORN || [[unicorn]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGON || [[dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| SATYR || [[satyr]]&lt;br /&gt;
|-&lt;br /&gt;
| COLOSSUS_BRONZE || [[bronze colossus]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT || [[giant]]&lt;br /&gt;
|-&lt;br /&gt;
| CYCLOPS || [[cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
| ETTIN || [[ettin]]&lt;br /&gt;
|-&lt;br /&gt;
| MINOTAUR || [[minotaur]]&lt;br /&gt;
|-&lt;br /&gt;
| YETI || [[yeti]]&lt;br /&gt;
|-&lt;br /&gt;
| SASQUATCH || [[sasquatch]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIZZARD_MAN || [[blizzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_ICE || [[ice wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| FAIRY || [[fairy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PIXIE || [[pixie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEAK_DOG || [[beak dog]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIMELING || [[grimeling]]&lt;br /&gt;
|-&lt;br /&gt;
| BLENDEC_FOUL || [[foul blendec]]&lt;br /&gt;
|-&lt;br /&gt;
| STRANGLER || [[strangler]]&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTWING || [[nightwing]]&lt;br /&gt;
|-&lt;br /&gt;
| HARPY || [[harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| HYDRA || [[hydra]]&lt;br /&gt;
|-&lt;br /&gt;
| MERPERSON || [[merperson]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_SERPENT || [[sea serpent]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_MONSTER || [[sea monster]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ROC || [[roc]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_subterranean&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_CAVE || [[cave crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_GIANT_CAVE || [[giant cave toad]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OLM_GIANT || [[giant olm]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BAT_GIANT || [[giant bat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RAT_GIANT || [[giant rat]]&lt;br /&gt;
|-&lt;br /&gt;
| RAT_LARGE || [[large rat]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLE_DOG_NAKED || [[naked mole dog]]&lt;br /&gt;
|-&lt;br /&gt;
| TROGLODYTE || [[troglodyte]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOLE_GIANT || [[giant mole]]&lt;br /&gt;
|-&lt;br /&gt;
| IMP_FIRE || [[fire imp]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPIDER_CAVE_GIANT || [[giant cave spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_CAVE || [[cave spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CAVE || [[cave fish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FISH_MAN || [[cave fish man]]&lt;br /&gt;
|-&lt;br /&gt;
| LOBSTER_CAVE || [[cave lobster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAKE_FIRE || [[fire snake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM || [[olm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM_MAN || [[olm man]]&lt;br /&gt;
|-&lt;br /&gt;
| BAT || [[bat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BAT_MAN || [[bat man]]&lt;br /&gt;
|-&lt;br /&gt;
| MAGGOT_PURRING || [[purring maggot]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_FIRE || [[fire man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MAGMA || [[magma man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_IRON || [[iron man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MUD || [[mud man]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWALLOW_CAVE || [[cave swallow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_SWALLOW_MAN || [[cave swallow man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_SWALLOW_CAVE_GIANT || [[giant cave swallow]]&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIAN_MAN || [[amphibian man]]&lt;br /&gt;
|-&lt;br /&gt;
| REPTILE_MAN || [[reptile man]]&lt;br /&gt;
|-&lt;br /&gt;
| SERPENT_MAN || [[serpent man]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT_MAN || [[antman]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RODENT MAN || [[rodent man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_temperate_new&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR || [[wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR_MAN || [[wild boar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WILD_BOAR || [[giant wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE || [[coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE_MAN || [[coyote man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COYOTE || [[giant coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO || [[kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO_MAN || [[kangaroo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KANGAROO || [[giant kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA || [[koala]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA_MAN || [[koala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KOALA || [[giant koala]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER || [[adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER_MAN || [[adder man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ADDER || [[giant adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA || [[echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA_MAN || [[echidna man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ECHIDNA || [[giant echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE || [[porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE_MAN || [[porcupine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PORCUPINE || [[giant porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE || [[kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE_MAN || [[kingsnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KINGSNAKE || [[giant kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR || [[gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR_MAN || [[gray langur man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRAY_LANGUR || [[giant gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT || [[bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT_MAN || [[bobcat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BOBCAT || [[giant bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK || [[skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK_MAN || [[skunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKUNK || [[giant skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG || [[green tree frog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG_MAN || [[green tree frog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREEN_TREE_FROG || [[giant green tree frog]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE || [[hare]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE_MAN || [[hare man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARE || [[giant hare]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE || [[rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE_MAN || [[rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RATTLESNAKE || [[giant rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL || [[weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL_MAN || [[weasel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WEASEL || [[giant weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE || [[copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE_MAN || [[copperhead snake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COPPERHEAD_SNAKE || [[giant copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX || [[ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX_MAN || [[ibex man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IBEX || [[giant ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT || [[wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT_MAN || [[wombat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOMBAT || [[giant wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO || [[dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO_MAN || [[dingo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DINGO || [[giant dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI || [[coati]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI_MAN || [[coati man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COATI || [[giant coati]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM || [[opossum]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM_MAN || [[opossum man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OPOSSUM || [[giant opossum]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tropical_new&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE || [[mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE_MAN || [[mongoose man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONGOOSE || [[giant mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA || [[hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA_MAN || [[hyena man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HYENA || [[giant hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA || [[anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA_MAN || [[anaconda man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANACONDA || [[giant anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD || [[monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD_MAN || [[monitor lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONITOR_LIZARD || [[giant monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA || [[king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA_MAN || [[king cobra man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KING_COBRA || [[giant king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT || [[ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT_MAN || [[ocelot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCELOT || [[giant ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL || [[jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL_MAN || [[jackal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JACKAL || [[giant jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN || [[capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN_MAN || [[capuchin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAPUCHIN || [[giant capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH || [[sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_MAN || [[sloth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH || [[giant sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY || [[spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY_MAN || [[spider monkey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPIDER_MONKEY || [[giant spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN || [[pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN_MAN || [[pangolin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PANGOLIN || [[giant pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA || [[black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA_MAN || [[black mamba man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLACK_MAMBA || [[giant black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_SLOTH || [[sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_BEAR_MAN || [[sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH_BEAR || [[giant sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE || [[aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE_MAN || [[aye-aye man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AYE-AYE || [[giant aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER || [[bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER_MAN || [[bushmaster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHMASTER || [[giant bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON || [[python]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON_MAN || [[python man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PYTHON || [[giant python]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR || [[tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR_MAN || [[tapir man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TAPIR || [[giant tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA || [[impala]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA_MAN || [[impala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IMPALA || [[giant impala]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK || [[aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK_MAN || [[aardvark man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AARDVARK || [[giant aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN || [[lion tamarin]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN_MAN || [[lion tamarin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION_TAMARIN || [[giant lion tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tundra_taiga_new&lt;br /&gt;
|-&lt;br /&gt;
| STOAT || [[stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| STOAT_MAN || [[stoat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_STOAT || [[giant stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX || [[lynx]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX_MAN || [[lynx man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LYNX || [[giant lynx]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_activities&amp;diff=250174</id>
		<title>DF2014 Talk:World activities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_activities&amp;diff=250174"/>
		<updated>2020-02-04T00:42:42Z</updated>

		<summary type="html">&lt;p&gt;CLA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== This needs to be updated again ===&lt;br /&gt;
Do we know if dwarves can breech the HFS in world activities now? Also we should mention the necros taking over sites probably.&lt;br /&gt;
Anything else im missing? [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]])&lt;br /&gt;
&lt;br /&gt;
They can in worldgen. It was mentioned in the devlog, but I'm unsure at what point that was. I ''think'' Toady mentioned that everything from worldgen works during world activities too. Though I don't have a source at hand for that.  &lt;br /&gt;
Other worldgen stuff which might apply to world activities:&lt;br /&gt;
*relationships form and change (romances, war buddies, etc)&lt;br /&gt;
*merchants found outposts in other civs&lt;br /&gt;
*hideouts/monasteries/towers can change owners&lt;br /&gt;
*revenge, counterintelligence&lt;br /&gt;
*necros are more dynamic, take over sites&lt;br /&gt;
*alliances between races to take down necros&lt;br /&gt;
*artifacts get moved around&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:42, 4 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Structure and direction ===&lt;br /&gt;
So what's the direction we're going to with this page? A general overview of what happens during play? I think we should at least mention the whole &amp;quot;nobody invades&amp;quot; thing on the relevant invasion pages ([[Siege]], [[Quickstart_guide#Choosing_a_Good_Site|Embark choice]], and/or maybe [[defense guide]]), and link to this page. &lt;br /&gt;
As for a general structure, a possible organization could look like this:&lt;br /&gt;
*Overview&lt;br /&gt;
*types of activities&lt;br /&gt;
**inheritance (death, birth)&lt;br /&gt;
**site ownership changes&lt;br /&gt;
**movement (armies, bandits, migrants)&lt;br /&gt;
**things being discovered (scholars writing books - or does that only happen during worldgen?)&lt;br /&gt;
**maybe a paragraph for things that ''don't'' happen (yet)&lt;br /&gt;
***festivals only occur in world gen, right?&lt;br /&gt;
*How it affects the player in fortress mode&lt;br /&gt;
**mention that you get information with the liaison (anyone got a screenshot handy?)&lt;br /&gt;
**how to get invasions&lt;br /&gt;
***proximity to site&lt;br /&gt;
***sufficient enemy population&lt;br /&gt;
***not occupied in other wars (so maybe &amp;quot;sufficient ''available'' enemy population&amp;quot;)&lt;br /&gt;
***time (especially since we don't have ambushes right now, so it seems to take longer until the goblins do anything at all)&lt;br /&gt;
**others (no idea about that actually)&lt;br /&gt;
***king may change?&lt;br /&gt;
Somewhere on the page, a link to legends mode could be useful, too. Any other suggestions?&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 12:03, 25 November 2015 (UTC)&lt;br /&gt;
I agree&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 04:10, 3 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some questions I couldn't verify:&lt;br /&gt;
* are new sites actually created after worldgen finished? At the very basic level this would mean just tent camps, but I don't know if they just appear from worldgen, or afterwards, too. Relevant devlog on 07/18/2012 mentions them as 'temporary sites'. Couldn't find anything else on site creation in the devlog&lt;br /&gt;
&lt;br /&gt;
- I for one havent seen a new site built. But the changelog said &amp;quot;site foundation&amp;quot; is in-fact a thing  ToadyOne: &amp;quot;World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims&amp;quot; http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.40.01&lt;br /&gt;
&lt;br /&gt;
One peculiar bit about this quote though is he mentions that megabeast invasions arent active, we know they move around on the world map and attack sites, but did this change after release or are fort attacks by megabeasts still scripted?&lt;br /&gt;
&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:06, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* has anyone observed a site structure changing? That is, visited a village, left it, to return later and see that it has been looted by an army/bandits and had structural changes like ruined houses or piles of skulls or whatever. Devlogs on 07/14/2012 and 10/13/2013 seem to mention something about it, but I don't know if it made it in the release &lt;br /&gt;
&lt;br /&gt;
-I have seen this happen while travelling, I have also seen towns reclaimed from ruin. The buildings came back. I sadly dont have the save. Also they do expand in-game now &lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
There is some relevant information in the devlog around 12/12/2013 and 11/05/2013 regarding the way site ownership changes and legitimacy work. Don't know yet how to add this to this page.&lt;br /&gt;
&lt;br /&gt;
-This one is  a toughie you can cause this sort of thing in adventure mode though but that means player intervention. I have stumbled across villages mid-insurrection though.   I assume for now it is based off the entity raws however. &lt;br /&gt;
&lt;br /&gt;
 [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another question is whether this page should include changes relating specifically to you as adventurer, as the general idea of this page seems more geared towards things that happen ''without'' the player's influence.&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:34, 14 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Also,  I Dont believe merchants actually move around on the world map yet (the ones that come to your fortress anyway) , everything else does though. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
===about FB movement===&lt;br /&gt;
From the February 2016 FotF [http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526]:&lt;br /&gt;
{{quote|It doesn't care much about FB locations now, other than that they are underground.  In general, large beasts of all kinds don't have any code at all about how they move around or attack or whatever, post worldgen.}}&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 01:00, 1 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== verification ==&lt;br /&gt;
&lt;br /&gt;
some verifications can be found here: [http://www.bay12forums.com/smf/index.php?topic=155539] [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:22, 2 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Next version ==&lt;br /&gt;
&lt;br /&gt;
So it doesn't get lost here's a quote from the [http://www.bay12games.com/dwarves/index.html#2016-10-06| devlog on 10/06/2016]:&lt;br /&gt;
&lt;br /&gt;
{{quote|The non-player hero-type characters are moving around the map, collecting artifacts and taking them to people that request them during regular play now. They can join up in parties temporarily if there are other like-minded people in their journey's starting town. We still need to handle the details of their site infiltrations and reputations, but it's good to have artifacts moving around.}}&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:30, 7 October 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should we wait until release to add this to the page? I know people started updating the wiki as new info came about during the last release process. There was alot of speculation though, the artifact and adventurer pages will also need alot of updating when this happens.As well as new content (heirlooms, artifact quests and competition with other AI questers etc, )&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 17:50, 29 November 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=245809</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=245809"/>
		<updated>2019-07-19T09:36:46Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Verify that the tileset is a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; with magenta-colored background or 24-bit PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt; with transparent background. In case you need to convert it, do NOT just change the extension to .bmp or .png; you must use a program like MS paint to save it properly.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The graphics in Dwarf Fortress can be enhanced through the use of [[graphics set|creature graphics]], which allow creatures to have unique graphics without using up space on the main tilesheet. &lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
Some of these issues can be fixed by the third-party [[Text Will Be Text]] (TWBT) plugin for the [[DFHack]] modding api. In addition to many other features, TWBT allows many items and building tiles to be moved to separate &amp;quot;overrides&amp;quot; tilesheets, so that fewer objects need to share tiles. TWBT also allows the use of a dedicated tilesheet just for text. TWBT still might not be very stable in adventure mode, though, so be cautious when using TWBT with adventure mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*, [[dancer]]s dancing&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s, playing [[instrument]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, [http://www.bay12forums.com/smf/index.php?topic=161047.msg7660465#msg7660465 drinking] in-progress, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map, mining designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up, west move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down, east move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, construction designations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, high traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, low traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*, [[Windmill|windmill]] hub&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, restricted traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*, south move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text, [[Pedestal]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], [[bolt]]s in flight, rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active EW [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade, upright weapon trap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, east [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, [[bolt]]s in flight, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active NS [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, west [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, EW [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, south [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, north [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[Display case]]s*, [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map, shop signs (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]], dark pits on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map, move indicator frame 2 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map, move indicator frame 1 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Native aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ª ½ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Tilesets]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=245805</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=245805"/>
		<updated>2019-07-19T09:31:04Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Installation and creation of custom tilesets */ clarify installation instructions - Usually it's not necessary to still convert the tilesets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Verify that the tileset is a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; with magenta-colored background or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt; with transparent background. In case you need to convert it, do NOT just change the extension to .bmp or .png; you must use a program like MS paint to save it properly.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The graphics in Dwarf Fortress can be enhanced through the use of [[graphics set|creature graphics]], which allow creatures to have unique graphics without using up space on the main tilesheet. &lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
Some of these issues can be fixed by the third-party [[Text Will Be Text]] (TWBT) plugin for the [[DFHack]] modding api. In addition to many other features, TWBT allows many items and building tiles to be moved to separate &amp;quot;overrides&amp;quot; tilesheets, so that fewer objects need to share tiles. TWBT also allows the use of a dedicated tilesheet just for text. TWBT still might not be very stable in adventure mode, though, so be cautious when using TWBT with adventure mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*, [[dancer]]s dancing&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s, playing [[instrument]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, [http://www.bay12forums.com/smf/index.php?topic=161047.msg7660465#msg7660465 drinking] in-progress, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map, mining designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up, west move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down, east move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, construction designations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, high traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, low traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*, [[Windmill|windmill]] hub&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, restricted traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*, south move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text, [[Pedestal]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], [[bolt]]s in flight, rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active EW [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade, upright weapon trap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, east [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, [[bolt]]s in flight, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active NS [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, west [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, EW [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, south [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, north [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[Display case]]s*, [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map, shop signs (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]], dark pits on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map, move indicator frame 2 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map, move indicator frame 1 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Native aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ª ½ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Tilesets]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Graphics_set_repository&amp;diff=240758</id>
		<title>DF2014:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Graphics_set_repository&amp;diff=240758"/>
		<updated>2019-04-16T13:04:44Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* CLA's ASCII-like Graphics Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:59, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
{{For/see|user-created tilesets|[[Tileset repository]]}}&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
[[Graphics set]]s are used to change the appearance of [[Main:creature|creatures]] in the game. They usually come with certain [[DF2014:Tilesets|tilesets]] and are designed to work together. They can significantly change the appearance of the game and make it easier for players to tell what is happening onscreen. This page serves as a repository for custom graphic sets made by users.&lt;br /&gt;
&lt;br /&gt;
==24x24 square graphics sets==&lt;br /&gt;
&lt;br /&gt;
===GemSet===&lt;br /&gt;
[[Image:Gemsetgameplay.png|thumb|right|Screenshot of game using the Gemset Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Gemset_Logo.png|256px]]&lt;br /&gt;
| download link = [http://www.bay12forums.com/smf/index.php?topic=150753.0 Official Forum Thread] or [https://github.com/DFgraphics/GemSet github]&lt;br /&gt;
| author          = DragonDePlatino&lt;br /&gt;
| sprite          = 24&amp;amp;times;24 / 48&amp;amp;times;48&lt;br /&gt;
| resolution      = 1920&amp;amp;times;600&lt;br /&gt;
| current version = 1.4&lt;br /&gt;
| df compatible   = 0.42.04&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 17, 2015. The DFgraphics github version is currently the only one actively maintained.&lt;br /&gt;
The first complete 24x24 graphics set for Dwarf Fortress, GemSet provides the aesthetics of ASCII and convenience of graphics.&lt;br /&gt;
&lt;br /&gt;
Drawn natively in a 24x24 resolution for 1080p and 4K displays, GemSet is the highest-resolution graphics set to-date. The entire graphics set uses a bright 32-color palette with the intention of keeping everything crystal-clear on even the highest-resolution displays. All profession graphics are color-coded according to their ASCII counterparts and black has been kept as the dominant color of the graphics set.&lt;br /&gt;
&lt;br /&gt;
All creature graphics are finished and TWBT support is currently in-development.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Dungeon Set===&lt;br /&gt;
[[Image:Dungeonsetgameplay.jpeg|thumb|right|Screenshot of game using the Dungeon Set Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Dungeonsetlogo.png|256px]]&lt;br /&gt;
| download link = [http://www.bay12forums.com/smf/index.php?topic=152766.msg6467509 Official Forum Thread]&lt;br /&gt;
| author          = utkonos&lt;br /&gt;
| sprite          = 24&amp;amp;times;24&lt;br /&gt;
| resolution      = 1920&amp;amp;times;600&lt;br /&gt;
| current version = 1.03&lt;br /&gt;
| df compatible   = 0.43.03&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: June 28, 2016.&lt;br /&gt;
A TWBT compatible graphics set drawn in a realistic style.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Burnedfxlogo.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=143588.0 Forum thread]&lt;br /&gt;
| author          = Burned&lt;br /&gt;
| sprite          = 12&amp;amp;times;12 or 24&amp;amp;times;24&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768&lt;br /&gt;
| current version = n/a&lt;br /&gt;
| df compatible   = 0.44.05&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: January 19, 2018&lt;br /&gt;
Provides graphics for every creature in the game, a custom tileset and color scheme.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18x18 square graphics sets==&lt;br /&gt;
&lt;br /&gt;
===CLA's ASCII-like Graphics Set===&lt;br /&gt;
[[Image:Zscrn-cla.jpg|thumb|right|Screenshot of game using CLA's ASCII-like Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:ZwymD.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=105376.0 Official Forum Thread], [https://github.com/DFgraphics/CLA/releases Github]&lt;br /&gt;
| author          = CLA&lt;br /&gt;
| sprite          = 18&amp;amp;times;18&lt;br /&gt;
| resolution      = 1440x450&lt;br /&gt;
| current version = 26&lt;br /&gt;
| df compatible   = 0.44.12&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated: April 15, 2019&lt;br /&gt;
ASCII-Like, uses stylized letters to show what the creature is while still allowing it to look like the letter. Tileset based on [[DF2014:Tileset_repository#18.C3.9718|Haowan]] with opaque ground tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ironhand and Wormslayer's Graphics Pack===&lt;br /&gt;
[[Image:Zscrn-ironhand.jpg|thumb|right|Screenshot of game using Ironhand and Wormslayer's Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Ironhandtileset.png|256px]]&amp;lt;!--[[Image:IronhandDwarves.png|270px]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread] (and [http://dffd.bay12games.com/file.php?id=13283 DFFD for v0.44]), [https://github.com/DFgraphics/Ironhand/releases Github]&lt;br /&gt;
| author          = Ironhand and Wormslayer&lt;br /&gt;
| sprite          = 18&amp;amp;times;18 / [http://www.bay12forums.com/smf/index.php?topic=122400.0 unofficial 16&amp;amp;times;16 version (Ironhand16 for 0.40.09)]&lt;br /&gt;
| resolution      = 1440x450&lt;br /&gt;
| current version = 0.68&lt;br /&gt;
| df compatible   = 0.44.11&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated:  June 24, 2018. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16×16 square graphics sets==&lt;br /&gt;
&lt;br /&gt;
===Beefmo 2012===&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=2087 Beefmo 2012 page on DFFD]&lt;br /&gt;
| author          = Beefmo and Thirin&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 0.54&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: Dec 26, 2012. No longer maintained.&lt;br /&gt;
Exhaustive collection of sprites for all civilized races (dwarves, elves, goblins, humans, and kobolds) including unique images for each profession within each race, as well as zombie, skeleton, and ghost forms. There is also a huge gallery of creatures including livestock, wildlife, and cavern fauna.  Many of the animals are collected from other sets and modified to fit, plus many unique to this tile set -- as such it is one of the most comprehensive collections of creature graphics available.  Most of the new 2012 animals and animal-men are present, though some are still TBD.  The art style is clear and consistent with clean lines and solid colors; classic pixel art. There is also a version available patched onto Obsidian and ready to be used with LNP. This version can be found [http://dffd.wimbli.com/file.php?id=8624 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Geoduck's 16x16 Graphics Set===&lt;br /&gt;
[[File:Zscr-geoduck.jpg|thumb|right|Screenshot of game using Geoduck's Graphics Set and Shizzle's ASCII tileset]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Geoduck logo.png|256px]]&lt;br /&gt;
| download link   = [http://www.geoduckthings.net/dwarf/dwarffortress16.html Geoduck's Dwarf Fortress 16x16 page]&lt;br /&gt;
| author          = Geoduck&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 2.0&lt;br /&gt;
| df compatible   = 0.43.03&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 29, 2016&lt;br /&gt;
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine compactness with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but originally inspired in part by PTTG's graphics set for .40d.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Rally Ho! Graphics Set===&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Rallyhologo.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=149172.0 Rydel's Forum Thread], [https://github.com/DFgraphics/Rally-Ho/releases Github]&lt;br /&gt;
| author          = Rydel&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 2.0&lt;br /&gt;
| df compatible   = 0.43.05&lt;br /&gt;
| installation    = Instructions in readme&lt;br /&gt;
| comments        = Last updated: March 27, 2017. The DFgraphics github version is currently the only one actively maintained.&lt;br /&gt;
Rally Ho! is a 16x16 graphics set for Dwarf Fortress 2016 (43.04-43.05) based on graphics from the Final Fantasy series of video games, especially the NES, SNES, GB, and GBA games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Mayday's Graphic Set===&lt;br /&gt;
[[Image:Zscrn-mayday.jpg|thumb|right|Screenshot of game using Mayday's Graphic Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:DFG13.png|256px]]&lt;br /&gt;
| download link   = [http://mayday.w.staszic.waw.pl/df.php Mayday's site] or [https://github.com/DFgraphics/Mayday/releases GitHub]&lt;br /&gt;
| author          = [[User:Mikemayday|Mikemayday]]&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280 horizontal&lt;br /&gt;
| current version = 40_05&lt;br /&gt;
| df compatible   = 0.40.05&lt;br /&gt;
| installation    = [http://mayday.w.staszic.waw.pl/df.php Available as a pre-installed copy].&lt;br /&gt;
| comments        = Last updated: 28 July 2014. The DFgraphics github version is currently the only one actively maintained.&lt;br /&gt;
Combined with a customized main tileset. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
&lt;br /&gt;
There's an [https://github.com/rofl0r/df-mayday inofficial patch] that supports 0.43.05 (the non-graphic related parts of the original mayday (key bindings, embark profile) have been sacrified to make forward ports easier).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Obsidian Graphics Set===&lt;br /&gt;
[[Image:Zscrn-obsidian.jpg|thumb|right|Screenshot of game using the Obsidian Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Obsidian Graphics Set.png|256px]]&amp;lt;!--[[File:Obsidian Graphics Set Dwarves Sheet.png]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=126934.msg4302701#msg4302701 Official Forum Page] or [https://github.com/DFgraphics/Obsidian/releases GitHub]&lt;br /&gt;
| author          = [[User:Obsidian Soul|Obsidian Soul]]&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 0.8&lt;br /&gt;
| df compatible   = 0.34.11 (unofficial DF2014 update available, see description)&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: July 24, 2013. The DFgraphics github version is currently the only one actively maintained.&lt;br /&gt;
A graphics set that focuses on consistency and stylized realism to harmonize the different tiles and give a more &amp;quot;medieval&amp;quot; atmosphere to the game. Unlike other tilesets, this also specifically sets aside different tiles for grass with modifications to their graphics raws. This makes it easier to distinguish pasturable areas from bare rock and sand, tell apart different biomes, as well as letting you plan green (or blue, if you're going with cave moss) gardens along your entrance halls. Just make sure to forbid traffic on it to avoid trampling them to bare ground.&lt;br /&gt;
&lt;br /&gt;
Unofficial updates for DF2014 are bundled with PeridexisErrant's [http://www.bay12forums.com/smf/index.php?topic=126076 DF Starter Pack] for Windows, fricy's [http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] for Mac, and Beautato's [http://www.bay12forums.com/smf/index.php?topic=140966.0 Linux Lazy Newb Pack] for Linux.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Phoebus' Graphics Set===&lt;br /&gt;
[[Image:Zscrn-phoebus.jpg|thumb|right|Screenshot of game using Phoebus' Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Phoebus_16x16.png|256px]]&amp;lt;!--[[Image:Phoebus_Dwarves.png]]--&amp;gt;&lt;br /&gt;
| forum thread   = [http://www.bay12forums.com/smf/index.php?topic=137096.0 Official Forum Thread] or [https://github.com/DFgraphics/Phoebus/releases GitHub]&lt;br /&gt;
| download link  = [https://github.com/DFgraphics/Phoebus GitHub repository]&lt;br /&gt;
| author          = Phoebus&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280&amp;amp;times;400&lt;br /&gt;
| current version = 0.44.06&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Phoebus quit supporting it but community tries to keep it up to date, see github repo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spacefox Graphics Set===&lt;br /&gt;
[[Image:Spacefoxscr.png|thumb|right|Screenshot of game using the Spacefox Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Spacefox-preview.png|256px]]&lt;br /&gt;
| download link   = [https://github.com/DFgraphics/Spacefox GitHub repository]&lt;br /&gt;
| author          = Spacefox&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280&amp;amp;times;400&lt;br /&gt;
| current version = 43.05e&lt;br /&gt;
| df compatible   = 0.43.05&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
A tile and graphic set created with a simple, clean look as a goal. Inspired by Jolly Bastion and referenced from tile sets that have come before. This graphic and tileset is still very much a WIP. It should be completely playable as it is based off Phoebus' Tileset and comes with all of it's graphical assets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tergel Graphics Set===&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Tergellogo.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=145802.0 Forum thread], [https://github.com/DFgraphics/Tergel Github]&lt;br /&gt;
| author          = CowThing&lt;br /&gt;
| sprite          = 12&amp;amp;times;12 or 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768&lt;br /&gt;
| current version = 5.0&lt;br /&gt;
| df compatible   = 0.44.05&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: Dec 22, 2017. The DFgraphics github version is currently the only one actively maintained.&lt;br /&gt;
Tergel is an ASCII tileset combined with simple pixel art. CowThing wanted to enhance the ASCII feel, while keeping the game readable, and give the game a happier feel. This tileset was derived from Simple Mood by Rogue Yun. Also inspired by Taffer, Jolly Bastion, Quale's &amp;quot;scroll-o-sprites&amp;quot;, and many others.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15×15 square graphics sets==&lt;br /&gt;
&lt;br /&gt;
===Duerer 15x15 Graphics Set===&lt;br /&gt;
[[File:Duererscreenshot.png|thumb|right|Screenshot of game using the Duerer graphics set.]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Duererlogo.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/?topic=142083.0 Forum thread]&lt;br /&gt;
| author          = HaterSkater&lt;br /&gt;
| sprite          = 15&amp;amp;times;15&lt;br /&gt;
| resolution      = 1280&amp;amp;times;400&lt;br /&gt;
| current version = 0.6.A&lt;br /&gt;
| df compatible   = 0.42.02&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: December 6, 2015. No longer maintained.&lt;br /&gt;
That's it. Engraved Dwarf Fortress.&lt;br /&gt;
The idea of this set arose after a series of experiments including noise application to other tilesets, and, in other hand, after 4 year study of art history. Resulting tileset looks like hand drawn graphics and engravings made in XV-XVI century or maps of same epoch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12×12 square graphics sets==&lt;br /&gt;
&lt;br /&gt;
===Geoduck's 12x12 Graphics Set===&lt;br /&gt;
[[File:Zscr-geoduck.jpg|thumb|right|Screenshot of game using Geoduck's Graphics Set and Shizzle's ASCII tileset]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Geoduck12x12dwarfsample2.png|256px]]&lt;br /&gt;
| download link   = [http://www.geoduckthings.net/dwarf/dwarffortress.html Geoduck's 12x12 Dwarf Fortress page]&lt;br /&gt;
| author          = Geoduck&lt;br /&gt;
| sprite          = 12&amp;amp;times;12&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768&lt;br /&gt;
| current version = 3.0&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 22, 2013&lt;br /&gt;
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10×10 square graphics sets==&lt;br /&gt;
&lt;br /&gt;
===Taffer's Tilesets &amp;amp; Graphics===&lt;br /&gt;
[[File:Zscr-taffer.jpg|thumb|right|Screenshot of game using Taffer's Tileset &amp;amp; Graphics]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Taffergraphics.png|250px]]&lt;br /&gt;
| download link   = [https://github.com/DFgraphics/Taffer/releases Github]&lt;br /&gt;
| author          = Taffer&lt;br /&gt;
| sprite          = 10&amp;amp;times;10, 20&amp;amp;times;20&lt;br /&gt;
| resolution      = Any&lt;br /&gt;
| current version = 4.8&lt;br /&gt;
| df compatible   = 0.43.05&lt;br /&gt;
| installation    = Unzip over DF install&lt;br /&gt;
| comments        = Last updated: January 10, 2017&lt;br /&gt;
Sharp looking, vanilla styled tilesets that strive to strike a good balance between nice, attractive graphics, while avoiding odd graphical oddities. I have positioned many tiles carefully and put a lot of thought into each one, often obsessively so. I find the cumulative differences from the ASCII add quite a bit to the game. I'm a bit of a perfectionist and the update log attests to that, but the result is pleasing and well-polished. Alternate walls are included, as is the color set and racial graphics for dwarves, humans, elves, goblins, and kobolds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16x24 non-square graphics sets==&lt;br /&gt;
&lt;br /&gt;
===Anon's Tileset and Creature Graphics===&lt;br /&gt;
[[Image:Anontileset_screen2.PNG|100px|thumb|right|Screenshot of a worldgen fortress, as seen using Anon's Tileset and Creature Graphics.]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Anontileset_screen1.PNG]]&lt;br /&gt;
| download link   = [http://dffd.bay12games.com/file.php?id=12544]&lt;br /&gt;
| author          = TilesetAnon&lt;br /&gt;
| sprite          = 16&amp;amp;times;24&lt;br /&gt;
| current version = 1.01&lt;br /&gt;
| df compatible   = 0.43.05&lt;br /&gt;
| installation    = Available as a patch&lt;br /&gt;
| comments        = Last updated: July 10, 2017&lt;br /&gt;
A clean and simple tileset with creature graphics, intended to give a comfy NES-era RPG feel.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Mods}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Graphics}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=240062</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=240062"/>
		<updated>2019-03-17T15:45:29Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Row 16 (240-255) */ removed &amp;quot;trees at lower elevation&amp;quot;; became obsolete with multi-tile trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The graphics in Dwarf Fortress can be enhanced through the use of [[graphics set|creature graphics]], which allow creatures to have unique graphics without using up space on the main tilesheet. &lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
Some of these issues can be fixed by the third-party [[Text Will Be Text]] (TWBT) plugin for the [[DFHack]] modding api. In addition to many other features, TWBT allows many items and building tiles to be moved to separate &amp;quot;overrides&amp;quot; tilesheets, so that fewer objects need to share tiles. TWBT also allows the use of a dedicated tilesheet just for text. TWBT still might not be very stable in adventure mode, though, so be cautious when using TWBT with adventure mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*, [[dancer]]s dancing&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s, playing [[instrument]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, [http://www.bay12forums.com/smf/index.php?topic=161047.msg7660465#msg7660465 drinking] in-progress, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map, mining designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up, west move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down, east move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, construction designations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, high traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, low traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*, [[Windmill|windmill]] hub&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, restricted traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*, south move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text, [[Pedestal]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], [[bolt]]s in flight, rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active EW [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade, upright weapon trap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, east [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, [[bolt]]s in flight, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active NS [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, west [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, EW [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, south [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, north [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[Display case]]s*, [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map, shop signs (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]], dark pits on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, tundra on world map, move indicator frame 2 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map, move indicator frame 1 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Native aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ª ½ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Tilesets]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=239677</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=239677"/>
		<updated>2019-02-04T21:14:40Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* No known use */ Added tile #166 as per previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The graphics in Dwarf Fortress can be enhanced through the use of [[graphics set|creature graphics]], which allow creatures to have unique graphics without using up space on the main tilesheet. &lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
Some of these issues can be fixed by the third-party [[Text Will Be Text]] (TWBT) plugin for the [[DFHack]] modding api. In addition to many other features, TWBT allows many items and building tiles to be moved to separate &amp;quot;overrides&amp;quot; tilesheets, so that fewer objects need to share tiles. TWBT also allows the use of a dedicated tilesheet just for text. TWBT still might not be very stable in adventure mode, though, so be cautious when using TWBT with adventure mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*, [[dancer]]s dancing&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s, playing [[instrument]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, [http://www.bay12forums.com/smf/index.php?topic=161047.msg7660465#msg7660465 drinking] in-progress, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map, mining designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up, west move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down, east move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, construction designations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, high traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, low traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*, [[Windmill|windmill]] hub&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, restricted traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*, south move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text, [[Pedestal]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], [[bolt]]s in flight, rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active EW [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade, upright weapon trap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, east [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, [[bolt]]s in flight, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active NS [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, west [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, EW [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, south [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, north [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[Display case]]s*, [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map, shop signs (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]], dark pits on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map, move indicator frame 2 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map, move indicator frame 1 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Native aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ª ½ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Tilesets]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=239676</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=239676"/>
		<updated>2019-02-04T21:12:11Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Row 11 (160-175) */ removed dark pit (&amp;quot;goblin settlements on worldmap&amp;quot;) from 166. See also DF2014_Talk:Tilesets#.27.C2.AA.27_and_Goblin_pits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The graphics in Dwarf Fortress can be enhanced through the use of [[graphics set|creature graphics]], which allow creatures to have unique graphics without using up space on the main tilesheet. &lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
Some of these issues can be fixed by the third-party [[Text Will Be Text]] (TWBT) plugin for the [[DFHack]] modding api. In addition to many other features, TWBT allows many items and building tiles to be moved to separate &amp;quot;overrides&amp;quot; tilesheets, so that fewer objects need to share tiles. TWBT also allows the use of a dedicated tilesheet just for text. TWBT still might not be very stable in adventure mode, though, so be cautious when using TWBT with adventure mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*, [[dancer]]s dancing&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s, playing [[instrument]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, [http://www.bay12forums.com/smf/index.php?topic=161047.msg7660465#msg7660465 drinking] in-progress, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map, mining designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up, west move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down, east move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, construction designations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, high traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, low traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*, [[Windmill|windmill]] hub&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, restricted traffic designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}, active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*, south move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text, [[Pedestal]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], [[bolt]]s in flight, rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active EW [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade, upright weapon trap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, east [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, [[bolt]]s in flight, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, active NS [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, west [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, EW [[Water_wheel|water wheel]], [[Windmill|windmill]] blade&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, south [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, north [[Roller|roller]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, southeast move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, northwest move indicator (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[Display case]]s*, [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map, shop signs (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]], dark pits on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map, move indicator frame 2 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map, move indicator frame 1 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Native aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ½ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Tilesets]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=239675</id>
		<title>DF2014 Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=239675"/>
		<updated>2019-02-04T21:10:08Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* 'ª' and Goblin pits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a discussion about how to improve this page in [http://www.bay12forums.com/smf/index.php?topic=140179.0 this forum thread. ] [[User:King Mir|King Mir]] ([[User talk:King Mir|talk]])&lt;br /&gt;
&lt;br /&gt;
== TWBT ==&lt;br /&gt;
&lt;br /&gt;
Should this page perhaps have a mention of the Text Will Be Text DFhack utility? It mentions how one should avoid modifying certain tiles, but TWBT fixes that. [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 16:02, 26 April 2015 (UTC)&lt;br /&gt;
: I'm not sure. In general I personally think wiki pages explaining parts of DF should be strictly vanilla (which doesn't exclude pages about mods and utilities of course). Notwithstanding that, it still seems to me that TWBT isn't quite mature enough - especially for adventure mode - to mention it.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:23, 7 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Check for completeness ==&lt;br /&gt;
&amp;lt;s&amp;gt;Reminder to myself (or anyone else) to check if the items on the [[Tool]] page are already mentioned here once I find the time to do so. It could be that the tools that some night creatures use in adventure mode aren't in the list yet.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:27, 7 November 2015 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
:Done. Pouch, Mortar, Bowl, and Pestle were missing; added [[Tool]] link to Cauldron. Will also write comment on the tool page to cross-check with this page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 21:56, 9 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.42.01 changes ==&lt;br /&gt;
new tiles in 42.01 are:&lt;br /&gt;
*scrolls: 236; quire, bookcase: 240; scroll rollers, book binding: 246; &amp;lt;-can all be changed in raws.&lt;br /&gt;
*sheets: 245 (can't be changed)&lt;br /&gt;
*new [[status icons]]: 034&lt;br /&gt;
*245 isn't an unused tile anymore&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:40, 6 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==new creatures==&lt;br /&gt;
&lt;br /&gt;
The creature section needs an update. List of creatures here: [[DF2014_Talk:Graphic_set]]&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:16, 20 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing information about colors in &amp;quot;Creating a custom tileset&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The section about creating a custom tileset does not specify which color should be used for the foreground, which for the background, if greyscale can be used for tone (and how they are interpreted) and any effects that other colors may have. [[User:Salty-horse|Salty-horse]] ([[User talk:Salty-horse|talk]]) 18:51, 7 March 2016 (UTC)&lt;br /&gt;
:I know, I'm currently (as in, in this very second) in the process of rewriting it. You will find it on the [[color]] page. The basics are already there by now. More details should follow during the week. Note that there is a commented out (and outdated) section in the &amp;quot;source text&amp;quot; of this section here.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 20:36, 7 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tile #10 &amp;quot;Trunk Interior&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm not an expert, but it doesn't look to me like tile 10 is used for the tree trunks. Maybe it's only used in certain varieties? The article says that the tree trunk is configurable in the d_init.txt, but there are no tiles set to use tile #10 in that file. Anyone know anything about this? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:39, 18 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I Downloaded a fresh 44.12 from bay12 and lines '''231/232''' in ''d_init.txt'' have two entries for TREE_TRUNK_INTERIOR and TREE_TRUNK_INTERIOR_DEAD assigned to #10. To verify, I embarked in a forest and luckily found a tree that has a thick enough trunk on the first try. By visually modifying tile #10, I found that it's indeed using #10 (and not an inverted #9). It might be that your init file is corrupted or modified (from a tileset author whose tileset you use).[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 21:02, 4 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'ª' and Goblin pits ==&lt;br /&gt;
&lt;br /&gt;
Is the 'ª' character (166) actually in use? I don't really remember seeing it, and neither the civilisations, pits or goblin pages makes mention of it [[Special:Contributions/155.210.226.72|155.210.226.72]] 14:00, 28 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Checking the history of the page, it was me listing the change here [http://www.bay12forums.com/smf/index.php?topic=140179.0] and editing the page shortly after. Unfortunately I don't remember where I got the information from. Either way, on 15 February 2015‎ User [[User:Cali]] added dark pits as #167. This is definitely correct, I verified it just to make sure. So I assume this was indeed my mistake that hasn't been spotted as wrong when dark pits were finally corrected. Thank you very much.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 21:10, 4 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== FotF from February 1st 2019 reveals some future use of tiles ==&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Toady, what sort of symbols/tiles represent these new sites you're adding in (monasteries, bandit forts, castles)?&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The castles had an existing symbol, the gray circle that's up top in the glyph set.  The monastery is a dark gray one.  The forts use the inverted one up there, brown, like a wooden wall with a central structure.[http://www.bay12forums.com/smf//index.php?topic=169696.msg7924237#msg7924237]&lt;br /&gt;
&lt;br /&gt;
They might not be all the new tiles for the upcoming version, but they're certainly candidates to double check. Feel free to already add comments to the tiles. I'll do it myself if I find time.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:03, 4 February 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=239674</id>
		<title>DF2014 Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=239674"/>
		<updated>2019-02-04T21:02:26Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Tile #10 &amp;quot;Trunk Interior&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a discussion about how to improve this page in [http://www.bay12forums.com/smf/index.php?topic=140179.0 this forum thread. ] [[User:King Mir|King Mir]] ([[User talk:King Mir|talk]])&lt;br /&gt;
&lt;br /&gt;
== TWBT ==&lt;br /&gt;
&lt;br /&gt;
Should this page perhaps have a mention of the Text Will Be Text DFhack utility? It mentions how one should avoid modifying certain tiles, but TWBT fixes that. [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 16:02, 26 April 2015 (UTC)&lt;br /&gt;
: I'm not sure. In general I personally think wiki pages explaining parts of DF should be strictly vanilla (which doesn't exclude pages about mods and utilities of course). Notwithstanding that, it still seems to me that TWBT isn't quite mature enough - especially for adventure mode - to mention it.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:23, 7 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Check for completeness ==&lt;br /&gt;
&amp;lt;s&amp;gt;Reminder to myself (or anyone else) to check if the items on the [[Tool]] page are already mentioned here once I find the time to do so. It could be that the tools that some night creatures use in adventure mode aren't in the list yet.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:27, 7 November 2015 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
:Done. Pouch, Mortar, Bowl, and Pestle were missing; added [[Tool]] link to Cauldron. Will also write comment on the tool page to cross-check with this page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 21:56, 9 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.42.01 changes ==&lt;br /&gt;
new tiles in 42.01 are:&lt;br /&gt;
*scrolls: 236; quire, bookcase: 240; scroll rollers, book binding: 246; &amp;lt;-can all be changed in raws.&lt;br /&gt;
*sheets: 245 (can't be changed)&lt;br /&gt;
*new [[status icons]]: 034&lt;br /&gt;
*245 isn't an unused tile anymore&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:40, 6 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==new creatures==&lt;br /&gt;
&lt;br /&gt;
The creature section needs an update. List of creatures here: [[DF2014_Talk:Graphic_set]]&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:16, 20 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing information about colors in &amp;quot;Creating a custom tileset&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The section about creating a custom tileset does not specify which color should be used for the foreground, which for the background, if greyscale can be used for tone (and how they are interpreted) and any effects that other colors may have. [[User:Salty-horse|Salty-horse]] ([[User talk:Salty-horse|talk]]) 18:51, 7 March 2016 (UTC)&lt;br /&gt;
:I know, I'm currently (as in, in this very second) in the process of rewriting it. You will find it on the [[color]] page. The basics are already there by now. More details should follow during the week. Note that there is a commented out (and outdated) section in the &amp;quot;source text&amp;quot; of this section here.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 20:36, 7 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tile #10 &amp;quot;Trunk Interior&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm not an expert, but it doesn't look to me like tile 10 is used for the tree trunks. Maybe it's only used in certain varieties? The article says that the tree trunk is configurable in the d_init.txt, but there are no tiles set to use tile #10 in that file. Anyone know anything about this? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:39, 18 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I Downloaded a fresh 44.12 from bay12 and lines '''231/232''' in ''d_init.txt'' have two entries for TREE_TRUNK_INTERIOR and TREE_TRUNK_INTERIOR_DEAD assigned to #10. To verify, I embarked in a forest and luckily found a tree that has a thick enough trunk on the first try. By visually modifying tile #10, I found that it's indeed using #10 (and not an inverted #9). It might be that your init file is corrupted or modified (from a tileset author whose tileset you use).[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 21:02, 4 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'ª' and Goblin pits ==&lt;br /&gt;
&lt;br /&gt;
Is the 'ª' character (166) actually in use? I don't really remember seeing it, and neither the civilisations, pits or goblin pages makes mention of it [[Special:Contributions/155.210.226.72|155.210.226.72]] 14:00, 28 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== FotF from February 1st 2019 reveals some future use of tiles ==&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Toady, what sort of symbols/tiles represent these new sites you're adding in (monasteries, bandit forts, castles)?&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The castles had an existing symbol, the gray circle that's up top in the glyph set.  The monastery is a dark gray one.  The forts use the inverted one up there, brown, like a wooden wall with a central structure.[http://www.bay12forums.com/smf//index.php?topic=169696.msg7924237#msg7924237]&lt;br /&gt;
&lt;br /&gt;
They might not be all the new tiles for the upcoming version, but they're certainly candidates to double check. Feel free to already add comments to the tiles. I'll do it myself if I find time.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:03, 4 February 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=239672</id>
		<title>DF2014 Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=239672"/>
		<updated>2019-02-04T19:03:58Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* FotF from February 1st 2019 reveals some future use of tiles */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a discussion about how to improve this page in [http://www.bay12forums.com/smf/index.php?topic=140179.0 this forum thread. ] [[User:King Mir|King Mir]] ([[User talk:King Mir|talk]])&lt;br /&gt;
&lt;br /&gt;
== TWBT ==&lt;br /&gt;
&lt;br /&gt;
Should this page perhaps have a mention of the Text Will Be Text DFhack utility? It mentions how one should avoid modifying certain tiles, but TWBT fixes that. [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 16:02, 26 April 2015 (UTC)&lt;br /&gt;
: I'm not sure. In general I personally think wiki pages explaining parts of DF should be strictly vanilla (which doesn't exclude pages about mods and utilities of course). Notwithstanding that, it still seems to me that TWBT isn't quite mature enough - especially for adventure mode - to mention it.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:23, 7 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Check for completeness ==&lt;br /&gt;
&amp;lt;s&amp;gt;Reminder to myself (or anyone else) to check if the items on the [[Tool]] page are already mentioned here once I find the time to do so. It could be that the tools that some night creatures use in adventure mode aren't in the list yet.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:27, 7 November 2015 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
:Done. Pouch, Mortar, Bowl, and Pestle were missing; added [[Tool]] link to Cauldron. Will also write comment on the tool page to cross-check with this page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 21:56, 9 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.42.01 changes ==&lt;br /&gt;
new tiles in 42.01 are:&lt;br /&gt;
*scrolls: 236; quire, bookcase: 240; scroll rollers, book binding: 246; &amp;lt;-can all be changed in raws.&lt;br /&gt;
*sheets: 245 (can't be changed)&lt;br /&gt;
*new [[status icons]]: 034&lt;br /&gt;
*245 isn't an unused tile anymore&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:40, 6 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==new creatures==&lt;br /&gt;
&lt;br /&gt;
The creature section needs an update. List of creatures here: [[DF2014_Talk:Graphic_set]]&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:16, 20 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing information about colors in &amp;quot;Creating a custom tileset&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The section about creating a custom tileset does not specify which color should be used for the foreground, which for the background, if greyscale can be used for tone (and how they are interpreted) and any effects that other colors may have. [[User:Salty-horse|Salty-horse]] ([[User talk:Salty-horse|talk]]) 18:51, 7 March 2016 (UTC)&lt;br /&gt;
:I know, I'm currently (as in, in this very second) in the process of rewriting it. You will find it on the [[color]] page. The basics are already there by now. More details should follow during the week. Note that there is a commented out (and outdated) section in the &amp;quot;source text&amp;quot; of this section here.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 20:36, 7 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tile #10 &amp;quot;Trunk Interior&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm not an expert, but it doesn't look to me like tile 10 is used for the tree trunks. Maybe it's only used in certain varieties? The article says that the tree trunk is configurable in the d_init.txt, but there are no tiles set to use tile #10 in that file. Anyone know anything about this? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:39, 18 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'ª' and Goblin pits ==&lt;br /&gt;
&lt;br /&gt;
Is the 'ª' character (166) actually in use? I don't really remember seeing it, and neither the civilisations, pits or goblin pages makes mention of it [[Special:Contributions/155.210.226.72|155.210.226.72]] 14:00, 28 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== FotF from February 1st 2019 reveals some future use of tiles ==&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Toady, what sort of symbols/tiles represent these new sites you're adding in (monasteries, bandit forts, castles)?&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The castles had an existing symbol, the gray circle that's up top in the glyph set.  The monastery is a dark gray one.  The forts use the inverted one up there, brown, like a wooden wall with a central structure.[http://www.bay12forums.com/smf//index.php?topic=169696.msg7924237#msg7924237]&lt;br /&gt;
&lt;br /&gt;
They might not be all the new tiles for the upcoming version, but they're certainly candidates to double check. Feel free to already add comments to the tiles. I'll do it myself if I find time.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:03, 4 February 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Rope&amp;diff=235235</id>
		<title>DF2014:Rope</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Rope&amp;diff=235235"/>
		<updated>2018-02-23T18:05:34Z</updated>

		<summary type="html">&lt;p&gt;CLA: Merged with Chain page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Chain]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chain&amp;diff=235234</id>
		<title>Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chain&amp;diff=235234"/>
		<updated>2018-02-23T18:04:53Z</updated>

		<summary type="html">&lt;p&gt;CLA: Merging with Rope page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|09:56, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Chains''' and '''Ropes''' are items used to make [[Traction_bench|traction benches]], build [[well]]s, [[restraint]]s and [[minecart]] rollers. &lt;br /&gt;
&lt;br /&gt;
Ropes are not actually a distinct item type - they are merely what chains are called when they are made of cloth. They are both listed under the 'chains' heading in the z-stocks menu, are stored in finished goods [[stockpile]]s, and are generally interchangeable.&lt;br /&gt;
&lt;br /&gt;
Chains are created at the [[metalsmith's forge]] with one [[metal]] [[bar]] (or four [[adamantine]] wafers), using the [[metal crafter|metal craft]] [[skill]] (but are found listed under &amp;quot;Furniture&amp;quot; and not &amp;quot;other objects&amp;quot; in that menu). Ropes are created at the [[clothier's shop]] with one [[cloth]], using the [[clothier]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
Taking a rope with you at embark lets you construct a well more quickly. While usually it's much cheaper to take raw materials and produce ready goods after embark, [[item value]] of a rope is 20 vs. 12 of the [[thread]]. The dwarves will not enjoy using a base quality item as much, but cost-wise it matters 3 times less than the mechanism.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nicat&lt;br /&gt;
| elvish  = oséfi&lt;br /&gt;
| goblin  = ugo&lt;br /&gt;
| human   = ekul&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Rope&amp;diff=235233</id>
		<title>DF2014:Rope</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Rope&amp;diff=235233"/>
		<updated>2018-02-23T16:11:48Z</updated>

		<summary type="html">&lt;p&gt;CLA: Add merge suggestion. See here for discussion: http://www.bay12forums.com/smf/index.php?topic=169636&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:47, 19 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{merge|chain}}&lt;br /&gt;
&lt;br /&gt;
'''Ropes''' are created at the [[clothier's shop]] with one [[cloth]], using the [[clothier]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
Ropes are not actually a distinct item type - they are merely what [[chain]]s are called when they are made of cloth. They are both listed under the 'chains' heading in the z-stocks menu, are stored in finished goods [[stockpile]]s, and are generally interchangeable.&lt;br /&gt;
&lt;br /&gt;
They are used to make [[Traction_bench|traction benches]], build [[well]]s, [[restraint]]s and [[minecart]] rollers.&lt;br /&gt;
&lt;br /&gt;
Taking a rope with you at embark lets you construct a well more quickly. While usually it's much cheaper to take raw materials and produce ready goods after embark, [[item value]] of a rope is 20 vs. 12 of the [[thread]]. The dwarves will not enjoy using a base quality item as much, but cost-wise it matters 3 times less than the mechanism.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = goden&lt;br /&gt;
| elvish  = imiwè&lt;br /&gt;
| goblin  = slusp&lt;br /&gt;
| human   = idil&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Memorial&amp;diff=233935</id>
		<title>DF2014 Talk:Memorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Memorial&amp;diff=233935"/>
		<updated>2017-11-29T12:19:08Z</updated>

		<summary type="html">&lt;p&gt;CLA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Suggested Merge With Slab ==&lt;br /&gt;
&lt;br /&gt;
I'd think this page should be merged with the page on [[Slab|slabs]], as some of the memorial-specific information in this article also exists in the more general slab article, and Dwarf Fortress treats &amp;quot;memorials&amp;quot; as a specifically engraved slab. [[Dwarf_Fortress_Wiki:Community_Portal#R|Rule R]] also comes to mind. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 20:20, 28 November 2017 (UTC)&lt;br /&gt;
:I'm inclined to agree. Do we just add a second furniture template to the page? That would be a first, right? [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 12:19, 29 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Display_case&amp;diff=233895</id>
		<title>DF2014:Display case</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Display_case&amp;diff=233895"/>
		<updated>2017-11-28T09:39:51Z</updated>

		<summary type="html">&lt;p&gt;CLA: added tile to furniture template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{furniture|name=Pedestal&lt;br /&gt;
|tile=π	|col=6:0:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|rooms=&lt;br /&gt;
[[Museum]]}}&lt;br /&gt;
&lt;br /&gt;
A '''display case''' is a piece of [[furniture]] that can be used to display other items. Display cases are created from a [[log]] and a [[window]] at a [[Carpenter's workshop]]. Display cases are listed as Display Furniture in the {{k|b}}uilt menu, with hotkey {{k|F}}. Once built, a display case can be examined with {{k|q}} and a display item can be selected with {{k|d}}. The display item selection menu displays all items that can be displayed on the pedestal. Highlighting one of the items automatically shows its description and location at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
Display cases can be found in most generated sites in [[Adventurer mode]], sometimes alongside [[pedestal]]s.&lt;br /&gt;
&lt;br /&gt;
Display cases were added in version [[Release_information/0.44.01|0.44.01]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=233791</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=233791"/>
		<updated>2017-11-25T21:19:20Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Row 15 (224-239) */ Added display case (Page doesn't exist yet)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[graphics set|object tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf Forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], [[arrow]]s in flight, keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text, [[Pedestal]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| [[Goblin]] settlements on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[Display Case]]s*, [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Copper]], [[Galena]], [[Gold]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Platinum]], [[Silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ½ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=233790</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=233790"/>
		<updated>2017-11-25T21:17:10Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Row 09 (128-143) */ added Pedestal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[graphics set|object tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf Forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], [[arrow]]s in flight, keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text, [[Pedestal]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| [[Goblin]] settlements on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Copper]], [[Galena]], [[Gold]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Platinum]], [[Silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ½ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=233758</id>
		<title>DF2014:Graphic set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=233758"/>
		<updated>2017-11-25T12:14:26Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Professions */ Added v0.44.1 professions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|an overview of graphics in DF|[[Graphics]]}}&lt;br /&gt;
{{For/see|user-created creature graphics sets|[[Graphics set repository]]}}&lt;br /&gt;
&lt;br /&gt;
A graphic set is an additional tileset for objects. While this is eventually planned for all objects in game, currently only creatures can be assigned to graphic sets.&lt;br /&gt;
Graphic sets are placed in raw/graphics (as well as the raw folder of each save); A corresponding text file assigns tiles to objects.&lt;br /&gt;
==Documentation==&lt;br /&gt;
===Location and size===&lt;br /&gt;
The text files are placed directly in the raw/graphics folder while the graphic sets themselves should be in subfolders. Graphic sets don't need to have the same tile size as the main [[tilesets|tileset]], they will be resized automatically to match it. As the automatic resizing algorithm might introduce artifacts or unintended aliasing to your art, it is recommended to draw them in the intended dimension from the beginning. The number of tiles and their spatial arrangement doesn't matter (see [[Graphic_set#Notes|Notes]] for details).&lt;br /&gt;
&lt;br /&gt;
===Possible graphics===&lt;br /&gt;
:''You can find a detailed list below.''&lt;br /&gt;
All [[creature]]s can have separate graphics assigned to their adult and child states, undead, and their -men and giant variants. In addition, the major [[Civilization]]s can have separate graphics for all professions (such as miner, mason, caravan guard, and ghost). You can assign one graphic to several creatures/states, and you can set each tile to either be displayed as it appears or let the game color them. Vermin and different genders cannot have separate graphics assigned to them.&lt;br /&gt;
&lt;br /&gt;
===Text file syntax===&lt;br /&gt;
A graphic set needs a text file that tells the game which tile is used for which creature. You can use separate text files for each graphic set, or a single one for several. Each text file consists of a header, one or more graphic set definitions (called &amp;quot;TILE_PAGE&amp;quot;) and several creature graphics entries, each of which has subentries for professions.&lt;br /&gt;
&lt;br /&gt;
The structure of a typical text file would look like this:&lt;br /&gt;
*Header&lt;br /&gt;
*Tile page definition&lt;br /&gt;
**Creature graphic entry&lt;br /&gt;
***profession subentry&lt;br /&gt;
***more&lt;br /&gt;
***profession&lt;br /&gt;
***subentries&lt;br /&gt;
**next creature&lt;br /&gt;
***with&lt;br /&gt;
***more&lt;br /&gt;
***professions&lt;br /&gt;
*new tile page definition&lt;br /&gt;
**a creature&lt;br /&gt;
***with adult&lt;br /&gt;
***and child graphics&lt;br /&gt;
**and another creature&lt;br /&gt;
***adult&lt;br /&gt;
***child&lt;br /&gt;
&lt;br /&gt;
Below is an example of such a file.&lt;br /&gt;
&lt;br /&gt;
 graphics_mygraphics &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The first line of the header. You'll be saving the text document as this name (graphics_mygraphics.txt) &amp;lt;br&amp;gt;                            This name should match the folder name you will be using in &amp;quot;raw/graphics&amp;quot;.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the header. Each graphic set text file needs to contain these lines.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 below are dwarves &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''text outside brackets gets ignored. You can use it for comments and organizing your file visually with lines'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt; &lt;br /&gt;
 [TILE_PAGE:MYDWARVES] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Here you are defining properties of a single graphic set image. The title MYDWARVES will be used in creature graphic entries to refer to that graphic set. The title doesn't have to match any creature, folder, or image name.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &lt;br /&gt;
        [FILE:mygraphics/mydwarves.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The subfolder where the graphic set is located (relative to this text file) and its filename, including the file extension. '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Height:Width - Pixels per tile, so DF knows where one tile ends and another begins'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [PAGE_DIM:5:3] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Width:Height - Tiles per image and how they're arranged in rows and columns.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the first TILE_PAGE definition.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Next are the creature graphic entries. Syntax is: [Profession:TILE_PAGE:X:Y:Color:State]''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''X and Y are the coordinates of the tile on the image. More information below.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DWARF] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The value (DWARF in this case) is the name the creature has in the raws. This NEEDS to be spelled correctly.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [DEFAULT:MYDWARVES:0:0:'''ADD_COLOR''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;''' The ADD_COLOR value tells DF to give the tile the same colors as the default graphic '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [STANDARD:MYDWARVES:1:0:'''AS_IS''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''AS_IS takes the tile as it is. Most likely this is the setting you want'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [MINER:MYDWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
                   &amp;amp;darr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''We defined the tile page above. it refers to the image mydwarves.png '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [CHILD:'''MYDWARVES''':3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [BABY:MYDWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 humans &amp;lt;br&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYHUMANS] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The next TILE_PAGE definition. You could put that (and its creature graphic entries) in a separate text file, but it would have to contain its own header.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [FILE:Other_Graphics/humans.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This file is in another subfile'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:1:4] &amp;lt;br&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
    ''' Notes can go here too.'''        &lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''RECRUIT''':MYHUMANS:0:2:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with no weapons'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''SWORDSMAN''':MYHUMANS:0:3:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with a sword'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;==============================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 animals &amp;lt;br&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYANIMALS]&lt;br /&gt;
        [FILE:Other_Graphics/animals'''.bmp'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Pictures can be in .BMP format, too.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:6:2] &amp;lt;br&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MYANIMALS:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        ['''TRAINED_HUNTER''':MYANIMALS:4:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_HUNTER profession only works with animals that have the [TRAINABLE] or [TRAINABLE_HUNTING] tag.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''TRAINED_WAR''':MYANIMALS:5:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_WAR profession only works with animals that have the [TRAINABLE] or [TRAINABLE_WAR] tag.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:CAT]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
===Coordinates===&lt;br /&gt;
The PAGE_DIM value in the TILE_PAGE section defines how many columns and rows a given TILE_PAGE (graphic set) has. The first value is the X axis (or &amp;quot;width&amp;quot;), the second value the Y axis (&amp;quot;height&amp;quot;). The origin (0,0) is at the top left. &lt;br /&gt;
This is how the coordinates would work with the image mydwarves.png from the example above:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0:0&lt;br /&gt;
| 1:0&lt;br /&gt;
| 2:0&lt;br /&gt;
| '''3:0'''&lt;br /&gt;
| 4:0&lt;br /&gt;
|-&lt;br /&gt;
| 0:1&lt;br /&gt;
| 1:1&lt;br /&gt;
| 2:1&lt;br /&gt;
| 3:1&lt;br /&gt;
| 4:1&lt;br /&gt;
|-&lt;br /&gt;
| 0:2&lt;br /&gt;
| 1:2&lt;br /&gt;
| 2:2&lt;br /&gt;
| 3:2&lt;br /&gt;
| 4:2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The position of the dwarven child graphic from the example above ([CHILD:MYDWARVES:'''3:0''':AS_IS:DEFAULT]) is shown in bold.&lt;br /&gt;
&lt;br /&gt;
Note that the coordinates start at 0, not 1. So, ''the last column in a 5 tile wide image is at 4'', not at 5.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18x18) or how small (8x12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22x44=968 which is less than 1024. However, a sheet that has 24 rows and 44 columns (24x44=1056) will not work.&lt;br /&gt;
&lt;br /&gt;
==List of professions, creatures and states==&lt;br /&gt;
As shown in the example above, the syntax is&lt;br /&gt;
  [CREATURE_GRAPHICS:'''Creature name''']&lt;br /&gt;
        ['''Profession''':MYHUMANS:0:0:AS_IS:'''Texture Token''']&lt;br /&gt;
In the following, you will find tables with valid values.&lt;br /&gt;
===Texture tokens===&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
       [DEFAULT:MYHUMANS:0:0:AS_IS:'''''DEFAULT''''']	&lt;br /&gt;
       [SWORDSMAN:MYHUMANS:0:1:AS_IS:'''''DEFAULT''''']&lt;br /&gt;
       [RECRUIT:MYHUMANS:0:2:AS_IS:'''''ADVENTURER''''']&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect''' - this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}}&lt;br /&gt;
| Standard creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}}&lt;br /&gt;
| Used when playing the creature as an adventurer(?)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for LAW_ENFORCEMENT (i.e. Fortress Guards)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for ESCORT_TAX_COLLECTOR (currently nobody)&lt;br /&gt;
|}&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect''' - this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
===Professions===&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        ['''''DEFAULT''''':MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        ['''''SWORDSMAN''''':MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''''RECRUIT''''':MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find these in ''raw/objects/entity_default.txt'' as PERMITTED_JOB and POSITION. POSITIONS are only defined under the entry for Dwarves, but all Civilizations use these definitions.{{verify}}&lt;br /&gt;
&lt;br /&gt;
All 5 major [[Civilization]]s (Dwarves, Elves, Humans, Goblins, Kobolds) use at least some of these professions. Regardless, all 5 as well as [[animal people]] and [[gorlak]]s can have any profession available to the civilization(s) they become part of - which can be any civilization. Additionally, [[plump helmet man|plump helmet men]] can have any profession which doesn't require talking (Plump helmet men cannot talk). In Summary, any Dwarf, Elf, Human, Goblin, Kobold, Animal Person, and Gorlak can theoretically have any profession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The highest skill of a creature determine which profession graphic it uses. DEFAULT is used when no graphic for a profession is found (not to be mistaken for the Texture token DEFAULT). STANDARD is used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
Position Tokens are graphics used for appointed positions in the world, like queen, baron, general, but also slave and prisoner. When a creature does have a position and a graphic exists for that position, it takes precedence over the profession graphic. &lt;br /&gt;
&lt;br /&gt;
''In game titles and position tags aren't necessarily the same. For example, in game a female elven ruler is called queen or princess, but their positions are LEADER and GENERAL, respectively. While the position is called MONARCH in the raws, you can specify QUEEN and KING in your graphic set. You can also have separate graphics for a ruler's spouse, for example BARON_CONSORT. It is not clear from the raws which exact position names and genders are valid.{{verify}} In case of doubt, you can define them all, the game will just skip them if they don't exist.{{verify}}''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT&lt;br /&gt;
| used when no graphic for a profession is found&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD&lt;br /&gt;
| used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}}&lt;br /&gt;
| Animated (zombie/skeleton) version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}}&lt;br /&gt;
| Ghostly version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| CHILD || &lt;br /&gt;
|-&lt;br /&gt;
| BABY || &lt;br /&gt;
|-&lt;br /&gt;
| DRUNK || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Civilians !! used by&lt;br /&gt;
|-&lt;br /&gt;
| MINER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| CARPENTER || &lt;br /&gt;
|-&lt;br /&gt;
| BOWYER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONEWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGRAVER || &lt;br /&gt;
|-&lt;br /&gt;
| MASON || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_CARETAKER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_TRAINER || &lt;br /&gt;
|-&lt;br /&gt;
| HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAPPER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| METALSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| FURNACE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| WEAPONSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| ARMORER || &lt;br /&gt;
|-&lt;br /&gt;
| BLACKSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| JEWELER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_CUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_CARVER || &lt;br /&gt;
|-&lt;br /&gt;
| WEAVER || &lt;br /&gt;
|-&lt;br /&gt;
| CLOTHIER || &lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| STRAND_EXTRACTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERY_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLEANER || &lt;br /&gt;
|-&lt;br /&gt;
| FARMER || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| MILKER || &lt;br /&gt;
|-&lt;br /&gt;
| COOK || &lt;br /&gt;
|-&lt;br /&gt;
| THRESHER || &lt;br /&gt;
|-&lt;br /&gt;
| MILLER || &lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER || &lt;br /&gt;
|-&lt;br /&gt;
| TANNER || &lt;br /&gt;
|-&lt;br /&gt;
| DYER || &lt;br /&gt;
|-&lt;br /&gt;
| PLANTER || &lt;br /&gt;
|-&lt;br /&gt;
| HERBALIST || &lt;br /&gt;
|-&lt;br /&gt;
| BREWER || &lt;br /&gt;
|-&lt;br /&gt;
| SOAP_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| MECHANIC || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| PUMP_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| CLERK || &lt;br /&gt;
|-&lt;br /&gt;
| ARCHITECT || &lt;br /&gt;
|-&lt;br /&gt;
| ADMINISTRATOR || &lt;br /&gt;
|-&lt;br /&gt;
| TRADER || &lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| SUTURER || &lt;br /&gt;
|-&lt;br /&gt;
| SURGEON || &lt;br /&gt;
|-&lt;br /&gt;
| GLAZER || &lt;br /&gt;
|-&lt;br /&gt;
| POTTER || &lt;br /&gt;
|-&lt;br /&gt;
| PRESSER || &lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| GELDER ||&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
 |style=&amp;quot;vertical-align:top;&amp;quot;| &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Military !! used by&lt;br /&gt;
|-&lt;br /&gt;
|CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| RECRUIT || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_WAR || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| LASHER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_LASHER || &lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
 |style=&amp;quot;vertical-align:top;&amp;quot;| &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Position Token !! used by&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARON || &lt;br /&gt;
|-&lt;br /&gt;
| BARON_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| KING || &lt;br /&gt;
|-&lt;br /&gt;
| KING_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MANAGER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| BROKER || &lt;br /&gt;
|-&lt;br /&gt;
| CHIEF_MEDICAL_DWARF || &lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT || &lt;br /&gt;
|-&lt;br /&gt;
| OUTPOST_LIAISON || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_COMMANDER || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERER || &lt;br /&gt;
|-&lt;br /&gt;
| SHERIFF || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN_OF_THE_GUARD || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| LIEUTENANT || &lt;br /&gt;
|-&lt;br /&gt;
| GENERAL || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| HIGH_PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| ACOLYTE || &lt;br /&gt;
|-&lt;br /&gt;
| DRUID || &lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL || &lt;br /&gt;
|-&lt;br /&gt;
| SNATCHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCOUT || &lt;br /&gt;
|-&lt;br /&gt;
| MONSTER_SLAYER || &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| SLAVE || &lt;br /&gt;
|-&lt;br /&gt;
| PRISONER || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 |style=&amp;quot;vertical-align:top;&amp;quot;| &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! New in v0.42 !! used by&lt;br /&gt;
|-&lt;br /&gt;
| PERFORMER || &lt;br /&gt;
|-&lt;br /&gt;
| POET || &lt;br /&gt;
|-&lt;br /&gt;
| BARD || &lt;br /&gt;
|-&lt;br /&gt;
| DANCER || &lt;br /&gt;
|-&lt;br /&gt;
| SAGE || &lt;br /&gt;
|-&lt;br /&gt;
| SCHOLAR || &lt;br /&gt;
|-&lt;br /&gt;
| PHILOSOPHER || &lt;br /&gt;
|-&lt;br /&gt;
| MATHEMATICIAN || &lt;br /&gt;
|-&lt;br /&gt;
| HISTORIAN || &lt;br /&gt;
|-&lt;br /&gt;
| ASTRONOMER || &lt;br /&gt;
|-&lt;br /&gt;
| NATURALIST || &lt;br /&gt;
|-&lt;br /&gt;
| CHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| GEOGRAPHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCRIBE || &lt;br /&gt;
|-&lt;br /&gt;
| PAPERMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKBINDER || &lt;br /&gt;
|-&lt;br /&gt;
| TAVERN_KEEPER|| &lt;br /&gt;
|-&lt;br /&gt;
! New in v0.44 !! used by&lt;br /&gt;
|-&lt;br /&gt;
| PROPHET ||&lt;br /&gt;
|-&lt;br /&gt;
| PILGRIM ||&lt;br /&gt;
|-&lt;br /&gt;
| MONK ||&lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL ||&lt;br /&gt;
|-&lt;br /&gt;
| PEDDLER ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
:''For a table with general information about creatures, see [[Creature|here]]''&lt;br /&gt;
:''For a table sorted by default tile, including alternate tiles, see [[Tilesets#Creatures|here]]''&lt;br /&gt;
:''For a table with trainable animals, see [[Animal_trainer#Trainable_war.2Fhunting_animals|here]]''&lt;br /&gt;
 [CREATURE_GRAPHICS:'''''HUMAN''''']&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [RECRUIT:MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
Creatures that use a raw name you might not expect (space instead of underscore, bird without BIRD_ prefix, THING_GIANT instead of GIANT_THING) have a differently colored background. be extra careful to spell these correctly.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Raw Name !! Name !! Vermin&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_amphibians &lt;br /&gt;
|-&lt;br /&gt;
| TOAD || toad || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| TOAD_MAN || toad man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TOAD || giant toad ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_annelids &lt;br /&gt;
|-&lt;br /&gt;
| WORM || worm || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| WORM_MAN || worm man ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BLUEJAY || blue jay || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BLUEJAY_MAN || bluejay man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLUEJAY || giant bluejay ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CARDINAL || cardinal || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| CARDINAL_MAN || cardinal man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CARDINAL || giant cardinal ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GRACKLE || grackle || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| GRACKLE_MAN || grackle man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRACKLE || giant grackle ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ORIOLE || oriole || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| ORIOLE_MAN || oriole man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORIOLE || giant oriole ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RW_BLACKBIRD || red-winged blackbird || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| RW_BLACKBIRD_MAN || red-winged blackbird man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RW_BLACKBIRD || giant red-winged blackbird ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN || penguin ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_LITTLE || little penguin ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_EMPEROR || emperor penguin ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PENGUIN MAN || penguin man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_PENGUIN_GIANT || giant penguin ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_FALCON_PEREGRINE || peregrine falcon ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PEREGRINE FALCON MAN || peregrine falcon man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT PEREGRINE FALCON || giant peregrine falcon ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KIWI || kiwi ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| KIWI MAN || kiwi man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_KIWI_GIANT || giant kiwi ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSTRICH || ostrich ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OSTRICH MAN || ostrich man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_OSTRICH_GIANT || giant ostrich ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds_new &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CROW || crow || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| CROW_MAN || crow man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROW || giant crow ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RAVEN || raven ||  &lt;br /&gt;
|-&lt;br /&gt;
| RAVEN_MAN || raven man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RAVEN || giant raven ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CASSOWARY || cassowary ||  &lt;br /&gt;
|-&lt;br /&gt;
| CASSOWARY_MAN || cassowary man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CASSOWARY || giant cassowary ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KEA || kea ||  &lt;br /&gt;
|-&lt;br /&gt;
| KEA_MAN || kea man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KEA || giant kea ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_SNOWY || snowy owl ||  &lt;br /&gt;
|-&lt;br /&gt;
| SNOWY_OWL_MAN || snowy owl man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNOWY_OWL || giant snowy owl ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPARROW || sparrow || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SPARROW_MAN || sparrow man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPARROW || giant sparrow ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_STORK_WHITE || white stork ||  &lt;br /&gt;
|-&lt;br /&gt;
| WHITE_STORK_MAN || white stork man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WHITE_STORK || giant white stork ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOON || loon ||  &lt;br /&gt;
|-&lt;br /&gt;
| LOON_MAN || loon man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOON || giant loon ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_BARN || barn owl ||  &lt;br /&gt;
|-&lt;br /&gt;
| BARN_OWL_MAN || barn owl man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARN_OWL || giant barn owl ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARAKEET || parakeet || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| PARAKEET_MAN || parakeet man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PARAKEET || giant parakeet ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KAKAPO || kakapo ||  &lt;br /&gt;
|-&lt;br /&gt;
| KAKAPO_MAN || kakapo man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KAKAPO || giant kakapo ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARROT_GREY || grey parrot ||  &lt;br /&gt;
|-&lt;br /&gt;
| GREY_PARROT_MAN || grey parrot man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREY_PARROT || giant grey parrot ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PUFFIN || puffin ||  &lt;br /&gt;
|-&lt;br /&gt;
| PUFFIN_MAN || puffin man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PUFFIN || giant puffin ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWAN || swan ||  &lt;br /&gt;
|-&lt;br /&gt;
| SWAN_MAN || swan man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SWAN || giant swan ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LORIKEET || lorikeet || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| LORIKEET_MAN || lorikeet man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LORIKEET || giant lorikeet ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_WREN || wren || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| WREN_MAN || wren man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WREN || giant wren ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSPREY || osprey ||  &lt;br /&gt;
|-&lt;br /&gt;
| OSPREY_MAN || osprey man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OSPREY || giant osprey ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EMU || emu ||  &lt;br /&gt;
|-&lt;br /&gt;
| EMU_MAN || emu man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EMU || giant emu ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_COCKATIEL || cockatiel || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| COCKATIEL_MAN || cockatiel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COCKATIEL || giant cockatiel ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_PEACH-FACED || peach-faced lovebird || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| PEACH-FACED_LOVEBIRD_MAN || peach-faced lovebird man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PEACH-FACED_LOVEBIRD || giant peach-faced lovebird ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_MAGPIE || magpie || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MAGPIE_MAN || magpie man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MAGPIE || giant magpie ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KESTREL || kestrel ||  &lt;br /&gt;
|-&lt;br /&gt;
| KESTREL_MAN || kestrel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KESTREL || giant kestrel ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ALBATROSS || albatross ||  &lt;br /&gt;
|-&lt;br /&gt;
| ALBATROSS_MAN || albatross man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALBATROSS || giant albatross ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_GREAT_HORNED || great horned owl ||  &lt;br /&gt;
|-&lt;br /&gt;
| GREAT_HORNED_OWL_MAN || great horned owl man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREAT_HORNED_OWL || giant great horned owl ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EAGLE || eagle ||  &lt;br /&gt;
|-&lt;br /&gt;
| EAGLE_MAN || eagle man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EAGLE || giant eagle ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_HORNBILL || hornbill ||  &lt;br /&gt;
|-&lt;br /&gt;
| HORNBILL_MAN || hornbill man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORNBILL || giant hornbill ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_MASKED || masked lovebird || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MASKED_LOVEBIRD_MAN || masked lovebird man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MASKED_LOVEBIRD || giant masked lovebird ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUSHTIT || bushtit || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BUSHTIT_MAN || bushtit man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHTIT || giant bushtit ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_bug_slug_new &lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY || damselfly || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY_MAN || damselfly man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DAMSELFLY || giant damselfly ||  &lt;br /&gt;
|-&lt;br /&gt;
| MOTH || moth || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MOTH_MAN || moth man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOTH || giant moth ||  &lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER || grasshopper || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER_MAN || grasshopper man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRASSHOPPER || giant grasshopper ||  &lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION || bark scorpion || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION_MAN || bark scorpion man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARK_SCORPION || giant bark scorpion ||  &lt;br /&gt;
|-&lt;br /&gt;
| MANTIS || mantis || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MANTIS_MAN || mantis man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANTIS || giant mantis ||  &lt;br /&gt;
|-&lt;br /&gt;
| TICK || tick || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| TICK_MAN || tick man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TICK || giant tick ||  &lt;br /&gt;
|-&lt;br /&gt;
| LOUSE || louse || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| LOUSE_MAN || louse man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOUSE || giant louse ||  &lt;br /&gt;
|-&lt;br /&gt;
| THRIPS || thrips || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| THRIPS_MAN || thrips man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_THRIPS || giant thrips ||  &lt;br /&gt;
|-&lt;br /&gt;
| SLUG || slug || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SLUG_MAN || slug man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLUG || giant slug ||  &lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO || mosquito || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO_MAN || mosquito man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOSQUITO || giant mosquito ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_JUMPING || jumping spider || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| JUMPING_SPIDER_MAN || jumping spider man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JUMPING_SPIDER || giant jumping spider ||  &lt;br /&gt;
|-&lt;br /&gt;
| TERMITE || termite || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL || moon snail || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL_MAN || moon snail man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOON_SNAIL || giant moon snail ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_BROWN_RECLUSE || brown recluse spider || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BROWN_RECLUSE_SPIDER_MAN || brown recluse spider man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BROWN_RECLUSE_SPIDER || giant brown recluse spider ||  &lt;br /&gt;
|-&lt;br /&gt;
| SNAIL || snail || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SNAIL_MAN || snail man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAIL || giant snail ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_desert_new &lt;br /&gt;
|-&lt;br /&gt;
| GECKO_LEOPARD || leopard gecko || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_GECKO_MAN || leopard gecko man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_GECKO || giant leopard gecko ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| DESERT TORTOISE || desert tortoise ||  &lt;br /&gt;
|-&lt;br /&gt;
| DESERT_TORTOISE_MAN || desert tortoise man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DESERT_TORTOISE || giant desert tortoise ||  &lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER || gila monster ||  &lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER_MAN || gila monster man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GILA_MONSTER || giant gila monster ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_domestic &lt;br /&gt;
|-&lt;br /&gt;
| DOG || dog ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAT || cat ||  &lt;br /&gt;
|-&lt;br /&gt;
| MULE || mule ||  &lt;br /&gt;
|-&lt;br /&gt;
| DONKEY || donkey ||  &lt;br /&gt;
|-&lt;br /&gt;
| HORSE || horse ||  &lt;br /&gt;
|-&lt;br /&gt;
| COW || cow ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHEEP || sheep ||  &lt;br /&gt;
|-&lt;br /&gt;
| PIG || pig ||  &lt;br /&gt;
|-&lt;br /&gt;
| GOAT || goat ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CHICKEN || chicken ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAVY || cavy ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_DUCK || duck ||  &lt;br /&gt;
|-&lt;br /&gt;
| WATER_BUFFALO || water buffalo ||  &lt;br /&gt;
|-&lt;br /&gt;
| REINDEER || reindeer ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GOOSE || goose ||  &lt;br /&gt;
|-&lt;br /&gt;
| YAK || yak ||  &lt;br /&gt;
|-&lt;br /&gt;
| LLAMA || llama ||  &lt;br /&gt;
|-&lt;br /&gt;
| ALPACA || alpaca ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GUINEAFOWL || guineafowl ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PEAFOWL_BLUE || blue peafowl ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_TURKEY || turkey ||  &lt;br /&gt;
|-&lt;br /&gt;
| RABBIT || rabbit ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_equipment &lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON || wagon ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_fanciful &lt;br /&gt;
|-&lt;br /&gt;
| CHIMERA || chimera ||  &lt;br /&gt;
|-&lt;br /&gt;
| CENTAUR || centaur ||  &lt;br /&gt;
|-&lt;br /&gt;
| GRIFFON || griffon ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_insects &lt;br /&gt;
|-&lt;br /&gt;
| FLY || fly || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FLY_MAN || fly man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLY || giant fly ||  &lt;br /&gt;
|-&lt;br /&gt;
| ROACH_LARGE || large roach || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| ROACH_MAN || roach man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ROACH || giant roach ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEETLE || beetle || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BEETLE_MAN || beetle man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEETLE || giant beetle ||  &lt;br /&gt;
|-&lt;br /&gt;
| ANT || ant || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH || monarch butterfly || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH_MAN || monarch butterfly man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUTTERFLY_MONARCH || giant monarch butterfly ||  &lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY || firefly || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY_MAN || firefly man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FIREFLY || giant firefly ||  &lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY || dragonfly || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY_MAN || dragonfly man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DRAGONFLY || giant dragonfly ||  &lt;br /&gt;
|-&lt;br /&gt;
| HONEY_BEE || honey bee || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BUMBLEBEE || bumblebee ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_mountain &lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN || mountain goat ||  &lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN_MAN || mountain goat man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GOAT_MOUNTAIN || giant mountain goat ||  &lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY || hoary marmot ||  &lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY_MAN || hoary marmot man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MARMOT_HOARY || giant hoary marmot ||  &lt;br /&gt;
|-&lt;br /&gt;
| GNOME_MOUNTAIN || mountain gnome ||  &lt;br /&gt;
|-&lt;br /&gt;
| GNOME_DARK || dark gnome ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_ocean &lt;br /&gt;
|-&lt;br /&gt;
| WALRUS || walrus ||  &lt;br /&gt;
|-&lt;br /&gt;
| WALRUS_MAN || walrus man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WALRUS || giant walrus ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_SEA || sea lamprey ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_GREAT_WHITE || great white shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_FRILL || frill shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_SPINY_DOGFISH || spiny dogfish ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WOBBEGONG_SPOTTED || spotted wobbegong ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WHALE || whale shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BASKING || basking shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_NURSE || nurse shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_SHORTFIN || shortfin mako shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_LONGFIN || longfin mako shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_TIGER || tiger shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BULL || bull shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_BLACKTIP || blacktip reef shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_WHITETIP || whitetip reef shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BLUE || blue shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_HAMMERHEAD || hammerhead shark ||  &lt;br /&gt;
|-&lt;br /&gt;
| SHARK_ANGEL || angelshark ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_SKATE_COMMON || common skate ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_MANTA || manta ray ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_STINGRAY || stingray ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_COELACANTH || coelacanth ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_STURGEON || sturgeon ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CONGER_EEL || conger eel ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_MILKFISH || milkfish ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_COD || cod ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_OPAH || opah ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_GROUPER_GIANT || giant grouper ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_BLUEFISH || bluefish ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_SUNFISH_OCEAN || ocean sunfish ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_SWORDFISH || swordfish ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_MARLIN || marlin ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_HALIBUT || halibut ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_BARRACUDA_GREAT || great barracuda ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_TUNA_BLUEFIN || bluefin tuna ||  &lt;br /&gt;
|-&lt;br /&gt;
| NARWHAL || narwhal ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL MAN || narwhal man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL, GIANT || giant narwhal ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_riverlake &lt;br /&gt;
|-&lt;br /&gt;
| HIPPO || hippo ||  &lt;br /&gt;
|-&lt;br /&gt;
| HIPPO_MAN || hippo man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HIPPO || giant hippo ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_GAR_LONGNOSE || longnose gar ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CARP || carp ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_TIGERFISH || tigerfish ||  &lt;br /&gt;
|-&lt;br /&gt;
| FISH_PIKE || pike ||  &lt;br /&gt;
|-&lt;br /&gt;
| PLATYPUS || platypus ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS MAN || platypus man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS, GIANT || giant platypus ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_temperate &lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY || grizzly bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY_MAN || grizzly bear man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_GRIZZLY || giant grizzly bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK || black bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK_MAN || black bear man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_BLACK || giant black bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| DEER || deer ||  &lt;br /&gt;
|-&lt;br /&gt;
| DEER_MAN || deer man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DEER || giant deer ||  &lt;br /&gt;
|-&lt;br /&gt;
| FOX || fox ||  &lt;br /&gt;
|-&lt;br /&gt;
| FOX_MAN || fox man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FOX || giant fox ||  &lt;br /&gt;
|-&lt;br /&gt;
| RACCOON || raccoon ||  &lt;br /&gt;
|-&lt;br /&gt;
| RACCOON_MAN || raccoon man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RACCOON || giant raccoon ||  &lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS || rhesus macaque ||  &lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS_MAN || rhesus macaque man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MACAQUE_RHESUS || giant rhesus macaque ||  &lt;br /&gt;
|-&lt;br /&gt;
| COUGAR || cougar ||  &lt;br /&gt;
|-&lt;br /&gt;
| COUGAR_MAN || cougar man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COUGAR || giant cougar ||  &lt;br /&gt;
|-&lt;br /&gt;
| WOLF || wolf ||  &lt;br /&gt;
|-&lt;br /&gt;
| WOLF_MAN || wolf man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLF || giant wolf ||  &lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG || groundhog ||  &lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG_MAN || groundhog man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GROUNDHOG || giant groundhog ||  &lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR || alligator ||  &lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR_MAN || alligator man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALLIGATOR || giant alligator ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUZZARD || buzzard ||  &lt;br /&gt;
|-&lt;br /&gt;
| BUZZARD_MAN || buzzard man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUZZARD || giant buzzard ||  &lt;br /&gt;
|-&lt;br /&gt;
| PANDA || panda ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA, GIGANTIC || gigantic panda ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA MAN || panda man ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAPYBARA || capybara ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA, GIANT || giant capybara ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA MAN || capybara man ||  &lt;br /&gt;
|-&lt;br /&gt;
| BADGER || badger ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER MAN || badger man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER, GIANT || giant badger ||  &lt;br /&gt;
|-&lt;br /&gt;
| MOOSE || moose ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE MAN || moose man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE, GIANT || giant moose ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA || red panda ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA MAN || red panda man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA, GIANT || giant red panda ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tropical &lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT || elephant ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_MAN || elephant man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT || giant elephant ||  &lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG || warthog ||  &lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG_MAN || warthog man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WARTHOG || giant warthog ||  &lt;br /&gt;
|-&lt;br /&gt;
| LION || lion ||  &lt;br /&gt;
|-&lt;br /&gt;
| LION_MAN || lion man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION || giant lion ||  &lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD || leopard ||  &lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_MAN || leopard man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD || giant leopard ||  &lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR || jaguar ||  &lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR_MAN || jaguar man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JAGUAR || giant jaguar ||  &lt;br /&gt;
|-&lt;br /&gt;
| TIGER || tiger ||  &lt;br /&gt;
|-&lt;br /&gt;
| TIGER_MAN || tiger man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TIGER || giant tiger ||  &lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH || cheetah ||  &lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH_MAN || cheetah man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHEETAH || giant cheetah ||  &lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE || gazelle ||  &lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE_MAN || gazelle man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GAZELLE || giant gazelle ||  &lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL || mandrill ||  &lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL_MAN || mandrill man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANDRILL || giant mandrill ||  &lt;br /&gt;
|-&lt;br /&gt;
| CHIMPANZEE || chimpanzee ||  &lt;br /&gt;
|-&lt;br /&gt;
| BONOBO || bonobo ||  &lt;br /&gt;
|-&lt;br /&gt;
| GORILLA || gorilla ||  &lt;br /&gt;
|-&lt;br /&gt;
| ORANGUTAN || orangutan ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SIAMANG || siamang ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_HANDED || white-handed gibbon ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_HANDED || black-handed gibbon ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_GRAY || gray gibbon ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SILVERY || silvery gibbon ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_PILEATED || pileated gibbon ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BILOU || bilou ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_BROWED || white-browed gibbon ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_CRESTED || black-crested gibbon ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP || one-humped camel ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP_MAN || one-humped camel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_1_HUMP || giant one-humped camel ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP || two-humped camel ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP_MAN || two-humped camel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_2_HUMP || giant two-humped camel ||  &lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER || saltwater crocodile ||  &lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER_MAN || saltwater crocodile man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROCODILE_SALTWATER || giant saltwater crocodile ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_VULTURE || vulture ||  &lt;br /&gt;
|-&lt;br /&gt;
| VULTURE_MAN || vulture man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_VULTURE || giant vulture ||  &lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS || rhinoceros ||  &lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS_MAN || rhinoceros man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RHINOCEROS || giant rhinoceros ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE || giraffe ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE_MAN || giraffe man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GIRAFFE || giant giraffe ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER || honey badger ||  &lt;br /&gt;
|-&lt;br /&gt;
| HONEY BADGER MAN || honey badger man ||  &lt;br /&gt;
|-&lt;br /&gt;
| HONEY BADGER, GIANT || giant honey badger ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE || giant tortoise ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE MAN || giant tortoise man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC TORTOISE || gigantic tortoise ||  &lt;br /&gt;
|-&lt;br /&gt;
| ARMADILLO || armadillo ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO MAN || armadillo man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO, GIANT || giant armadillo ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tundra &lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX || muskox ||  &lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX_MAN || muskox man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MUSKOX || giant muskox ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELK || elk ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELK_MAN || elk man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELK || giant elk ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR || polar bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR_MAN || polar bear man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_POLAR || giant polar bear ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_mountain_new &lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE || wolverine ||  &lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE_MAN || wolverine man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLVERINE || giant wolverine ||  &lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA || chinchilla ||  &lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA_MAN || chinchilla man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHINCHILLA || giant chinchilla ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_next_underground &lt;br /&gt;
|-&lt;br /&gt;
| FLOATING_GUTS || floating guts ||  &lt;br /&gt;
|-&lt;br /&gt;
| DRUNIAN || drunian ||  &lt;br /&gt;
|-&lt;br /&gt;
| CREEPING_EYE || creeping eye ||  &lt;br /&gt;
|-&lt;br /&gt;
| VORACIOUS_CAVE_CRAWLER || voracious cave crawler ||  &lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_OGRE || blind cave ogre ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAP_HOPPER || cap hopper || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_CRAB || magma crab ||  &lt;br /&gt;
|-&lt;br /&gt;
| CRUNDLE || crundle ||  &lt;br /&gt;
|-&lt;br /&gt;
| HUNGRY_HEAD || hungry head ||  &lt;br /&gt;
|-&lt;br /&gt;
| FLESH_BALL || flesh ball ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELK_BIRD || elk bird ||  &lt;br /&gt;
|-&lt;br /&gt;
| HELMET_SNAKE || helmet snake ||  &lt;br /&gt;
|-&lt;br /&gt;
| GREEN_DEVOURER || green devourer ||  &lt;br /&gt;
|-&lt;br /&gt;
| RUTHERER || rutherer ||  &lt;br /&gt;
|-&lt;br /&gt;
| CREEPY_CRAWLER || creepy crawler || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| DRALTHA || draltha ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EARTHWORM || giant earthworm ||  &lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAN || blood man ||  &lt;br /&gt;
|-&lt;br /&gt;
| BUGBAT || bugbat ||  &lt;br /&gt;
|-&lt;br /&gt;
| MANERA || manera ||  &lt;br /&gt;
|-&lt;br /&gt;
| MOLEMARIAN || molemarian ||  &lt;br /&gt;
|-&lt;br /&gt;
| JABBERER || jabberer ||  &lt;br /&gt;
|-&lt;br /&gt;
| POND_GRABBER || pond grabber ||  &lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_BEAR || blind cave bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAVE_DRAGON || cave dragon ||  &lt;br /&gt;
|-&lt;br /&gt;
| REACHER || reacher ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_GABBRO || gabbro man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GORLAK || gorlak ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FLOATER || cave floater ||  &lt;br /&gt;
|-&lt;br /&gt;
| PLUMP_HELMET_MAN || plump helmet man ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAVE_BLOB || cave blob ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_AMETHYST || amethyst man ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_ocean_new &lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS || octopus ||  &lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS_MAN || octopus man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCTOPUS || giant octopus ||  &lt;br /&gt;
|-&lt;br /&gt;
| CRAB || crab ||  &lt;br /&gt;
|-&lt;br /&gt;
| CRAB_MAN || crab man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CRAB || giant crab ||  &lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL || leopard seal ||  &lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL_MAN || leopard seal man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_SEAL || giant leopard seal ||  &lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH || cuttlefish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH_MAN || cuttlefish man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CUTTLEFISH || giant cuttlefish ||  &lt;br /&gt;
|-&lt;br /&gt;
| ORCA || orca ||  &lt;br /&gt;
|-&lt;br /&gt;
| ORCA_MAN || orca man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORCA || giant orca ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPONGE || sponge ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPONGE_MAN || sponge man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPONGE || giant sponge ||  &lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB || horseshoe crab ||  &lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB_MAN || horseshoe crab man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORSESHOE_CRAB || giant horseshoe crab ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE || sperm whale ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE_MAN || sperm whale man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPERM_WHALE || giant sperm whale ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL || elephant seal ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL_MAN || elephant seal man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT_SEAL || giant elephant seal ||  &lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL || harp seal ||  &lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL_MAN || harp seal man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARP_SEAL || giant harp seal ||  &lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS || nautilus || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS_MAN || nautilus man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_NAUTILUS || giant nautilus ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_other &lt;br /&gt;
|-&lt;br /&gt;
| FOXSQUIRREL || fox squirrel || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| MOGHOPPER || moghopper || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| RAT_DEMON || demon rat || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| WAMBLER_FLUFFY || fluffy wambler || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| LIZARD_RHINO_TWO_LEGGED || two-legged rhino lizard || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| WORM_KNUCKLE || knuckle worm || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_PHANTOM || phantom spider || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FLY_ACORN || acorn fly || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| GNAT_BLOOD || blood gnat ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_reptiles &lt;br /&gt;
|-&lt;br /&gt;
| LIZARD || lizard || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| LIZARD_MAN || lizard man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LIZARD || giant lizard ||  &lt;br /&gt;
|-&lt;br /&gt;
| SKINK || skink || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SKINK_MAN || skink man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKINK || giant skink ||  &lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON || chameleon || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON_MAN || chameleon man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHAMELEON || giant chameleon ||  &lt;br /&gt;
|-&lt;br /&gt;
| ANOLE || anole || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| ANOLE_MAN || anole man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANOLE || giant anole ||  &lt;br /&gt;
|-&lt;br /&gt;
| IGUANA || iguana ||  &lt;br /&gt;
|-&lt;br /&gt;
| IGUANA_MAN || iguana man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IGUANA || giant iguana ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_riverlakepool_new &lt;br /&gt;
|-&lt;br /&gt;
| RIVER OTTER || river otter ||  &lt;br /&gt;
|-&lt;br /&gt;
| SEA OTTER || sea otter ||  &lt;br /&gt;
|-&lt;br /&gt;
| OTTER_MAN || otter man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OTTER || giant otter ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SNAPPING TURTLE || common snapping turtle ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ALLIGATOR SNAPPING TURTLE || alligator snapping turtle ||  &lt;br /&gt;
|-&lt;br /&gt;
| SNAPPING_TURTLE_MAN || snapping turtle man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAPPING_TURTLE || giant snapping turtle ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAVER || beaver ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAVER_MAN || beaver man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAVER || giant beaver ||  &lt;br /&gt;
|-&lt;br /&gt;
| LEECH || leech || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| LEECH_MAN || leech man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEECH || giant leech ||  &lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL || axolotl || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL_MAN || axolotl man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AXOLOTL || giant axolotl ||  &lt;br /&gt;
|-&lt;br /&gt;
| MINK || mink ||  &lt;br /&gt;
|-&lt;br /&gt;
| MINK_MAN || mink man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MINK || giant mink ||  &lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE || pond turtle || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE_MAN || pond turtle man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_POND_TURTLE || giant pond turtle ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammals &lt;br /&gt;
|-&lt;br /&gt;
| RAT || rat || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| RAT_MAN || rat man ||  &lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY || gray squirrel || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY_MAN || gray squirrel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_GRAY || giant gray squirrel ||  &lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED || red squirrel || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED_MAN || red squirrel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_RED || giant red squirrel ||  &lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK || chipmunk || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK_MAN || chipmunk man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHIPMUNK || giant chipmunk ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammal_new &lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER || hamster || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER_MAN || hamster man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HAMSTER || giant hamster ||  &lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG || hedgehog || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG_MAN || hedgehog man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HEDGEHOG || giant hedgehog ||  &lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_FLYING || flying squirrel || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FLYING_SQUIRREL_MAN || flying squirrel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLYING_SQUIRREL || giant flying squirrel ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_ocean &lt;br /&gt;
|-&lt;br /&gt;
| MUSSEL || mussel || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| OYSTER || oyster || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_SALMON || salmon || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLOWNFISH || clownfish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAGFISH || hagfish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_BROOK || brook lamprey || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_BAT || bat ray || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_THORNBACK || thornback ray || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_RATFISH_SPOTTED || spotted ratfish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_HERRING || herring || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_SHAD || shad || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_ANCHOVY || anchovy || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_STEELHEAD || steelhead trout || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAKE || hake || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_SEAHORSE || seahorse || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_GLASSEYE || glasseye || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_PUFFER_WHITE_SPOTTED || white-spotted puffer || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_SOLE || sole || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_FLOUNDER || flounder || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_MACKEREL || mackerel || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| JELLYFISH_SEA_NETTLE || sea nettle jellyfish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SQUID || squid || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SQUID MAN || squid man ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC SQUID || gigantic squid ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_riverlake &lt;br /&gt;
|-&lt;br /&gt;
| FISH_LUNGFISH || lungfish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_LOACH_CLOWN || clown loach || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BROWN || brown bullhead || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_YELLOW || yellow bullhead || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BLACK || black bullhead || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_KNIFEFISH_BANDED || banded knifefish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CHAR || char || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_RAINBOW || rainbow trout || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_MOLLY_SAILFIN || sailfin molly || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_GUPPY || guppy || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_PERCH || perch ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_standard &lt;br /&gt;
|-&lt;br /&gt;
| DWARF || dwarf ||  &lt;br /&gt;
|-&lt;br /&gt;
| HUMAN || human ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELF || elf ||  &lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN || goblin ||  &lt;br /&gt;
|-&lt;br /&gt;
| KOBOLD || kobold ||  &lt;br /&gt;
|-&lt;br /&gt;
| GREMLIN || gremlin ||  &lt;br /&gt;
|-&lt;br /&gt;
| TROLL || troll ||  &lt;br /&gt;
|-&lt;br /&gt;
| OGRE || ogre ||  &lt;br /&gt;
|-&lt;br /&gt;
| UNICORN || unicorn ||  &lt;br /&gt;
|-&lt;br /&gt;
| DRAGON || dragon ||  &lt;br /&gt;
|-&lt;br /&gt;
| SATYR || satyr ||  &lt;br /&gt;
|-&lt;br /&gt;
| COLOSSUS_BRONZE || bronze colossus ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT || giant ||  &lt;br /&gt;
|-&lt;br /&gt;
| CYCLOPS || cyclops ||  &lt;br /&gt;
|-&lt;br /&gt;
| ETTIN || ettin ||  &lt;br /&gt;
|-&lt;br /&gt;
| MINOTAUR || minotaur ||  &lt;br /&gt;
|-&lt;br /&gt;
| YETI || yeti ||  &lt;br /&gt;
|-&lt;br /&gt;
| SASQUATCH || sasquatch ||  &lt;br /&gt;
|-&lt;br /&gt;
| BLIZZARD_MAN || blizzard man ||  &lt;br /&gt;
|-&lt;br /&gt;
| WOLF_ICE || ice wolf ||  &lt;br /&gt;
|-&lt;br /&gt;
| FAIRY || fairy || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| PIXIE || pixie || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BEAK_DOG || beak dog ||  &lt;br /&gt;
|-&lt;br /&gt;
| GRIMELING || grimeling ||  &lt;br /&gt;
|-&lt;br /&gt;
| BLENDEC_FOUL || foul blendec ||  &lt;br /&gt;
|-&lt;br /&gt;
| STRANGLER || strangler ||  &lt;br /&gt;
|-&lt;br /&gt;
| NIGHTWING || nightwing ||  &lt;br /&gt;
|-&lt;br /&gt;
| HARPY || harpy ||  &lt;br /&gt;
|-&lt;br /&gt;
| HYDRA || hydra ||  &lt;br /&gt;
|-&lt;br /&gt;
| MERPERSON || merperson ||  &lt;br /&gt;
|-&lt;br /&gt;
| SEA_SERPENT || sea serpent ||  &lt;br /&gt;
|-&lt;br /&gt;
| SEA_MONSTER || sea monster ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ROC || roc ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_subterranean &lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_CAVE || cave crocodile ||  &lt;br /&gt;
|-&lt;br /&gt;
| TOAD_GIANT_CAVE || giant cave toad ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OLM_GIANT || giant olm ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BAT_GIANT || giant bat ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RAT_GIANT || giant rat ||  &lt;br /&gt;
|-&lt;br /&gt;
| RAT_LARGE || large rat ||  &lt;br /&gt;
|-&lt;br /&gt;
| MOLE_DOG_NAKED || naked mole dog ||  &lt;br /&gt;
|-&lt;br /&gt;
| TROGLODYTE || troglodyte ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOLE_GIANT || giant mole ||  &lt;br /&gt;
|-&lt;br /&gt;
| IMP_FIRE || fire imp ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_CAVE_GIANT || giant cave spider ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_CAVE || cave spider || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CAVE || cave fish || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FISH_MAN || cave fish man ||  &lt;br /&gt;
|-&lt;br /&gt;
| LOBSTER_CAVE || cave lobster || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| SNAKE_FIRE || fire snake || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| OLM || olm || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| OLM_MAN || olm man ||  &lt;br /&gt;
|-&lt;br /&gt;
| BAT || bat || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| BAT_MAN || bat man ||  &lt;br /&gt;
|-&lt;br /&gt;
| MAGGOT_PURRING || purring maggot || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_FIRE || fire man ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MAGMA || magma man ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_IRON || iron man ||  &lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MUD || mud man ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWALLOW_CAVE || cave swallow || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| CAVE_SWALLOW_MAN || cave swallow man ||  &lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWALLOW_CAVE_GIANT || giant cave swallow ||  &lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIAN_MAN || amphibian man ||  &lt;br /&gt;
|-&lt;br /&gt;
| REPTILE_MAN || reptile man ||  &lt;br /&gt;
|-&lt;br /&gt;
| SERPENT_MAN || serpent man ||  &lt;br /&gt;
|-&lt;br /&gt;
| ANT_MAN || antman ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RODENT MAN || rodent man ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_temperate_new &lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR || wild boar ||  &lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR_MAN || wild boar man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WILD_BOAR || giant wild boar ||  &lt;br /&gt;
|-&lt;br /&gt;
| COYOTE || coyote ||  &lt;br /&gt;
|-&lt;br /&gt;
| COYOTE_MAN || coyote man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COYOTE || giant coyote ||  &lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO || kangaroo ||  &lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO_MAN || kangaroo man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KANGAROO || giant kangaroo ||  &lt;br /&gt;
|-&lt;br /&gt;
| KOALA || koala ||  &lt;br /&gt;
|-&lt;br /&gt;
| KOALA_MAN || koala man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KOALA || giant koala ||  &lt;br /&gt;
|-&lt;br /&gt;
| ADDER || adder ||  &lt;br /&gt;
|-&lt;br /&gt;
| ADDER_MAN || adder man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ADDER || giant adder ||  &lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA || echidna ||  &lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA_MAN || echidna man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ECHIDNA || giant echidna ||  &lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE || porcupine ||  &lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE_MAN || porcupine man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PORCUPINE || giant porcupine ||  &lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE || kingsnake ||  &lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE_MAN || kingsnake man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KINGSNAKE || giant kingsnake ||  &lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR || gray langur ||  &lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR_MAN || gray langur man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRAY_LANGUR || giant gray langur ||  &lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT || bobcat ||  &lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT_MAN || bobcat man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BOBCAT || giant bobcat ||  &lt;br /&gt;
|-&lt;br /&gt;
| SKUNK || skunk ||  &lt;br /&gt;
|-&lt;br /&gt;
| SKUNK_MAN || skunk man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKUNK || giant skunk ||  &lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG || green tree frog || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG_MAN || green tree frog man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREEN_TREE_FROG || giant green tree frog ||  &lt;br /&gt;
|-&lt;br /&gt;
| HARE || hare ||  &lt;br /&gt;
|-&lt;br /&gt;
| HARE_MAN || hare man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARE || giant hare ||  &lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE || rattlesnake ||  &lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE_MAN || rattlesnake man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RATTLESNAKE || giant rattlesnake ||  &lt;br /&gt;
|-&lt;br /&gt;
| WEASEL || weasel ||  &lt;br /&gt;
|-&lt;br /&gt;
| WEASEL_MAN || weasel man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WEASEL || giant weasel ||  &lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE || copperhead snake ||  &lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE_MAN || copperhead snake man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COPPERHEAD_SNAKE || giant copperhead snake ||  &lt;br /&gt;
|-&lt;br /&gt;
| IBEX || ibex ||  &lt;br /&gt;
|-&lt;br /&gt;
| IBEX_MAN || ibex man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IBEX || giant ibex ||  &lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT || wombat ||  &lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT_MAN || wombat man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOMBAT || giant wombat ||  &lt;br /&gt;
|-&lt;br /&gt;
| DINGO || dingo ||  &lt;br /&gt;
|-&lt;br /&gt;
| DINGO_MAN || dingo man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DINGO || giant dingo ||  &lt;br /&gt;
|-&lt;br /&gt;
| COATI || coati ||  &lt;br /&gt;
|-&lt;br /&gt;
| COATI_MAN || coati man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COATI || giant coati ||  &lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM || opossum ||  &lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM_MAN || opossum man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OPOSSUM || giant opossum ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tropical_new &lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE || mongoose ||  &lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE_MAN || mongoose man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONGOOSE || giant mongoose ||  &lt;br /&gt;
|-&lt;br /&gt;
| HYENA || hyena ||  &lt;br /&gt;
|-&lt;br /&gt;
| HYENA_MAN || hyena man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HYENA || giant hyena ||  &lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA || anaconda ||  &lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA_MAN || anaconda man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANACONDA || giant anaconda ||  &lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD || monitor lizard ||  &lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD_MAN || monitor lizard man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONITOR_LIZARD || giant monitor lizard ||  &lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA || king cobra ||  &lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA_MAN || king cobra man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KING_COBRA || giant king cobra ||  &lt;br /&gt;
|-&lt;br /&gt;
| OCELOT || ocelot ||  &lt;br /&gt;
|-&lt;br /&gt;
| OCELOT_MAN || ocelot man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCELOT || giant ocelot ||  &lt;br /&gt;
|-&lt;br /&gt;
| JACKAL || jackal ||  &lt;br /&gt;
|-&lt;br /&gt;
| JACKAL_MAN || jackal man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JACKAL || giant jackal ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN || capuchin ||  &lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN_MAN || capuchin man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAPUCHIN || giant capuchin ||  &lt;br /&gt;
|-&lt;br /&gt;
| SLOTH || sloth ||  &lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_MAN || sloth man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH || giant sloth ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY || spider monkey ||  &lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY_MAN || spider monkey man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPIDER_MONKEY || giant spider monkey ||  &lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN || pangolin ||  &lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN_MAN || pangolin man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PANGOLIN || giant pangolin ||  &lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA || black mamba ||  &lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA_MAN || black mamba man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLACK_MAMBA || giant black mamba ||  &lt;br /&gt;
|-&lt;br /&gt;
| BEAR_SLOTH || sloth bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_BEAR_MAN || sloth bear man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH_BEAR || giant sloth bear ||  &lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE || aye-aye ||  &lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE_MAN || aye-aye man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AYE-AYE || giant aye-aye ||  &lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER || bushmaster ||  &lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER_MAN || bushmaster man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHMASTER || giant bushmaster ||  &lt;br /&gt;
|-&lt;br /&gt;
| PYTHON || python ||  &lt;br /&gt;
|-&lt;br /&gt;
| PYTHON_MAN || python man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PYTHON || giant python ||  &lt;br /&gt;
|-&lt;br /&gt;
| TAPIR || tapir ||  &lt;br /&gt;
|-&lt;br /&gt;
| TAPIR_MAN || tapir man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TAPIR || giant tapir ||  &lt;br /&gt;
|-&lt;br /&gt;
| IMPALA || impala ||  &lt;br /&gt;
|-&lt;br /&gt;
| IMPALA_MAN || impala man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IMPALA || giant impala ||  &lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK || aardvark ||  &lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK_MAN || aardvark man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AARDVARK || giant aardvark ||  &lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN || lion tamarin || VERMIN &lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN_MAN || lion tamarin man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION_TAMARIN || giant lion tamarin ||  &lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tundra_taiga_new &lt;br /&gt;
|-&lt;br /&gt;
| STOAT || stoat ||  &lt;br /&gt;
|-&lt;br /&gt;
| STOAT_MAN || stoat man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_STOAT || giant stoat ||  &lt;br /&gt;
|-&lt;br /&gt;
| LYNX || lynx ||  &lt;br /&gt;
|-&lt;br /&gt;
| LYNX_MAN || lynx man ||  &lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LYNX || giant lynx ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category| Interface}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=233043</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=233043"/>
		<updated>2017-10-08T20:59:21Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Stairways */ Removed reference to specific dimensions as per the paragraph above. See also: http://dwarffortresswiki.org/index.php/DF2014_Talk:Quickstart_guide#Strictness_of_instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run especially without experience what to change.}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). The Mousewheel will zoom the map in and out. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope.&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a downward [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
&lt;br /&gt;
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Age&amp;diff=233010</id>
		<title>Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Age&amp;diff=233010"/>
		<updated>2017-10-05T21:14:52Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Sample list of age characteristics */ Make list more readable (that is, rows are easier to follow) by adding 'wikitable' class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:24, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about [[creature]] age. For world generation &amp;quot;ages&amp;quot;, see [[Calendar#Ages]].''&lt;br /&gt;
&lt;br /&gt;
'''Age''' is a [[creature]] attribute describing how long the creature has been alive, including creatures born before the beginning of time in terms of [[world generation]] (year zero). Age determines the life stage of creatures and, until it is fully grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwarf|dwarves]] will have observable ages in the [[thoughts and preferences]] screen. The age of a creature is probably a floating value (to account for growth throughout the year), but is displayed in the game as an integer that is ticked up every time it reaches a birthday.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The age of a creature has an important effect on its overall [[size]] and maturity. The starkest example of this in the game is the case of the [[dragon]], which is born 6,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; in size (and technically an adult) then takes a thousand years to reach its full size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. However, the vast majority of the non-sapient creatures your dwarves encounter take one year to mature to adulthood and two years to reach full size; [[elephant]]s and [[giraffe]]s are notable exceptions, as their young take ten years to mature (though they reach full size in only 5 years). Upon reaching adulthood, creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared]], revert to [[tame|wild]] status, and various other effects. &lt;br /&gt;
&lt;br /&gt;
The life cycle of [[dwarves]] is slightly more complicated: juveniles ages zero to one are considered babies, and must be carried about by their mothers; between the ages of one to twelve are they are considered [[children]], and can perform some limited tasks; and once they reach 12 years of age, they are considered adults. The process is the same for other [[creature#civilized|civilized]] races, the original [[animal people]], and the humanoid [[semi-megabeast]]s. &lt;br /&gt;
&lt;br /&gt;
Another aspect that is controlled by age is lifespan. Most organic creatures will eventually die of old age (including fortuitous fortress dwarves), usually within a range of 1-100 years. [[Savage|Giant]] versions of animals inherit their normally-sized brethrens' lifespans, while [[animal people]] usually have somewhat longer lifespans than their representative creatures. A few species, such as [[elf|elves]], [[goblin]]s, and some unintelligent and unnatural creatures, will live until killed. [[Megabeast]]s, the [[undead]], [[night creature]]s, and the procedurally generated [[forgotten beast]]s and [[titan]]s are similarly immortal. Immigrants may sometimes show up with incorrect ages (future birthdates) {{Bug|3945}} or incorrect life stages (4 month old children) {{Bug|3752}}.  This normally does not cause a problem, and life stages get rechecked every birthday. Note that only an intelligent civilized creature vulnerable to death by expiration will seek [[necromancer|necromancy]], which means goblins and elves never become practitioners of the dark arts.&lt;br /&gt;
&lt;br /&gt;
== Sample list of age characteristics ==&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align:left&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Age of Adulthood&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Age of Full Size&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Minimum Age of Death&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Maximum Age of Death&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ant]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Bat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Antman]]&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dog]]&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Lion]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Unicorn]]&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant seal]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 15&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sponge]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Carp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ogre]]&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant]]&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 50&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Serpent man]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sperm whale]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10 &lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Human]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 60&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sea serpent]]&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dwarf]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Kobold]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elf]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goblin]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dragon]]&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Minotaur]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The mechanics of aging are defined by [[creature token]]s within creatures' [[raw file]]s, and can easily be modified by those looking to make changes to their game.&lt;br /&gt;
*{{tt|[CHILD:#]}}: Age at which children become adults. Set to 1 for most creatures, up to 10 for a few ([[giraffe]], [[elephant]]), and is set to 12 for most sapient creatures.&lt;br /&gt;
*{{tt|[BABY:#]}}: For sapient creatures, age at which babies become [[children]]. Always set to 1.&lt;br /&gt;
*{{tt|[BODY_SIZE:#:#:#]}}: Controls the body size of the creature, typically two or more are used to constrain its growth pattern. The first number is age in years; the second additional age in days. The third number is its size in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. The body size points are independent of the age of adulthood for the animal: many animals are adults in one year, but take two years to reach their full size, for instance.&lt;br /&gt;
*{{tt|[MAXAGE:#:#]}}: The first number given is the minimum natural lifespan of a creature, while the second is the maximum. The distribution of deaths from natural causes in between the two values is unknown, but likely linear; the moment of death-by-old-age of a creature is stored from birth. If this tag is not present at all, the creature is biologically immortal.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = anam&lt;br /&gt;
| elvish  = eyo&lt;br /&gt;
| goblin  = abo&lt;br /&gt;
| human   = thad&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=232696</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=232696"/>
		<updated>2017-09-08T13:55:28Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* DFFD links */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== C++ Symbols ==&lt;br /&gt;
Hi, Im try using &amp;quot;windows debugging tools&amp;quot; to get some useful information about some crashs since windows 7 doesnt have the so called &amp;quot;dr watson&amp;quot; anymore (which creates a dump useful for toady).&lt;br /&gt;
For the debug info to be more useful, there is an option to use symbols file (*.pdb)&lt;br /&gt;
I found some c++ symbols in the wiki but is it possible to make a real pdb file out of that?&lt;br /&gt;
copypasta into a new txt file and renaming the extension doesnt seem to work.&lt;br /&gt;
&lt;br /&gt;
== Clarification on &amp;quot;Verification&amp;quot; of content ==&lt;br /&gt;
The policy is that all content from 40d must be verified before making it to the 2010 namespace. Whould confirming with the changelog that something hasn't changed be good enough to meet this requirement? If not, does this means that each feature must be tested in game? [[User:bongotastic|bongotastic]] #11:05, 27 May 2010 (UTC)&lt;br /&gt;
:In general the changelog is not sufficient.  For example, the changelog doesn't say that the [[DF2010:Archery Target]] is now broken, but if you tried it out personally before moving it then you would know that simply copy-pasting this is a bad idea.  Not a small task I know, but long-term this is far more valuable.  Any article in particular you were thinking about? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:45, 30 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
:I agree, we need a short tutorial on templates. This is shutting out IPs (and probably the majority of editors) through the backdoor. --[[User:Birthright|Birthright]] 00:32, 7 May 2010 (UTC)&lt;br /&gt;
::[http://www.mediawiki.org/wiki/Help:Template Here] [http://www.mediawiki.org/wiki/Help:Parser_functions you] [http://www.mediawiki.org/wiki/Help:Parser_functions_in_templates go.] [[User:VengefulDonut|VengefulDonut]] 14:20, 7 May 2010 (UTC)&lt;br /&gt;
:::Right. You make it obvious that excessive use of templates will make the wiki unusable for all but a small aristocracy. Plus we would still need a central place frequently visited by editors that links to those pages. Maybe link to the -still missing- ''short'' tutorial next to every template in the articles? --[[User:Birthright|Birthright]] 20:57, 7 May 2010 (UTC)&lt;br /&gt;
::You seem confident that you will get what you want. [[User:VengefulDonut|VengefulDonut]] 23:52, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
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== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, it's not the wiki that sucks, the search function is limited. You are simply asking too much. --[[User:Birthright|Birthright]] 00:29, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gamelog Template? ==&lt;br /&gt;
We should add a &amp;quot;gamelog&amp;quot; template, so that bored players (like me) can easily locate other player's gamelogs about the fun adventures they are getting up to. I'd do it myself, but I have no idea how to. -[[User:Romeofalling|Romeofalling]] 21:25, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I don't know about a template, but I have been wanting a way to find other users who are &amp;quot;logging&amp;quot; their games on the wiki for weeks.  Can we have a page listing such things, and feature a link to that page on the Main page? -- [[User:Maunder|Maunder]] 21:49, 18 November 2010 (UTC) (now heading to look at Romeofalling's page)&lt;br /&gt;
&lt;br /&gt;
Okay I added a [[Stories#Game_Diaries|new section]] to [[Stories]].  Anyone who is chronicling their fortress on the wiki, please add a link to your story [[Stories#Game_Diaries|here]]! -- [[User:Maunder|Maunder]] 22:27, 18 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline ==&lt;br /&gt;
Currently there is a [[bloodline|bloodline page]], a [http://df.magmawiki.com/index.php/Bloodline_games bloodline category] and a [http://df.magmawiki.com/index.php?title=Special:PrefixIndex&amp;amp;from=&amp;amp;namespace=100 bloodline namespace]. I understand that community stuff is currently lower priority than getting the other content ready for players, but this should all be consolidated and made easily accessible. I'd be willing to do it, but should we go with the category or namespace? [[User:Calite|Calite]] 00:36, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Community Portal ==&lt;br /&gt;
&lt;br /&gt;
Why was the [[Dwarf Fortress Wiki:Community Portal|Community Portal]] link dropped from the sidebar? We kind of need to have a '''reachable''' list of editing guidelines, especially given the &amp;quot;dwarfs/dwarves&amp;quot; conflict that's going on (where said page states that the proper term would be &amp;quot;dwarves&amp;quot; due to being used in-game). --[[User:Quietust|Quietust]] 17:16, 13 June 2011 (UTC)&lt;br /&gt;
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== crayon art rewards-donation drive to illustrate the wiki ==&lt;br /&gt;
&lt;br /&gt;
I found [http://www.bay12forums.com/smf/index.php?topic=77360.0 this topic on forums] and as experiment added image to [[DF2010:Gorlak]]. Is it a great/good/acceptable idea? Is it possible that there is certain licence problem? Maybe it should go to infobox? I prefer to ask before uploading 30+ images. [[User:Kogut|Kogut]] 17:14, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding pictures from commons==&lt;br /&gt;
Hello, I am trying to add a picture of a [[DF2014:Kiwi man|Kiwiman]] I draw and [https://commons.wikimedia.org/wiki/File:DF-Kiwiman.jpg put on Wikimedia Commons] but I dont seem to be having any luck in being able to put that image on the Kiwiman article page using Wikimedia syntax.  How can I add this picture from Wikimedia Commons?  I am not authorised to create new articles on this Wiki so uploading the image directly here is not an option for me right now.  --[[User:Discott|Discott]] ([[User talk:Discott|talk]]) 12:12, 12 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It shows up for me below the column on the right. (You should be able to create new pages now, since Briess changed the requirement to 3 edits, but it doesn't matter in this case since this wiki can pull images from Commons.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:00, 13 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is showing up for me as well now, I suspect I just needed to refresh my browser or it was due to some sort of lag between the DFwiki server and Commons... or some thing like that.  --[[User:Discott|Discott]] ([[User talk:Discott|talk]]) 20:22, 14 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Randomly deleted files? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;I had uploaded sheet music for the two ingame tracks, and displayed them [[Soundtrack|here]]. Mysteriously, almost all of them disappeared. For instance, if you try going to [[:File:Song title2.png]], and checking the history you can see I ''did'' upload it on Feb 17, so I'm not crazy. Is this as server problem or something?  [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
:And actually something similar happened with [[:File:Intro_movie_1.gif]] as well. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:41, 22 October 2015 (UTC)&amp;lt;/strike&amp;gt;&lt;br /&gt;
Nevermind, a quick ?action=purge and everything is fine. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:43, 22 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .SVG problems? ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Translation Icon.svg]]&lt;br /&gt;
Does anyone else see the errors in this file page? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:54, 15 November 2015 (UTC)&lt;br /&gt;
:I do.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 17:06, 16 November 2015 (UTC)&lt;br /&gt;
::Briess says this is fixed: https://github.com/DF-Wiki/DF-Wiki/issues/6. That's probably a good place to report issues in the future since all of us should notice (and email notifications aren't broken). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:04, 22 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
There appears to be an issue wherein navigating to a page by means of multiple redirects puts you on the wrong namespace. For example, when going to [[Herbalist]] this correctly automatically redirects to [[DF2014:Herbalist]]. Whereas if you go to [[Herbalism]], that page appears to be a manual redirect to [[Herbalist]] (which should take you to the DF2014 namespace) but instead you end up being taken to [[v0.34:Herbalist]]. The behaviour of the automatic redirect is not consistent when reached via an intermediate manual redirect page. The same problem affects [[Sweet_Pod]] and probably many other pages. --[[User:Morlark|Morlark]] ([[User talk:Morlark|talk]]) 22:43, 3 March 2016 (UTC)&lt;br /&gt;
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:Yes; the wiki software (and the internet in general) handles moved resources...poorly. My suggested fix is to [[Dwarf_Fortress_Wiki_talk:Versions#Reorganizing_versions|avoid moving resources]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 04:28, 4 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Wait, are you thinking this applies to pages that were moved at some point with [[Special:MovePage]], or just pages that were copied over by a bot? All of the DF2014 pages fall into the latter category, and should behave pretty normally, but it's entirely possible that there's some weirdness with moved pages (the former category) that I'm not aware of. It could just be issues with double redirects, though, since those seem to be the only pages I've noticed issues on. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:56, 4 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::By &amp;quot;moved&amp;quot; I meant &amp;quot;no longer at the same URL&amp;quot;. All the external links, the Google indexes, and even the wiki software itself don't handle resources that are at a different URL gracefully.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 03:19, 6 March 2016 (UTC)&lt;br /&gt;
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::::As far as the wiki software is concerned, [[DF2014:Cat]] and [[DF2014:Dog]] are equally different from [[v0.34:Cat]], at least internally, because we effectively created brand-new DF2014 pages and just copied over the contents from v0.34 articles. The Google issues are annoying, and I think Briess was looking into a way to weight current pages more heavily, but I don't know if that ended up being possible or not. As far as I can tell, the chief issue within the wiki is the one Morlark pointed out, with redirect chains not ending up in the right namespace (it's probably due to the auto-redirect extension, but none of us have been able to figure out ''why'' - as far as we can tell, we changed everything that was necessary to change, and editing the problematic redirects tends to fix them, but there's absolutely no reason why they should be cached for this long or anything). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:40, 6 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Creating, copying, wiki-moving, etc. are all equivalent as far as nearly everything is concerned. So you copied v0.34:Cat to DF2014:Cat. Meanwhile Main:Kitty, which used to redirect to Main:Cat then to v0.34:Cat... still redirects to v0.34:Cat. Even though it's now nearly 4 years out of date. And will continue to do so until someone goes in and manually fixes it. Unfortunately, Google is even less forgiving--you can't go in and manually tell Google &amp;quot;Hey, we want you to point to these new pages now&amp;quot;. No matter how you did it, you're still changing the URL that you want things to link to by default, and that still doesn't work well.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:20, 6 March 2016 (UTC)&lt;br /&gt;
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::::::Oh, that's a good point about external sources. The issue with redirects within the wiki is due to something not being updated as it should, though, and it ought to be fixable. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:04, 6 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Solution for this===&lt;br /&gt;
Couldn't we just change all main-space directs to [[cv:Example]]? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 10:48, 21 November 2016 (UTC)&lt;br /&gt;
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:It's been a while since I've looked at this, but I think that should work. Then again, the current mainspace redirects should work too, in theory, but they don't. It's possible that the issue is due to badly-behaved caching, in which case changing the redirects to cv would fix them temporarily but not permanently, just like editing them now does. In other words, I'm not sure it would improve the situation (at least if/when we make a new namespace), but it shouldn't make it worse. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:28, 21 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Just another suggestion– have the current version always be at like dwarffotresswiki.org/Quickstart_guide then have the old versions be moved to something like dwarffotresswiki.org/Quickstart_guide/v43 when a new version of dwarf fortress comes out. [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 02:12, 22 November 2016 (UTC)&lt;br /&gt;
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== DFFD links ==&lt;br /&gt;
&lt;br /&gt;
After I saw Lethosor fixing a dffd link in the recent changes ([http://dwarffortresswiki.org/index.php?title=Utility:Raw_tile_selector&amp;amp;curid=18633&amp;amp;diff=232687&amp;amp;oldid=199844]) I was curious how many pages still refer to the old DFFD URL, and doing a search [http://dwarffortresswiki.org/index.php?title=Special%3ASearch&amp;amp;profile=default&amp;amp;search=dffd.wimbli.com&amp;amp;fulltext=Search] shows that there are several. Is there an easy way to substitute &amp;quot;dffd.wimbli.com&amp;quot; with &amp;quot;dffd.bay12games.com&amp;quot; globally? [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 13:55, 8 September 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=232685</id>
		<title>Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tilesets&amp;diff=232685"/>
		<updated>2017-09-07T13:55:36Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Creatures */ Corrected the vermin tiles, added note about creature graphics and gave it its own subsection.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''&lt;br /&gt;
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''&lt;br /&gt;
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''&lt;br /&gt;
:''(For information on how tilesets get colored, see [[color]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;. This article is only about tilesets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. &lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.&lt;br /&gt;
&lt;br /&gt;
== Installation and creation of custom tilesets ==&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).&lt;br /&gt;
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating a custom tileset ===&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[graphics set|object tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.&lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with &amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt; can be changed in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[Main:Character Table|Character Table]].&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;000&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV and background tiles of interface screens&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
| Civilian dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt; {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;004&amp;lt;/small&amp;gt; {{TST|♦}}&lt;br /&gt;
| [[gem|Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| [[Quarry bush]] leaves*, blossoms*, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt; {{TST|♠}}&lt;br /&gt;
| [[Forest|Broadleaf Forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;007&amp;lt;/small&amp;gt; {{TST|•}}&lt;br /&gt;
| Mined out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;008&amp;lt;/small&amp;gt; {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| trunk interior&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;012&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| [[Gender|Female]] sign, [[Finished goods#Crafts|amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;013&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| [[Tool|Ladle]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;014&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[manta ray]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;017&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;018&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;019&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Finished_goods#Goblets|Mug]]s, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;021&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;022&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s, [[hive]] tool*, [[hive]] building&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| [[Cedar]] forest*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text ([[bridge]] direction), conifer forests, [[Tilesets#Trees_on_map|various forest trees]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;025&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Interface text (bridge direction), [[Status icon|Various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;026&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;027&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;028&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;029&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;030&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, [[ramp]], [[Minecart|track]] ramp up&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, mountain on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;031&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, [[ramp]] on level below, [[Minecart|track]]ramp on level below&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;032&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, Unexplored underground, black background on the title screen and interface menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;033&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Text, [[Status icon|various status icons]], sound indicator in sneaking mode, tracks (footprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;036&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action, footprints in sneaking mode, various fruits*,  various buds*, [[Tilesets#Stones|various stones]]*, [[Bismuthinite]]*, [[Floating guts]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;038&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE &amp;quot; (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;040&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;041&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Text, foreign object closing tag, waning moon on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Claystone]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], [[arrow]]s in flight, keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Text, rough [[floor]]s, [[Tilesets#Stones|various stones]]*, unexplored underground, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;047&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;048&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| Text, [[coffin]]s, tombs on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;049&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;050&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;051&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;052&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;053&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;054&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;055&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
| Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;056&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
| Text, Fortress gates on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;057&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| Interface text, [[strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms, underground shrubs*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| Interface text (command menu [[CMV|Movies]] key), [[Mason's workshop]], [[Kitchen]], [[Selenite]]*, twigs&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;060&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| Interface text (trading screen &amp;quot;Less than 1 unit weight&amp;quot;), brackets around squad names, [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, hamlets on world map, [[Tilesets#Stones|various stones]]*, middle-left tile of [[Furnace|Furnaces]], up-right tile of [[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;062&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| Brackets around squad names, [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;063&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| Text, [[Status icon|various status icons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|@}}&lt;br /&gt;
| berserk dwarf&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[merchant]]s&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[caravan]] guards&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, dwarven [[diplomat]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, adventurer's location on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|A}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Tile in Farm Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|B}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|C}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|D}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|E}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|F}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|G}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|H}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|I}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[support]], [[Tower (necromancy)|Necromancer's tower]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|J}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|K}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|L}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|M}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|N}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[trade depot]] post, glass portal, Tile in Farm Workshop, column&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, wall construction, full moon on travel map and dwarf mode, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[staring eyeball]]*, [[bubble bulb]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|P}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;081&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|R}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|S}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|T}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|U}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|V}}&lt;br /&gt;
| Text, Badlands on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|W}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, Depot Access Display&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;088&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|X}}&lt;br /&gt;
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Y}}&lt;br /&gt;
| Text, [[Yak]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Yeti]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;090&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Z}}&lt;br /&gt;
| Text, Sleep [[Status icon|indicator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;091&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|[}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s, [[Clothing]], [[armor]], item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;092&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|\}}&lt;br /&gt;
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;093&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|]}}&lt;br /&gt;
| Text, Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;095&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|_}}&lt;br /&gt;
| Text, [[Channel]] [[designation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground*, [[Tilesets#Stones|various stones]]*, various [[grass|grasses]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|a}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|b}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|c}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|d}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|e}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|f}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|g}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|h}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|i}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|j}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|k}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|l}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|m}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|n}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Hills]] on map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Graphite]]*, well construction, bridge construction, [[millstone]] in action, vertical axle in action, floor tile in magma [[furnace]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[winter melon]]*, [[watermelon]]*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| Text, [[Tilesets#Creatures|various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| Text, [[wear]] tags, [[Saltpeter]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, [[Status icon|overlapping creatures animation]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| [[Forbidden]] closing tag, vermin, [[purring maggot]] alternate*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], flowing [[water]], dirt [[road]], [[Farming|farm plot]] under construction, [[sand]], furrowed soil, [[blood]] smear, guts, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, [[Magnetite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]], trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| Text, [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| Text, [[Finished_goods#Totems|Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text, military elves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Text, Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
| Deities, [[Angel]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| Text, [[Figurine]]s, shrines on travel map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Finished_goods#Toys|Toy]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Container#Cabinets_and_.22chests.22|Coffer]]s, [[quiver]]s, [[backpack]]s, hamlets on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Text, [[Tool|Cauldrons]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
| Text, [[Jewelry|Ring]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Text, Unactivated [[lever]]s, [[Tilesets#Creatures|Various creatures]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| Text, [[Bucket]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| Text, [[Valley herb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
| [[Jewelry|Bracelet]]s, [[Wheelbarrow|wheelbarrows]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Tilesets#Stones|Various stones]]*, [[Tilesets#Ores|most unmined ores]]*,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| [[Stepladder]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, [[Health_care#Splints|splint]]s, [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Text, Activated [[lever]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
| Text, [[Bogeyman]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
| [[Night creature]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| [[Goblin]] settlements on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]], [[dark pit]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| Musical [[Finished_goods#Instruments|Instruments]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*, [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
| [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
| [[Roc]] nests, roots&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[Flask|waterskin]], [[Container|Pouch]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), floor tile for ice, [[tanner's shop]], [[butcher's shop]], [[Wagon]] body, fog on travel map, [[Tilesets#Stones|various kinds of stones]]*, [[Tilesets#Soil|various kinds of soil]]*, sky&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fallen leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating horizontal [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, [[Glumprong]] forests*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
| [[Blood thorn]] trees*, [[bridge]]s, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
| Branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, [[crutch]]es, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]], branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, (un)dead trees*, [[Saguaro]]*, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
| branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, fortress walls on travel map, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone detailing|detailing]]/[[engraving]]/fortifying in progress, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;, trunk&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile, tracks&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Door designation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers, branches&amp;lt;sup&amp;gt;$&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Interface window border, trade depot tile, ice wall and dig-designated tiles, [[Mist]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Ballista]] tile, [[Siege engine]] parts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|α}}&lt;br /&gt;
| Various [[fish]]&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;, top-center [[fishery]] tile, [[meat]], altocumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ß}}&lt;br /&gt;
| [[Leather]], cumulus clouds on travel map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[Tilesets#Trees_on_map|various forest trees]], [[forest|tropical forests]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|µ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[Longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*, [[shrubland]], [[arrow bamboo]]*, [[golden bamboo]]*, [[hedge bamboo]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, [[Health_care#Traction_Benches|traction benches]], (Large) [[pot]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|δ}}&lt;br /&gt;
| [[Finished_goods#Crafts|Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map, [[slab]] building&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≡}}&lt;br /&gt;
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]], [[wormy tendril]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
| swamps on world map, [[Willow]] forest/swamp*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌡}}&lt;br /&gt;
| [[sheet]]s{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[magma]], snow, glob ([[fat]]/[[tallow]]), [[Farming|farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, sand, [[Tilesets#Stones|various stones]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[Desert#Badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]], [[marsh]], [[grassland]], [[Desert#Badlands|badlands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|²}}&lt;br /&gt;
| Body parts, vermin remains&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|■}}&lt;br /&gt;
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed use list by type ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Main creature tiles ====&lt;br /&gt;
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;001&amp;lt;/small&amp;gt; {{TST|☺}}&lt;br /&gt;
(Civilian) [[dwarves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;011&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
[[Cuttlefish]] [[Nautilus]], [[Squid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
[[Pond turtle]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;016&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
[[manta ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
[[Floating guts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
[[Creepy crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;064&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
berserk dwarf, adventurer, dwarven [[merchant]]s, dwarven [[caravan]] guards, dwarven [[diplomat]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;065&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
[[Alligator]], [[Alligator man]], [[Anaconda]], [[Anaconda man]], [[Giant aardvark]], [[Giant adder]], [[Giant albatross]], [[Giant alligator]], [[Giant anaconda]], [[Giant anole]], [[Giant armadillo]], [[Giant axolotl]], [[Giant aye-aye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;066&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
[[Beak dog]], [[Black bear]], [[Black bear man]], [[Blind cave bear]], [[Giant badger]], [[Giant barn owl]], [[Giant bat]], [[Giant beaver]], [[Giant beetle]], [[Giant black bear]], [[Giant bluejay]], [[Giant bobcat]], [[Giant bushtit]], [[Giant buzzard]], [[Giant grizzly bear]], [[Giant honey badger]], [[Giant monarch butterfly]], [[Giant polar bear]], [[Giant sloth bear]], [[Giant wild boar]], [[Grizzly bear]], [[Grizzly bear man]], [[Polar bear]], [[Polar bear man]], [[Sloth bear]], [[Sloth bear man]], [[Wild boar]], [[Wild boar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;067&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
[[Bronze colossus]], [[Cave crocodile]], [[Centaur]], [[Chimera]], [[Coelacanth]], [[Cow]], [[Cyclops]], [[Giant capuchin]], [[Giant capybara]], [[Giant cardinal]], [[Giant cassowary]], [[Giant cave swallow]], [[Giant chameleon]], [[Giant cheetah]], [[Giant chinchilla]], [[Giant chipmunk]], [[Giant coati]], [[Giant cockatiel]], [[Giant cougar]], [[Giant coyote]], [[Giant crab]], [[Giant crow]], [[Giant cuttlefish]], [[Giant horseshoe crab]], [[Giant one-humped camel]], [[Giant saltwater crocodile]], [[Giant two-humped camel]], [[Magma crab]], [[One-humped camel]], [[One-humped camel man]], [[Saltwater crocodile]], [[Saltwater crocodile man]], [[Two-humped camel]], [[Two-humped camel man]], [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;068&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
[[Cave dragon]], [[Deer]], [[Donkey]], [[Dragon]], [[Draltha]], [[Giant deer]], [[Giant dingo]], [[Giant dragonfly]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;069&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
[[Elephant]], [[Elephant man]], [[Elk]], [[Elk bird]], [[Elk man]], [[Emu]], [[Emu man]], [[Ettin]], [[Giant eagle]], [[Giant echidna]], [[Giant elephant]], [[Giant elk]], [[Giant emu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;070&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
[[Giant firefly]], [[Giant fly]], [[Giant fox]], [[Giant green tree frog]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;071&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
[[Giant]], [[Giant gazelle]], [[Giant gila monster]], [[Giant giraffe]], [[Giant grackle]], [[Giant grasshopper]], [[Giant groundhog]], [[Giant grouper]], [[Giant leopard gecko]], [[Giant mountain goat]], [[Giraffe]], [[Giraffe man]], [[Gorilla]], [[Green devourer]], [[Griffon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;072&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
[[Giant hamster]], [[Giant hare]], [[Giant harp seal]], [[Giant hedgehog]], [[Giant hippo]], [[Giant hornbill]], [[Giant hyena]], [[Harp seal]], [[Hippo]], [[Hippo man]], [[Horse]], [[Hydra]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;073&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
[[Giant ibex]], [[Giant iguana]], [[Giant impala]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;074&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
[[Giant jackal]], [[Giant jaguar]], [[Giant jumping spider]], [[Jabberer]], [[Jaguar]], [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;075&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
[[Giant kakapo]], [[Giant kangaroo]], [[Giant kea]], [[Giant kestrel]], [[Giant king cobra]], [[Giant kingsnake]], [[Giant kiwi]], [[Giant koala]], [[Kangaroo]], [[Kangaroo man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;076&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
[[Giant gray langur]], [[Giant leech]], [[Giant leopard]], [[Giant leopard seal]], [[Giant lion]], [[Giant lion tamarin]], [[Giant lizard]], [[Giant loon]], [[Giant lorikeet]], [[Giant louse]], [[Giant lynx]], [[Giant masked lovebird]], [[Giant peach-faced lovebird]], [[Leopard seal]], [[Leopard seal man]], [[Lion]], [[Lion man]], [[Llama]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;077&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
[[Amethyst man]], [[Blizzard man]], [[Blood man]], [[Fire man]], [[Gabbro man]], [[Giant hoary marmot]], [[Giant magpie]], [[Giant mandrill]], [[Giant mantis]], [[Giant mink]], [[Giant mongoose]], [[Giant monitor lizard]], [[Giant moose]], [[Giant mosquito]], [[Giant moth]], [[Giant muskox]], [[Giant rhesus macaque]], [[Giant spider monkey]], [[Iron man]], [[Magma man]], [[Merperson]], [[Minotaur]], [[Molemarian]], [[Monitor lizard]], [[Monitor lizard man]], [[Moose]], [[Moose man]], [[Mud man]], [[Mule]], [[Muskox]], [[Muskox man]], [[Sea monster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;078&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
[[Giant narwhal]], [[Giant nautilus]], [[Narwhal]], [[Narwhal man]], [[Nightwing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
[[Blind cave ogre]], [[Giant great horned owl]], [[Giant ocelot]], [[Giant octopus]], [[Giant olm]], [[Giant opossum]], [[Giant orca]], [[Giant oriole]], [[Giant osprey]], [[Giant ostrich]], [[Giant otter]], [[Giant snowy owl]], [[Ogre]], [[Orangutan]], [[Orca]], [[Orca man]], [[Ostrich]], [[Ostrich man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;080&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
[[Giant grey parrot]], [[Giant pangolin]], [[Giant parakeet]], [[Giant penguin]], [[Giant peregrine falcon]], [[Giant platypus]], [[Giant porcupine]], [[Giant puffin]], [[Giant red panda]], [[Gigantic panda]], [[Panda]], [[Panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;082&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
[[Giant raccoon]], [[Giant rat]], [[Giant raven]], [[Giant red-winged blackbird]], [[Giant rhinoceros]], [[Giant roach]], [[Reacher]], [[Reindeer]], [[Rhinoceros]], [[Rhinoceros man]], [[Roc]], [[Rutherer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;083&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
[[Basking shark]], [[Blue shark]], [[Bull shark]], [[Elephant seal]], [[Elephant seal man]], [[Giant bark scorpion]], [[Giant black mamba]], [[Giant brown recluse spider]], [[Giant bushmaster]], [[Giant cave spider]], [[Giant copperhead snake]], [[Giant elephant seal]], [[Giant flying squirrel]], [[Giant gray squirrel]], [[Giant moon snail]], [[Giant python]], [[Giant rattlesnake]], [[Giant red squirrel]], [[Giant skink]], [[Giant skunk]], [[Giant sloth]], [[Giant slug]], [[Giant snail]], [[Giant sparrow]], [[Giant sponge]], [[Giant stoat]], [[Giant swan]], [[Giant white stork]], [[Gigantic squid]], [[Great white shark]], [[Hammerhead shark]], [[Longfin mako shark]], [[Nurse shark]], [[Python]], [[Python man]], [[Sasquatch]], [[Sea serpent]], [[Shortfin mako shark]], [[Spotted wobbegong]], [[Tiger shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;084&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
[[Alligator snapping turtle]], [[Giant cave toad]], [[Giant desert tortoise]], [[Giant pond turtle]], [[Giant snapping turtle]], [[Giant tapir]], [[Giant thrips]], [[Giant tick]], [[Giant tiger]], [[Giant toad]], [[Giant tortoise]], [[Giant tortoise man]], [[Gigantic tortoise]], [[Tapir]], [[Tapir man]], [[Tiger]], [[Tiger man]], [[Troll]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;085&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
[[Human]], [[Unicorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;086&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
[[Giant vulture]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;087&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
[[Giant earthworm]], [[Giant sperm whale]], [[Giant walrus]], [[Giant warthog]], [[Giant weasel]], [[Giant wolf]], [[Giant wolverine]], [[Giant wombat]], [[Giant wren]], [[Sperm whale]], [[Sperm whale man]], [[Wagon]], [[Walrus]], [[Walrus man]], [[Warthog]], [[Warthog man]], [[Water buffalo]], [[Whale shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;089&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
[[Yak]], [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;097&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
[[Aardvark]], [[Aardvark man]], [[Adder]], [[Adder man]], [[Albatross]], [[Albatross man]], [[Alpaca]], [[Amphibian man]], [[Anole man]], [[Antman]], [[Armadillo]], [[Armadillo man]], [[Axolotl man]], [[Aye-aye]], [[Aye-aye man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;098&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
[[Badger]], [[Badger man]], [[Barn owl]], [[Barn owl man]], [[Bat man]], [[Beaver]], [[Beaver man]], [[Beetle man]], [[Bluejay man]], [[Bobcat]], [[Bobcat man]], [[Bonobo]], [[Bugbat]], [[Bushtit man]], [[Buzzard]], [[Buzzard man]], [[Foul blendec]], [[Great barracuda]], [[Honey badger]], [[Honey badger man]], [[Monarch butterfly man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;099&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
[[Capuchin]], [[Capuchin man]], [[Capybara]], [[Capybara man]], [[Cardinal man]], [[Cassowary]], [[Cassowary man]], [[Cat]], [[Cavy]], [[Chameleon man]], [[Cheetah]], [[Cheetah man]], [[Chicken]], [[Chimpanzee]], [[Chinchilla]], [[Chinchilla man]], [[Chipmunk man]], [[Coati]], [[Coati man]], [[Cockatiel man]], [[Cougar]], [[Cougar man]], [[Coyote]], [[Coyote man]], [[Crab]], [[Crab man]], [[Crow man]], [[Crundle]], [[Cuttlefish man]], [[Horseshoe crab]], [[Horseshoe crab man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
[[Damselfly man]], [[Deer man]], [[Dingo]], [[Dingo man]], [[Dog]], [[Dragonfly man]], [[Drunian]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
[[Creeping eye]], [[Eagle]], [[Eagle man]], [[Echidna]], [[Echidna man]], [[Elf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
[[Cave fish man]], [[Cave floater]], [[Firefly man]], [[Fly man]], [[Fox]], [[Fox man]], [[Green tree frog man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Dark gnome]], [[Gazelle]], [[Gazelle man]], [[Gila monster]], [[Gila monster man]], [[Goat]], [[Goblin]], [[Goose]], [[Gorlak]], [[Grackle man]], [[Grasshopper man]], [[Gray gibbon]], [[Gremlin]], [[Grimeling]], [[Groundhog]], [[Groundhog man]], [[Guineafowl]], [[Leopard gecko man]], [[Longnose gar]], [[Mountain gnome]], [[Mountain goat]], [[Mountain goat man]], [[Pileated gibbon]], [[Silvery gibbon]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
[[Hamster man]], [[Hare]], [[Hare man]], [[Harp seal man]], [[Harpy]], [[Hedgehog man]], [[Hornbill]], [[Hornbill man]], [[Hungry head]], [[Hyena]], [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
[[Fire imp]], [[Ibex]], [[Ibex man]], [[Iguana]], [[Iguana man]], [[Impala]], [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
[[Jackal]], [[Jackal man]], [[Jumping spider man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
[[Kakapo]], [[Kakapo man]], [[Kea]], [[Kea man]], [[Kestrel]], [[Kestrel man]], [[King cobra]], [[King cobra man]], [[Kingsnake]], [[Kingsnake man]], [[Kiwi]], [[Kiwi man]], [[Koala]], [[Koala man]], [[Kobold]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
[[Gray langur]], [[Gray langur man]], [[Leech man]], [[Leopard]], [[Leopard man]], [[Lion tamarin man]], [[Lizard man]], [[Loon]], [[Loon man]], [[Lorikeet man]], [[Louse man]], [[Lynx]], [[Lynx man]], [[Masked lovebird man]], [[Peach-faced lovebird man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
[[Giant mole]], [[Hoary marmot]], [[Hoary marmot man]], [[Magpie man]], [[Mandrill]], [[Mandrill man]], [[Manera]], [[Mantis man]], [[Mink]], [[Mink man]], [[Mongoose]], [[Mongoose man]], [[Mosquito man]], [[Moth man]], [[Mussel]], [[Plump helmet man]], [[Rhesus macaque]], [[Rhesus macaque man]], [[Spider monkey]], [[Spider monkey man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
[[Naked mole dog]], [[Nautilus man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
[[Cave blob]], [[Flesh ball]], [[Great horned owl]], [[Great horned owl man]], [[Ocelot]], [[Ocelot man]], [[Octopus]], [[Octopus man]], [[Olm man]], [[Opossum]], [[Opossum man]], [[Oriole man]], [[Osprey]], [[Osprey man]], [[Otter man]], [[Oyster]], [[River otter]], [[Sea otter]], [[Snowy owl]], [[Snowy owl man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
[[Blue peafowl]], [[Emperor penguin]], [[Grey parrot]], [[Grey parrot man]], [[Little penguin]], [[Pangolin]], [[Pangolin man]], [[Parakeet man]], [[Penguin]], [[Penguin man]], [[Peregrine falcon]], [[Peregrine falcon man]], [[Pig]], [[Platypus]], [[Platypus man]], [[Pond grabber]], [[Porcupine]], [[Porcupine man]], [[Puffin]], [[Puffin man]], [[Red panda]], [[Red panda man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
[[Large rat]], [[Rabbit]], [[Raccoon]], [[Raccoon man]], [[Rat man]], [[Raven]], [[Raven man]], [[Red-winged blackbird man]], [[Reptile man]], [[Roach man]], [[Rodent man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
[[Angelshark]], [[Bark scorpion man]], [[Black mamba]], [[Black mamba man]], [[Blacktip reef shark]], [[Brown recluse spider man]], [[Bushmaster]], [[Bushmaster man]], [[Cave swallow man]], [[Copperhead snake]], [[Copperhead snake man]], [[Flying squirrel man]], [[Frill shark]], [[Gray squirrel man]], [[Helmet snake]], [[Moon snail man]], [[Rattlesnake]], [[Rattlesnake man]], [[Red squirrel man]], [[Satyr]], [[Serpent man]], [[Sheep]], [[Siamang]], [[Skink man]], [[Skunk]], [[Skunk man]], [[Sloth]], [[Sloth man]], [[Slug man]], [[Snail man]], [[Sparrow man]], [[Spiny dogfish]], [[Sponge]], [[Sponge man]], [[Squid man]], [[Stoat]], [[Stoat man]], [[Strangler]], [[Swan]], [[Swan man]], [[White stork]], [[White stork man]], [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
[[Common snapping turtle]], [[Desert tortoise]], [[Desert tortoise man]], [[Pond turtle man]], [[Snapping turtle man]], [[Thrips man]], [[Tick man]], [[Toad man]], [[Troglodyte]], [[Turkey]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
[[Vulture]], [[Vulture man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
[[Ice wolf]], [[Weasel]], [[Weasel man]], [[Wolf]], [[Wolf man]], [[Wolverine]], [[Wolverine man]], [[Wombat]], [[Wombat man]], [[Worm man]], [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
[[Purring maggot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
[[Brook lamprey]], [[Conger eel]], [[Hagfish]], [[Knuckle worm]], [[Leech]], [[Sea lamprey]], [[Slug]], [[Worm]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
[[Bat ray]], [[Common skate]], [[Stingray]], [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
[[Cave lobster]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
[[Anchovy]], [[Banded knifefish]], [[Black bullhead]], [[Bluefin tuna]], [[Bluefish]], [[Brown bullhead]], [[Carp]], [[Cave fish]], [[Char]], [[Clown loach]], [[Clownfish]], [[Cod]], [[Flounder]], [[Glasseye]], [[Guppy]], [[Hake]], [[Halibut]], [[Herring]], [[Lungfish]], [[Mackerel]], [[Marlin]], [[Milkfish]], [[Ocean sunfish]], [[Opah]], [[Perch]], [[Pike]], [[Rainbow trout]], [[Sailfin molly]], [[Salmon]], [[Seahorse]], [[Shad]], [[Sole]], [[Spotted ratfish]], [[Steelhead trout]], [[Sturgeon]], [[Swordfish]], [[Tigerfish]], [[White-spotted puffer]], [[Yellow bullhead]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
[[sea nettle jellyfish]]&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
These creatures are classified as &amp;quot;vermin&amp;quot; and cannot have their tiles changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]&lt;br /&gt;
&lt;br /&gt;
==== Additional Tiles Used by Creatures ====&lt;br /&gt;
Some creature raw specify secondary tiles. They are listed here&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Usage !! Change Properties&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;002&amp;lt;/small&amp;gt; {{TST|☻}}&lt;br /&gt;
|Military [[dwarves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[creeping eye]] glowing eye&lt;br /&gt;
|can be reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[kobold]], [[goblin]], and [[blizzard man]] glowing eyes&lt;br /&gt;
|cannot be removed or reassigned without changing behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|one eyed creatures with GLOWTILE &amp;quot; ([[kobold]], [[goblin]]s, and [[blizzard man|blizzard men]])&lt;br /&gt;
|tile cannot be changed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
|[[purring maggot]] alternate&lt;br /&gt;
|can be removed or reassigned&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
|military [[elf|elves]]&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
| Military Humans&lt;br /&gt;
|can be removed, reassigned, or overridden by graphics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
==== Trees on map ====&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
[[Acacia]], [[Alder]], [[Apple]], [[Apricot]], [[Birch]], [[Cherry]], [[Feather tree]], [[Mangrove]], [[Maple]], [[Peach]], [[Pear]], [[Tea]], [[Sand pear]], [[Plum]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
[[Almond]], [[Hazel]], [[Oak]], [[Mahogany]], [[Chestnut]], [[Ash_(tree)|Ash]], [[Kumquat]], [[Custard-apple]], [[Orange]], [[Desert lime]], [[Finger lime]], [[Round lime]], [[Walnut]], [[Pomelo]], [[Citron]], [[Olive]] , [[Macadamia]], [[Coffee]], [[Bayberry]], [[Bitter orange]], [[Lime]], [[Lychee]], [[Pecan]], [[Persimmon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;020&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¶}}&lt;br /&gt;
[[Highwood]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;023&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↨}}&lt;br /&gt;
[[Cedar]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;024&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|↑}}&lt;br /&gt;
[[Pine]], [[Ginkgo]], [[Larch]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
[[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╡}}&lt;br /&gt;
[[Blood thorn]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
[[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Γ}}&lt;br /&gt;
[[abaca]], [[candlenut]], [[mango tree]], [[rubber tree]], [[cacao tree]], [[Coconut palm]], [[kapok]], [[Avocado]], [[Banana]], [[Carambola]], [[Cashew]], [[Date palm]], [[Durian]], [[Guava]], [[Papaya]], [[Paradise nut]], [[Pomegranate]], [[Rambutan]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌠}}&lt;br /&gt;
[[Willow]]&lt;br /&gt;
&lt;br /&gt;
==== Trees in game ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| smoothed branches in elven forest retreats&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| various fruits,  various buds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|*}}&lt;br /&gt;
| chestnut fruit, catkins&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| twigs&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|⌂}}&lt;br /&gt;
| trunk cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|¼}}&lt;br /&gt;
| roots, branches with leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|trunk&lt;br /&gt;
|&amp;lt;small&amp;gt;010&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|◙}}&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╣}}&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|║}}&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╗}}&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╝}}&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╚}}&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╔}}&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╩}}&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╦}}&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╠}}&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|═}}&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╬}}&lt;br /&gt;
|-&lt;br /&gt;
|branches&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|│}}&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╢}}&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┐}}&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|└}}&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┴}}&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┬}}&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|├}}&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|─}}&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┼}}&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╞}}&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╟}}&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╧}}&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|╤}}&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┘}}&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|┌}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== crops ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;003&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| [[Quarry bush]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[strawberry]], [[prickle berry]], [[fisher berry]], [[sun berry]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[pig tail]], [[cave wheat]], [[Longland grass]], [[rat weed]], [[hide root]], [[muck root]], [[blade weed]], [[sliver barb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]], [[bloated tuber]], [[kobold bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Garden plants ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♣}}&lt;br /&gt;
| blossoms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;006&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|♠}}&lt;br /&gt;
| leaves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|%}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;058&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|:}}&lt;br /&gt;
| [[crop|all kinds of berries]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[winter melon]], [[watermelon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grasses ====&lt;br /&gt;
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;005&amp;lt;/small&amp;gt; {{TST|♣}}&lt;br /&gt;
| flowers on [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]]. [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;009&amp;lt;/small&amp;gt; {{TST|○}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;044&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;079&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|O}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|`}}&lt;br /&gt;
| all other [[grass|grasses]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|o}}&lt;br /&gt;
| [[bubble bulb]], [[staring eyeball]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|ƒ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|τ}}&lt;br /&gt;
| [[arrow bamboo]], [[golden bamboo]], [[hedge bamboo]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≥}}&lt;br /&gt;
| [[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|≤}}&lt;br /&gt;
|[[wormy tendril]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|°}}&lt;br /&gt;
|[[staring eyeball]], [[bubble bulb]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unmined inorganic material ===&lt;br /&gt;
The tiles can all be changed in the raws.&lt;br /&gt;
==== Stones ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[bituminous coal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;034&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
|[[Calcite]], [[Hornblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;035&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[Sandstone]], [[Rock salt]], [[Basalt]], [[Gypsum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Siltstone]], [[Slate]], [[Brimstone]], [[Kimberlite]], [[Bismuthinite]], [[Realgar]], [[Stibnite]], [[Marcasite]], [[Olivine]], [[Orthoclase]], [[Microcline]], [[Petrified wood]], [[Brimstone]], [[Pyrolusite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;039&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
| [[Claystone]], [[Rhyolite]], [[Periclase]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;042&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Lignite]], [[Pitchblende]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;043&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| [[Bauxite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;045&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Cryolite]], [[Orpiment]], [[Satinspar]], [[Phyllite]], [[Quartzite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;046&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| [[Dacite]], [[Ilmenite]], [[Shale]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;059&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Selenite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;061&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Chert]], [[Gneiss]], [[Sylvite]], [[Chromite]], [[Kaolinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;096&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| [[Dolomite]], [[Schist]], [[Alunite]], [[Rutile]], [[Borax]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| [[Graphite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| [[Anhydrite]], [[Mica]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Cinnabar]], [[Cobaltite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Jet]], [[Chalk]], [[Diorite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Gabbro]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Marble]], [[Limestone]], [[Granite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|Θ}}&lt;br /&gt;
| [[Puddingstone]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|∞}}&lt;br /&gt;
| [[Andesite]], [[Conglomerate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| [[Mudstone]], [[Serpentine]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ores ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;037&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;094&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| [[Adamantine]], [[Cassiterite]], [[Copper]], [[Galena]], [[Gold]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Platinum]], [[Silver]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
&amp;lt;small&amp;gt;015&amp;lt;/small&amp;gt; {{TST|☼}} is used by all [[gem]]s&lt;br /&gt;
&lt;br /&gt;
====Soil ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|░}}&lt;br /&gt;
| [[Loam]], [[Peat]], [[Sandy clay loam]], [[Sandy loam]], [[Silty clay loam]], [[Pelagic clay]], [[Red sand]], [[Sand (tan)]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▒}}&lt;br /&gt;
| [[Loamy sand]], [[Silt loam]], [[Siliceous ooze]], [[Calcareous ooze]], [[Clay loam]], [[Sandy clay]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt;&amp;amp;nbsp;{{TST|▓}}&lt;br /&gt;
| [[Silt]], [[Black sand]], [[White sand]], [[Yellow sand]], [[Clay]], [[Silty clay]], [[Fire clay]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Characters used in text and interface ===&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z&lt;br /&gt;
* 32 (Space); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;&lt;br /&gt;
* [[Item quality|Quality]]: - + ≡ * ☼ « »&lt;br /&gt;
* Brackets: ( ) &amp;lt; &amp;gt; { } [ ]&lt;br /&gt;
&lt;br /&gt;
==== Alphabets ====&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz&lt;br /&gt;
&lt;br /&gt;
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz&lt;br /&gt;
&lt;br /&gt;
Human: aábcdefghijklmnñopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: aâäåbdeêëghklmnoôöprstuûxz&lt;br /&gt;
&lt;br /&gt;
In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ&lt;br /&gt;
&lt;br /&gt;
=== No known use ===&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
&lt;br /&gt;
↕ ∟ ↔ ½ 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232679</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232679"/>
		<updated>2017-09-06T19:27:55Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Surveying the Area */ added info about mousewheel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run especially without experience what to change.}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). The Mousewheel will zoom the map in and out. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.}}&lt;br /&gt;
&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope.&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
&lt;br /&gt;
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=232678</id>
		<title>DF2014 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=232678"/>
		<updated>2017-09-06T19:25:03Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Feedback: UI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spring==&lt;br /&gt;
Some of this article still assumes that the fortress will start in Spring, but that's not necessarily true any more. I don't know how to fix it without making things more complicated though. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 20:31, 14 July 2014 (UTC)&lt;br /&gt;
:I decided to go with &amp;quot;in the first six month&amp;quot;, &amp;quot;by your third season&amp;quot;, or similar. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 02:19, 15 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Change name to &amp;quot;Fortress Mode Quick start&amp;quot;? ==&lt;br /&gt;
I feel like this page should be moved to [[Fortress mode quick start]], not only to be consistent with the name [[Adventure mode quick start]], but also to make it so that the name is more descriptive. &amp;quot;Quickstart guide&amp;quot; could mean anything, really. (For me at least, the current title feels like the name for some hypothetical &amp;quot;how to get DF running&amp;quot; guide, moreso than a fortress mode guide.) As a bonus, the new name doesn't imply that fortress mode is somehow the &amp;quot;default&amp;quot; or &amp;quot;main&amp;quot; mode of play &amp;lt;code&amp;gt;:)&amp;lt;/code&amp;gt; . —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 02:42, 21 July 2014 (UTC)&lt;br /&gt;
:Makes sense to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:34, 21 July 2014 (UTC)&lt;br /&gt;
:The game is called 'Dwarf Fortress' and the game mode at issue is called 'Dwarf Fortress' so I think it's reasonable to imply that this is the default mode of play. I don't actually care what the article's title is, but I don't really think anyone is confused by the status quo and if they are I don't think they can handle anything more challenging than legends mode. So I guess this is a vote against.[[User:Qalnor|Qalnor]] ([[User talk:Qalnor|talk]])&lt;br /&gt;
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== Articles not Transferring over between versions ==&lt;br /&gt;
I was just browsing through this guide when I noticed that the &amp;quot;starting site&amp;quot; and &amp;quot;preparing carefully&amp;quot; articles are red links. Those pages existed for the last version of this article, but apparently they haven't been transferred over to DF2014 (that's the current version?). I really don't know much about this game or how wikis work, but for anybody else who views this guide it might be useful to see about getting those pages updated so the &amp;quot;where to start&amp;quot; article doesn't have red links in really important places.&lt;br /&gt;
:Apparently subpages weren't copied over. I'll work on this tomorrow, hopefully. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:04, 24 July 2014 (UTC)&lt;br /&gt;
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== Feedback: Great Guide ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
I installed DF last night and this guide got me rolling withing a few hours. Thanks! (Well, the DF Starter Pack deserves some credit as well...) --[[Special:Contributions/94.65.62.78|94.65.62.78]] 21:12, 3 August 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Nobles|Nobles]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Details on how to read the two columns in the inventory/stocks screen would be great here. --[[Special:Contributions/99.234.13.193|99.234.13.193]] 03:06, 11 August 2014 (UTC)&lt;br /&gt;
:Added a link to [[stocks]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:10, 11 August 2014 (UTC)&lt;br /&gt;
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== Feedback: wheelbarrow ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Workshops|Workshops]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Maybe im being dumb and blind but i can't find wheelbarrow in Carpenter Workshop.&lt;br /&gt;
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This is the paragraph where it is explained, but im going through the list and can't find &amp;quot;wheelbarrow&amp;quot;.&lt;br /&gt;
&amp;quot;Also, it would be helpful to build a few wheelbarrows to make hauling large objects easier. Queue up 2 or 3 at the carpenter's workshop (they're located near the bottom of the list, but remember that scrolling up with - warps to the bottom of the list). While the wheelbarrows are being built, select your stone stockpile with q and use w to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&amp;quot; &lt;br /&gt;
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Maybe it's name got changed or it's being build somewhere else. --[[Special:Contributions/84.114.70.137|84.114.70.137]] 19:59, 19 August 2014 (UTC)&lt;br /&gt;
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:What version of DF are you using? As long as you're using v0.34.08 or higher, they're definitely built at a carpenter's workshop (located between &amp;quot;Make wooden minecart&amp;quot; and &amp;quot;Make wooden pipe section&amp;quot;). You may be confused because they're not on the first page of the list, which is mentioned in the paragraph you quoted. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:02, 19 August 2014 (UTC)&lt;br /&gt;
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== Feedback: what? ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Delving Secure Lodgings|Delving Secure Lodgings]]&amp;lt;/div&amp;gt;&lt;br /&gt;
This is incredibly confusing. The picture doesn't even show the entrance. I thought it was supposed to be 20 tiles long and 1 wide. It is nowhere to be found. --[[Special:Contributions/63.142.119.65|63.142.119.65]] 13:14, 21 August 2014 (UTC)&lt;br /&gt;
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:This picture shows the entry tunnel ''after'' the modifications described in the first two sentences of this section:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:The entrance tunnel extends from the upward ramps on the right to the large room on the left. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:16, 21 August 2014 (UTC)&lt;br /&gt;
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== Feedback: Don't know how many barrels are in currently in my stockpile ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Brewing | Brewing ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to reduce the max barrels to the number currently in the pile, but I don't know how to find that. Thanks. --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:02, 23 August 2014 (UTC)&lt;br /&gt;
: Removed that part, since it's not necessary (in fact, the whole point of reserved barrels is to ''avoid'' adjusting the settings of every stockpile). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback: 1x1 stairway or 3x3 stairway ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to put a stairway in the middle of the room we created for them. That would seem to suggest 1 square stairway. I see some of the graphics that on the floor below it looks like there are 3x3 stairs. I don't know what the implications are of either option or what's intended.&lt;br /&gt;
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Thanks --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:05, 23 August 2014 (UTC)&lt;br /&gt;
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:It should be a 3x3 staircase in the 3x3 room (see the picture) - hopefully I made this somewhat clearer. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback: Shift + &amp;gt; or Shift + &amp;lt; ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I know there are different graphics when shift should be pushed but showing it for &amp;lt; or &amp;gt; is confusing.  It was not apparent that I should hit shift.  Had to search somewhere else to figure out how to change z levels --[[Special:Contributions/76.125.186.211|76.125.186.211]] 00:04, 25 August 2014 (UTC)&lt;br /&gt;
:Many keyboard layouts (including US keyboards) require {{k|Shift}} to type {{k|&amp;lt;}} and {{k|&amp;gt;}} - this isn't DF-specific. I added a note in the first place those keys are mentioned. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:33, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;quot;in the middle of the 3x3 room you dug out earlier&amp;quot;&lt;br /&gt;
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May be 5x5 room? --[[Special:Contributions/94.181.49.32|94.181.49.32]] 15:42, 5 September 2014 (UTC)&lt;br /&gt;
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:No, this is correct. From the article:&lt;br /&gt;
::Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry. '''At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell.'''&lt;br /&gt;
:I've added a note to the article about this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:08, 5 September 2014 (UTC)&lt;br /&gt;
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== Feedback: Boooze over ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Checking Supplies|Checking Supplies]]&amp;lt;/div&amp;gt;&lt;br /&gt;
In a upper paragraph didn't we make more booze? --[[Special:Contributions/191.180.4.103|191.180.4.103]] 02:38, 8 September 2014 (UTC)&lt;br /&gt;
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== Feedback: Great guide! ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
Hey, I really appreciate the work that went into making this guide. I've tried a few times in the past to get into Dwarf Fortress - but I never came victor. I thought it was way too complex for me, and even though I love complex simulators, I finally gave up.&lt;br /&gt;
&lt;br /&gt;
Recently it started bugging me again, and I gave it another chance. Thanks to this guide, I finally *understood* the meaning of the game and I can now play and discover much like anyone else. There was just this single lever to (P)ull, and now that's on it can never be turned off.&lt;br /&gt;
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Thanks a bunch, guys. --[[Special:Contributions/94.36.51.106|94.36.51.106]] 08:51, 1 November 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stockpiles | Stockpiles ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I got some issues with my &amp;quot;general purpose stockpiles&amp;quot;, whem digging it, i got many leftover chert . . . I don't know how to remove those stuff to create a fully vacant stockpiles.&lt;br /&gt;
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In the guide we get a note about it, but no info on how to change this. Hide the chert let them still on the tiles and dumping them, not make something for me at this point . . .&lt;br /&gt;
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Thank for the guide and for the help --[[Special:Contributions/89.3.210.92|89.3.210.92]] 18:24, 4 January 2015 (UTC)&lt;br /&gt;
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== Feedback: Bruh ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
3x3 is ugly bruh --[[Special:Contributions/66.171.208.194|66.171.208.194]] 04:21, 1 February 2015 (UTC)&lt;br /&gt;
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== Not starting with Plump Helmets ==&lt;br /&gt;
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I've started several different fortresses using the default loadouts, but have yet to start with a farmer or any Plump Helmet seeds. I'm using version 40.24, not sure if that matters. I do start with Shade Thorn saplings and Devil Mushrooms. Can I make booze with these instead of the plump helmets?&lt;br /&gt;
:These plants aren't present in the vanilla/unedited game. I recommend you ask in a thread or forum that's familiar with the mods you use. --[[User:Button|Button]] ([[User talk:Button|talk]]) 01:12, 13 February 2015 (UTC)&lt;br /&gt;
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The only mod I've installed was a tileset mod. No extra items or seeds. I've already got a decent sized fortress now, is there a way to get plump helmets other than starting with them?&lt;br /&gt;
:Again, you have plants which aren't present in the unmodified game. We have no way of knowing if plump helmets even still exist in the mod you're using. I suggest you ask at wherever you downloaded your copy of Dwarf Fortress from. --[[User:Button|Button]] ([[User talk:Button|talk]]) 18:29, 13 February 2015 (UTC)&lt;br /&gt;
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:If you installed a new version over an older version, any mods might remain and cause problems. Although, if your game has plump helmets at all, you will probably be able to purchase them from the dwarven caravan (they always seem to bring plenty).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:13, 13 February 2015 (UTC)&lt;br /&gt;
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I've never used a mod with this game before other than this new tileset. There were no old versions on this computer. The last dwarven caravan had no plump helmets either. It seems I'm SOL. I'll have to go with aboveground farms until I figure out what's wrong. Thanks for trying to help though. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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== Grazers ==&lt;br /&gt;
So after the issue with the plump helmets I now realize that none of my grazing animals will eat. They simply walk around, remove all the grass, then promptly starve to death, regardless of how large the pen is that I put them in. I'm starting to think that my entire game may be bugged. I really like the world I have now and would really like to keep playing it. If anyone has any ideas on how to fix my grazers it would be greatly appreciated. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Turns out the &amp;quot;tileset&amp;quot; I downloaded changes a huge number of things in the game, adding plants, animals, weapons and all kinds of other things. Real nice of the guy that made it to mention that in his post. Sorry for wasting your time. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Which tileset is this, exactly? Can you provide a link to this post? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 14 February 2015 (UTC)&lt;br /&gt;
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== Masterwork? ==&lt;br /&gt;
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This page is not really a must-read topic, but it is the single most thorough and detailed article on the entire wiki, perhaps on the best articles in the whole dwarffortressverse. (Horrible -verse name alert) I believe this article should be masterwork. Is that enough to negate the must-read requirement? {{User:Latias1290/Sig/src|17:41|March 26, 2015}}&lt;br /&gt;
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:I don't think the &amp;quot;must-read&amp;quot; topic requirement is as important as other criteria. Feel free to change this page's rating if you see fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:06, 26 March 2015 (UTC)&lt;br /&gt;
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== Strictness of instructions ==&lt;br /&gt;
There are a lot of instructions like &amp;quot;dig a 3x20 hallway&amp;quot;, &amp;quot;make a 3x3 stairway&amp;quot;, &amp;quot;two tiles past that, dig a 11x11 room&amp;quot;. I believe it's detrimental to the creativity of beginners and ultimately the variety of fortresses to give such exact instructions. Instead, something like &amp;quot;make a stairway&amp;quot;, &amp;quot;dig a large room&amp;quot;, etc should be preferred. In addition, a paragraph talking about reasonable dimensions (&amp;quot;most fortresses will do with a 2x2 staircase&amp;quot;, &amp;quot;a 3 tile wide hallway is enough for the main hallways of 200+ fortresses&amp;quot;) should give beginners a sufficient scale to base their decisions on.&lt;br /&gt;
&lt;br /&gt;
The question is whether it's better to give new players actual numbers to follow or instead give them rough dimensions and tell them to experiment.&lt;br /&gt;
I fear that the former will rear players that build nothing but cookie cutter fortresses following exact dimensions of this guide; while the latter might simply be inferior as a guide.&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 23:31, 23 July 2015 (UTC)&lt;br /&gt;
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:I tried to remove some rigid measurements from the guide a while back, so I don't object to removing others and adding more explanations. Of course, the minimum 3-tile-wide hallway to allow for wagon access is important to mention, but I can't think of anything else off the top of my head. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:40, 26 July 2015 (UTC)&lt;br /&gt;
::Done. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 18:06, 28 August 2015 (UTC)&lt;br /&gt;
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== Perhaps more information on trading would be useful? ==&lt;br /&gt;
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What should I get? What should I be trading? [[Special:Contributions/216.254.133.138|216.254.133.138]] 21:28, 21 August 2015 (UTC)&lt;br /&gt;
:I think the most reliable thing for trading away would be prepared meals? They're relatively high value, and not very difficult to make lots of. [[Special:Contributions/2602:302:D111:7290:9357:C7C4:D315:4B93|2602:302:D111:7290:9357:C7C4:D315:4B93]] 01:38, 22 August 2015 (UTC)&lt;br /&gt;
::I expanded the trading section a little. Probably needs some correction and changes. In the end, I decided to omit the prepared meals, as a couple of barrels full of lavish meals created by a legendary cook can easily buy the entire caravan 3 times over. It makes the game ridiculously easy really quick, and I figure new players probably have more fun in the long run if they can't get everything from a caravan right away. I also mentioned the usual suspects for missing mood items as must-have supply, without explicitly mentioning moods as they're a bit spoiler-y and not mentioned anywhere else in the guide. Not sure if we should a) not mention these altogether, b) mention them without explaining why they're important, or c) list them with an explanation and link to mood page. Personally I think it's fine as I made it though.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 13:54, 23 August 2015 (UTC)&lt;br /&gt;
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== Feedback: how to cook ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Brewing and Cooking|Brewing and Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It would be nice to know how one actually does any cooking. Shall one dwarf be assigned with the cooking labor? And then what? --[[Special:Contributions/81.216.197.38|81.216.197.38]] 13:14, 25 September 2015 (UTC)&lt;br /&gt;
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== Feedback: Those pictures are extremely confusing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Traps|Traps]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The pictures are either not helpful at all or marginally helpful without explanation of what they mean. --[[Special:Contributions/67.54.220.18|67.54.220.18]] 20:27, 13 October 2015 (UTC)&lt;br /&gt;
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== Feedback: Zombies! ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#World Generation|World Generation]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I would like to suggests that all players to consider the fact that if there's a necromancer tower near you. Your kingdom will most likely be siege by various undead animals. Please put this note in for future new players. I have suffered the consequence by these unholy beings slaughtering my 22 little workers, 2 of which being children. RIP Rocksgrope. --[[User:Stagskull|Stagskull]] ([[User talk:Stagskull|talk]]) 07:04, 31 January 2016 (UTC)&lt;br /&gt;
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==I need an earlier step==&lt;br /&gt;
I downloaded df_42_06_win.zip and unzipped it to a folder and read the readme.txt but I can't figure out what I should open to launch the actual game, &amp;lt;s&amp;gt;can someone add an earlier step to this guide explaining how to go from downloading &amp;gt; unzipping &amp;gt; what to open to launch the game?&amp;lt;/s&amp;gt; NM I found [[DF2014:Installation]] but I will link that at the start. [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:27, 27 February 2016 (UTC)&lt;br /&gt;
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==Mouse wheel==&lt;br /&gt;
Under [[DF2014:Quickstart_guide#Surveying_the_Area]] it talks about keys. I noticed that when I scroll my mouse wheel up/forward it zooms out and down/back it zooms in. Is this a proper way to interact with the map? [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:54, 27 February 2016 (UTC)&lt;br /&gt;
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== Feedback: Add a bit more ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Refuse|Refuse]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Add a bit more --[[Special:Contributions/69.112.13.248|69.112.13.248]] 00:43, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Such as? For a quick start, that's all you need to know about refuse. Remember that this is the quickstart guide - here to give you a quick start with only the minimal amount of critical information. If you need in depth documentation, you can look up everything on the relevant wiki pages. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:32, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Example screenshot of search ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Choosing a Good Site | Choosing a Good Site ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
There should be an example screenshot of the search window for new players to understand how the interface works better. --[[User:Enzanki ars|Enzanki ars]] ([[User talk:Enzanki ars|talk]]) 22:52, 30 May 2016 (UTC)&lt;br /&gt;
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== Feedback: Thanks! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Feedback | Feedback ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Most helpful.&lt;br /&gt;
&lt;br /&gt;
One confusing area: the pictures illustrating the initial setup in the Room Dimensions section.&lt;br /&gt;
&lt;br /&gt;
Please edit the picture to include labels, so that it actually *is* clear which area is which. Also, it isn't too clear where in that image the fortress connects with the surface. --[[Special:Contributions/109.202.107.10|109.202.107.10]] 10:31, 5 September 2016 (UTC)&lt;br /&gt;
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== Feedback: Problems? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Workshops|Workshops]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I've followed all of the instructions and have a ton of architect dwarves and everything is set up like it should be, but my dwarves aren't building workshops. In the &amp;quot;q&amp;quot; menu it says &amp;quot;Waiting for construction... Construction inactive.&amp;quot; Maybe add more troubleshoots, I can't possibly be the only one having this problem. --[[Special:Contributions/50.35.12.66|50.35.12.66]] 00:30, 4 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only a few workshops require the [[architecture]] labor to be enabled for their construction. Most instead only require a labor specific to the kind of work performed at the workshop. For instance, to build a kitchen ({{k|b}}-{{k|w}}-{{k|z}}), you need to enable the [[cooking]] labor for at least one dwarf. The chosen dwarf does not actually need to have any [[skill]] in cooking; only workshops that actually do require Architecture have any measure of building quality, and even that has no effect on how well they function. If you choose an unskilled dwarf to construct the workshop, remember to disable the labor afterwards so he doesn't then try to make use of the workshop.&lt;br /&gt;
&lt;br /&gt;
:Another thing that might be wrong is for construction to have been interrupted for some reason. Common causes are animals (domestic or otherwise) wandering over the construction site, dwarves getting spooked by threatening encounters, or the selected building materials becoming inaccessible for some reason. If so, you should resolve the issue ([[pasture]] animals, wait for the threat to pass, send [[squad]]s, etc.) and then {{k|q}}-{{k|s}} over the workshop in order to resume construction. If all else fails, you can {{k|q}}-{{k|x}} the workshop to deconstruct it (instantaneous if it hasn't been built yet) and attempt to build it at a different location. --[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 17:03, 8 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've added explicit mention of the need for workshop labors to be enabled in order to construct workshops. The other possible problem (suspended construction) and its solution was already mentioned in the [[Quickstart guide#Workshops|Workshops]] section. --[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 18:40, 8 February 2017 (UTC)&lt;br /&gt;
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== Feedback: Doesn't describe how to haul dwarves and supplies inside ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Strike The Earth!|Strike The Earth!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
This section's first paragraph states that &amp;quot;you will want to get all your dwarves and supplies inside a protected area as quickly as possible.&amp;quot; Wise words.&lt;br /&gt;
&lt;br /&gt;
But the section doesn't describe how to do that. It only describes how to designate an initial entrance and room. This is confusing for readers who expect that the section is about getting dwarves protected as fast as possible. --[[Special:Contributions/216.114.117.77|216.114.117.77]] 01:11, 31 July 2017 (UTC)&lt;br /&gt;
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:Clarified. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:23, 6 September 2017 (UTC)&lt;br /&gt;
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== Feedback: UI ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Choosing what to sell and what to buy|Choosing what to sell and what to buy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Hi! Thanks for the lovely quick start guide, however it assumes that I have any idea how to interact with trader. I have no idea what has happened just now, just some lines of text were shown, no trade was done, could not set the priority (assuming it is my priority) and then they just left... maybe next year lol --[[Special:Contributions/77.247.162.32|77.247.162.32]] 00:41, 29 August 2017 (UTC)&lt;br /&gt;
:There has been a link to the trade page for a while now. I reorganized the text a little. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:25, 6 September 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=232677</id>
		<title>DF2014 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=232677"/>
		<updated>2017-09-06T19:23:47Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Feedback: UI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spring==&lt;br /&gt;
Some of this article still assumes that the fortress will start in Spring, but that's not necessarily true any more. I don't know how to fix it without making things more complicated though. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 20:31, 14 July 2014 (UTC)&lt;br /&gt;
:I decided to go with &amp;quot;in the first six month&amp;quot;, &amp;quot;by your third season&amp;quot;, or similar. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 02:19, 15 July 2014 (UTC)&lt;br /&gt;
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== Change name to &amp;quot;Fortress Mode Quick start&amp;quot;? ==&lt;br /&gt;
I feel like this page should be moved to [[Fortress mode quick start]], not only to be consistent with the name [[Adventure mode quick start]], but also to make it so that the name is more descriptive. &amp;quot;Quickstart guide&amp;quot; could mean anything, really. (For me at least, the current title feels like the name for some hypothetical &amp;quot;how to get DF running&amp;quot; guide, moreso than a fortress mode guide.) As a bonus, the new name doesn't imply that fortress mode is somehow the &amp;quot;default&amp;quot; or &amp;quot;main&amp;quot; mode of play &amp;lt;code&amp;gt;:)&amp;lt;/code&amp;gt; . —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 02:42, 21 July 2014 (UTC)&lt;br /&gt;
:Makes sense to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:34, 21 July 2014 (UTC)&lt;br /&gt;
:The game is called 'Dwarf Fortress' and the game mode at issue is called 'Dwarf Fortress' so I think it's reasonable to imply that this is the default mode of play. I don't actually care what the article's title is, but I don't really think anyone is confused by the status quo and if they are I don't think they can handle anything more challenging than legends mode. So I guess this is a vote against.[[User:Qalnor|Qalnor]] ([[User talk:Qalnor|talk]])&lt;br /&gt;
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== Articles not Transferring over between versions ==&lt;br /&gt;
I was just browsing through this guide when I noticed that the &amp;quot;starting site&amp;quot; and &amp;quot;preparing carefully&amp;quot; articles are red links. Those pages existed for the last version of this article, but apparently they haven't been transferred over to DF2014 (that's the current version?). I really don't know much about this game or how wikis work, but for anybody else who views this guide it might be useful to see about getting those pages updated so the &amp;quot;where to start&amp;quot; article doesn't have red links in really important places.&lt;br /&gt;
:Apparently subpages weren't copied over. I'll work on this tomorrow, hopefully. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:04, 24 July 2014 (UTC)&lt;br /&gt;
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== Feedback: Great Guide ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
I installed DF last night and this guide got me rolling withing a few hours. Thanks! (Well, the DF Starter Pack deserves some credit as well...) --[[Special:Contributions/94.65.62.78|94.65.62.78]] 21:12, 3 August 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Nobles|Nobles]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Details on how to read the two columns in the inventory/stocks screen would be great here. --[[Special:Contributions/99.234.13.193|99.234.13.193]] 03:06, 11 August 2014 (UTC)&lt;br /&gt;
:Added a link to [[stocks]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:10, 11 August 2014 (UTC)&lt;br /&gt;
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== Feedback: wheelbarrow ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Workshops|Workshops]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Maybe im being dumb and blind but i can't find wheelbarrow in Carpenter Workshop.&lt;br /&gt;
&lt;br /&gt;
This is the paragraph where it is explained, but im going through the list and can't find &amp;quot;wheelbarrow&amp;quot;.&lt;br /&gt;
&amp;quot;Also, it would be helpful to build a few wheelbarrows to make hauling large objects easier. Queue up 2 or 3 at the carpenter's workshop (they're located near the bottom of the list, but remember that scrolling up with - warps to the bottom of the list). While the wheelbarrows are being built, select your stone stockpile with q and use w to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&amp;quot; &lt;br /&gt;
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Maybe it's name got changed or it's being build somewhere else. --[[Special:Contributions/84.114.70.137|84.114.70.137]] 19:59, 19 August 2014 (UTC)&lt;br /&gt;
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:What version of DF are you using? As long as you're using v0.34.08 or higher, they're definitely built at a carpenter's workshop (located between &amp;quot;Make wooden minecart&amp;quot; and &amp;quot;Make wooden pipe section&amp;quot;). You may be confused because they're not on the first page of the list, which is mentioned in the paragraph you quoted. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:02, 19 August 2014 (UTC)&lt;br /&gt;
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== Feedback: what? ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Delving Secure Lodgings|Delving Secure Lodgings]]&amp;lt;/div&amp;gt;&lt;br /&gt;
This is incredibly confusing. The picture doesn't even show the entrance. I thought it was supposed to be 20 tiles long and 1 wide. It is nowhere to be found. --[[Special:Contributions/63.142.119.65|63.142.119.65]] 13:14, 21 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This picture shows the entry tunnel ''after'' the modifications described in the first two sentences of this section:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:The entrance tunnel extends from the upward ramps on the right to the large room on the left. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:16, 21 August 2014 (UTC)&lt;br /&gt;
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== Feedback: Don't know how many barrels are in currently in my stockpile ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Brewing | Brewing ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to reduce the max barrels to the number currently in the pile, but I don't know how to find that. Thanks. --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:02, 23 August 2014 (UTC)&lt;br /&gt;
: Removed that part, since it's not necessary (in fact, the whole point of reserved barrels is to ''avoid'' adjusting the settings of every stockpile). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback: 1x1 stairway or 3x3 stairway ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to put a stairway in the middle of the room we created for them. That would seem to suggest 1 square stairway. I see some of the graphics that on the floor below it looks like there are 3x3 stairs. I don't know what the implications are of either option or what's intended.&lt;br /&gt;
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Thanks --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:05, 23 August 2014 (UTC)&lt;br /&gt;
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:It should be a 3x3 staircase in the 3x3 room (see the picture) - hopefully I made this somewhat clearer. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback: Shift + &amp;gt; or Shift + &amp;lt; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I know there are different graphics when shift should be pushed but showing it for &amp;lt; or &amp;gt; is confusing.  It was not apparent that I should hit shift.  Had to search somewhere else to figure out how to change z levels --[[Special:Contributions/76.125.186.211|76.125.186.211]] 00:04, 25 August 2014 (UTC)&lt;br /&gt;
:Many keyboard layouts (including US keyboards) require {{k|Shift}} to type {{k|&amp;lt;}} and {{k|&amp;gt;}} - this isn't DF-specific. I added a note in the first place those keys are mentioned. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:33, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;quot;in the middle of the 3x3 room you dug out earlier&amp;quot;&lt;br /&gt;
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May be 5x5 room? --[[Special:Contributions/94.181.49.32|94.181.49.32]] 15:42, 5 September 2014 (UTC)&lt;br /&gt;
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:No, this is correct. From the article:&lt;br /&gt;
::Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry. '''At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell.'''&lt;br /&gt;
:I've added a note to the article about this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:08, 5 September 2014 (UTC)&lt;br /&gt;
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== Feedback: Boooze over ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Checking Supplies|Checking Supplies]]&amp;lt;/div&amp;gt;&lt;br /&gt;
In a upper paragraph didn't we make more booze? --[[Special:Contributions/191.180.4.103|191.180.4.103]] 02:38, 8 September 2014 (UTC)&lt;br /&gt;
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== Feedback: Great guide! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
Hey, I really appreciate the work that went into making this guide. I've tried a few times in the past to get into Dwarf Fortress - but I never came victor. I thought it was way too complex for me, and even though I love complex simulators, I finally gave up.&lt;br /&gt;
&lt;br /&gt;
Recently it started bugging me again, and I gave it another chance. Thanks to this guide, I finally *understood* the meaning of the game and I can now play and discover much like anyone else. There was just this single lever to (P)ull, and now that's on it can never be turned off.&lt;br /&gt;
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Thanks a bunch, guys. --[[Special:Contributions/94.36.51.106|94.36.51.106]] 08:51, 1 November 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stockpiles | Stockpiles ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I got some issues with my &amp;quot;general purpose stockpiles&amp;quot;, whem digging it, i got many leftover chert . . . I don't know how to remove those stuff to create a fully vacant stockpiles.&lt;br /&gt;
&lt;br /&gt;
In the guide we get a note about it, but no info on how to change this. Hide the chert let them still on the tiles and dumping them, not make something for me at this point . . .&lt;br /&gt;
&lt;br /&gt;
Thank for the guide and for the help --[[Special:Contributions/89.3.210.92|89.3.210.92]] 18:24, 4 January 2015 (UTC)&lt;br /&gt;
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== Feedback: Bruh ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
3x3 is ugly bruh --[[Special:Contributions/66.171.208.194|66.171.208.194]] 04:21, 1 February 2015 (UTC)&lt;br /&gt;
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== Not starting with Plump Helmets ==&lt;br /&gt;
&lt;br /&gt;
I've started several different fortresses using the default loadouts, but have yet to start with a farmer or any Plump Helmet seeds. I'm using version 40.24, not sure if that matters. I do start with Shade Thorn saplings and Devil Mushrooms. Can I make booze with these instead of the plump helmets?&lt;br /&gt;
:These plants aren't present in the vanilla/unedited game. I recommend you ask in a thread or forum that's familiar with the mods you use. --[[User:Button|Button]] ([[User talk:Button|talk]]) 01:12, 13 February 2015 (UTC)&lt;br /&gt;
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The only mod I've installed was a tileset mod. No extra items or seeds. I've already got a decent sized fortress now, is there a way to get plump helmets other than starting with them?&lt;br /&gt;
:Again, you have plants which aren't present in the unmodified game. We have no way of knowing if plump helmets even still exist in the mod you're using. I suggest you ask at wherever you downloaded your copy of Dwarf Fortress from. --[[User:Button|Button]] ([[User talk:Button|talk]]) 18:29, 13 February 2015 (UTC)&lt;br /&gt;
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:If you installed a new version over an older version, any mods might remain and cause problems. Although, if your game has plump helmets at all, you will probably be able to purchase them from the dwarven caravan (they always seem to bring plenty).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:13, 13 February 2015 (UTC)&lt;br /&gt;
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I've never used a mod with this game before other than this new tileset. There were no old versions on this computer. The last dwarven caravan had no plump helmets either. It seems I'm SOL. I'll have to go with aboveground farms until I figure out what's wrong. Thanks for trying to help though. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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== Grazers ==&lt;br /&gt;
So after the issue with the plump helmets I now realize that none of my grazing animals will eat. They simply walk around, remove all the grass, then promptly starve to death, regardless of how large the pen is that I put them in. I'm starting to think that my entire game may be bugged. I really like the world I have now and would really like to keep playing it. If anyone has any ideas on how to fix my grazers it would be greatly appreciated. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turns out the &amp;quot;tileset&amp;quot; I downloaded changes a huge number of things in the game, adding plants, animals, weapons and all kinds of other things. Real nice of the guy that made it to mention that in his post. Sorry for wasting your time. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Which tileset is this, exactly? Can you provide a link to this post? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 14 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork? ==&lt;br /&gt;
&lt;br /&gt;
This page is not really a must-read topic, but it is the single most thorough and detailed article on the entire wiki, perhaps on the best articles in the whole dwarffortressverse. (Horrible -verse name alert) I believe this article should be masterwork. Is that enough to negate the must-read requirement? {{User:Latias1290/Sig/src|17:41|March 26, 2015}}&lt;br /&gt;
&lt;br /&gt;
:I don't think the &amp;quot;must-read&amp;quot; topic requirement is as important as other criteria. Feel free to change this page's rating if you see fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:06, 26 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strictness of instructions ==&lt;br /&gt;
There are a lot of instructions like &amp;quot;dig a 3x20 hallway&amp;quot;, &amp;quot;make a 3x3 stairway&amp;quot;, &amp;quot;two tiles past that, dig a 11x11 room&amp;quot;. I believe it's detrimental to the creativity of beginners and ultimately the variety of fortresses to give such exact instructions. Instead, something like &amp;quot;make a stairway&amp;quot;, &amp;quot;dig a large room&amp;quot;, etc should be preferred. In addition, a paragraph talking about reasonable dimensions (&amp;quot;most fortresses will do with a 2x2 staircase&amp;quot;, &amp;quot;a 3 tile wide hallway is enough for the main hallways of 200+ fortresses&amp;quot;) should give beginners a sufficient scale to base their decisions on.&lt;br /&gt;
&lt;br /&gt;
The question is whether it's better to give new players actual numbers to follow or instead give them rough dimensions and tell them to experiment.&lt;br /&gt;
I fear that the former will rear players that build nothing but cookie cutter fortresses following exact dimensions of this guide; while the latter might simply be inferior as a guide.&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 23:31, 23 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I tried to remove some rigid measurements from the guide a while back, so I don't object to removing others and adding more explanations. Of course, the minimum 3-tile-wide hallway to allow for wagon access is important to mention, but I can't think of anything else off the top of my head. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:40, 26 July 2015 (UTC)&lt;br /&gt;
::Done. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 18:06, 28 August 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perhaps more information on trading would be useful? ==&lt;br /&gt;
&lt;br /&gt;
What should I get? What should I be trading? [[Special:Contributions/216.254.133.138|216.254.133.138]] 21:28, 21 August 2015 (UTC)&lt;br /&gt;
:I think the most reliable thing for trading away would be prepared meals? They're relatively high value, and not very difficult to make lots of. [[Special:Contributions/2602:302:D111:7290:9357:C7C4:D315:4B93|2602:302:D111:7290:9357:C7C4:D315:4B93]] 01:38, 22 August 2015 (UTC)&lt;br /&gt;
::I expanded the trading section a little. Probably needs some correction and changes. In the end, I decided to omit the prepared meals, as a couple of barrels full of lavish meals created by a legendary cook can easily buy the entire caravan 3 times over. It makes the game ridiculously easy really quick, and I figure new players probably have more fun in the long run if they can't get everything from a caravan right away. I also mentioned the usual suspects for missing mood items as must-have supply, without explicitly mentioning moods as they're a bit spoiler-y and not mentioned anywhere else in the guide. Not sure if we should a) not mention these altogether, b) mention them without explaining why they're important, or c) list them with an explanation and link to mood page. Personally I think it's fine as I made it though.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 13:54, 23 August 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: how to cook ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Brewing and Cooking|Brewing and Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It would be nice to know how one actually does any cooking. Shall one dwarf be assigned with the cooking labor? And then what? --[[Special:Contributions/81.216.197.38|81.216.197.38]] 13:14, 25 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Those pictures are extremely confusing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Traps|Traps]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The pictures are either not helpful at all or marginally helpful without explanation of what they mean. --[[Special:Contributions/67.54.220.18|67.54.220.18]] 20:27, 13 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Zombies! ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#World Generation|World Generation]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I would like to suggests that all players to consider the fact that if there's a necromancer tower near you. Your kingdom will most likely be siege by various undead animals. Please put this note in for future new players. I have suffered the consequence by these unholy beings slaughtering my 22 little workers, 2 of which being children. RIP Rocksgrope. --[[User:Stagskull|Stagskull]] ([[User talk:Stagskull|talk]]) 07:04, 31 January 2016 (UTC)&lt;br /&gt;
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==I need an earlier step==&lt;br /&gt;
I downloaded df_42_06_win.zip and unzipped it to a folder and read the readme.txt but I can't figure out what I should open to launch the actual game, &amp;lt;s&amp;gt;can someone add an earlier step to this guide explaining how to go from downloading &amp;gt; unzipping &amp;gt; what to open to launch the game?&amp;lt;/s&amp;gt; NM I found [[DF2014:Installation]] but I will link that at the start. [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:27, 27 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mouse wheel==&lt;br /&gt;
Under [[DF2014:Quickstart_guide#Surveying_the_Area]] it talks about keys. I noticed that when I scroll my mouse wheel up/forward it zooms out and down/back it zooms in. Is this a proper way to interact with the map? [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:54, 27 February 2016 (UTC)&lt;br /&gt;
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== Feedback: Add a bit more ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Refuse|Refuse]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Add a bit more --[[Special:Contributions/69.112.13.248|69.112.13.248]] 00:43, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Such as? For a quick start, that's all you need to know about refuse. Remember that this is the quickstart guide - here to give you a quick start with only the minimal amount of critical information. If you need in depth documentation, you can look up everything on the relevant wiki pages. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:32, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Example screenshot of search ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Choosing a Good Site | Choosing a Good Site ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
There should be an example screenshot of the search window for new players to understand how the interface works better. --[[User:Enzanki ars|Enzanki ars]] ([[User talk:Enzanki ars|talk]]) 22:52, 30 May 2016 (UTC)&lt;br /&gt;
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== Feedback: Thanks! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Feedback | Feedback ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Most helpful.&lt;br /&gt;
&lt;br /&gt;
One confusing area: the pictures illustrating the initial setup in the Room Dimensions section.&lt;br /&gt;
&lt;br /&gt;
Please edit the picture to include labels, so that it actually *is* clear which area is which. Also, it isn't too clear where in that image the fortress connects with the surface. --[[Special:Contributions/109.202.107.10|109.202.107.10]] 10:31, 5 September 2016 (UTC)&lt;br /&gt;
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== Feedback: Problems? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Workshops|Workshops]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I've followed all of the instructions and have a ton of architect dwarves and everything is set up like it should be, but my dwarves aren't building workshops. In the &amp;quot;q&amp;quot; menu it says &amp;quot;Waiting for construction... Construction inactive.&amp;quot; Maybe add more troubleshoots, I can't possibly be the only one having this problem. --[[Special:Contributions/50.35.12.66|50.35.12.66]] 00:30, 4 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only a few workshops require the [[architecture]] labor to be enabled for their construction. Most instead only require a labor specific to the kind of work performed at the workshop. For instance, to build a kitchen ({{k|b}}-{{k|w}}-{{k|z}}), you need to enable the [[cooking]] labor for at least one dwarf. The chosen dwarf does not actually need to have any [[skill]] in cooking; only workshops that actually do require Architecture have any measure of building quality, and even that has no effect on how well they function. If you choose an unskilled dwarf to construct the workshop, remember to disable the labor afterwards so he doesn't then try to make use of the workshop.&lt;br /&gt;
&lt;br /&gt;
:Another thing that might be wrong is for construction to have been interrupted for some reason. Common causes are animals (domestic or otherwise) wandering over the construction site, dwarves getting spooked by threatening encounters, or the selected building materials becoming inaccessible for some reason. If so, you should resolve the issue ([[pasture]] animals, wait for the threat to pass, send [[squad]]s, etc.) and then {{k|q}}-{{k|s}} over the workshop in order to resume construction. If all else fails, you can {{k|q}}-{{k|x}} the workshop to deconstruct it (instantaneous if it hasn't been built yet) and attempt to build it at a different location. --[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 17:03, 8 February 2017 (UTC)&lt;br /&gt;
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::I've added explicit mention of the need for workshop labors to be enabled in order to construct workshops. The other possible problem (suspended construction) and its solution was already mentioned in the [[Quickstart guide#Workshops|Workshops]] section. --[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 18:40, 8 February 2017 (UTC)&lt;br /&gt;
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== Feedback: Doesn't describe how to haul dwarves and supplies inside ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Strike The Earth!|Strike The Earth!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
This section's first paragraph states that &amp;quot;you will want to get all your dwarves and supplies inside a protected area as quickly as possible.&amp;quot; Wise words.&lt;br /&gt;
&lt;br /&gt;
But the section doesn't describe how to do that. It only describes how to designate an initial entrance and room. This is confusing for readers who expect that the section is about getting dwarves protected as fast as possible. --[[Special:Contributions/216.114.117.77|216.114.117.77]] 01:11, 31 July 2017 (UTC)&lt;br /&gt;
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:Clarified. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:23, 6 September 2017 (UTC)&lt;br /&gt;
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== Feedback: UI ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Choosing what to sell and what to buy|Choosing what to sell and what to buy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Hi! Thanks for the lovely quick start guide, however it assumes that I have any idea how to interact with trader. I have no idea what has happened just now, just some lines of text were shown, no trade was done, could not set the priority (assuming it is my priority) and then they just left... maybe next year lol --[[Special:Contributions/77.247.162.32|77.247.162.32]] 00:41, 29 August 2017 (UTC)&lt;br /&gt;
There has been a link to the trade page for a while now. I reorganized the text a little. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:23, 6 September 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=232676</id>
		<title>DF2014 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=232676"/>
		<updated>2017-09-06T19:23:03Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Feedback: Doesn't describe how to haul dwarves and supplies inside */&lt;/p&gt;
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&lt;div&gt;==Spring==&lt;br /&gt;
Some of this article still assumes that the fortress will start in Spring, but that's not necessarily true any more. I don't know how to fix it without making things more complicated though. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 20:31, 14 July 2014 (UTC)&lt;br /&gt;
:I decided to go with &amp;quot;in the first six month&amp;quot;, &amp;quot;by your third season&amp;quot;, or similar. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 02:19, 15 July 2014 (UTC)&lt;br /&gt;
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== Change name to &amp;quot;Fortress Mode Quick start&amp;quot;? ==&lt;br /&gt;
I feel like this page should be moved to [[Fortress mode quick start]], not only to be consistent with the name [[Adventure mode quick start]], but also to make it so that the name is more descriptive. &amp;quot;Quickstart guide&amp;quot; could mean anything, really. (For me at least, the current title feels like the name for some hypothetical &amp;quot;how to get DF running&amp;quot; guide, moreso than a fortress mode guide.) As a bonus, the new name doesn't imply that fortress mode is somehow the &amp;quot;default&amp;quot; or &amp;quot;main&amp;quot; mode of play &amp;lt;code&amp;gt;:)&amp;lt;/code&amp;gt; . —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 02:42, 21 July 2014 (UTC)&lt;br /&gt;
:Makes sense to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:34, 21 July 2014 (UTC)&lt;br /&gt;
:The game is called 'Dwarf Fortress' and the game mode at issue is called 'Dwarf Fortress' so I think it's reasonable to imply that this is the default mode of play. I don't actually care what the article's title is, but I don't really think anyone is confused by the status quo and if they are I don't think they can handle anything more challenging than legends mode. So I guess this is a vote against.[[User:Qalnor|Qalnor]] ([[User talk:Qalnor|talk]])&lt;br /&gt;
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== Articles not Transferring over between versions ==&lt;br /&gt;
I was just browsing through this guide when I noticed that the &amp;quot;starting site&amp;quot; and &amp;quot;preparing carefully&amp;quot; articles are red links. Those pages existed for the last version of this article, but apparently they haven't been transferred over to DF2014 (that's the current version?). I really don't know much about this game or how wikis work, but for anybody else who views this guide it might be useful to see about getting those pages updated so the &amp;quot;where to start&amp;quot; article doesn't have red links in really important places.&lt;br /&gt;
:Apparently subpages weren't copied over. I'll work on this tomorrow, hopefully. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:04, 24 July 2014 (UTC)&lt;br /&gt;
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== Feedback: Great Guide ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
I installed DF last night and this guide got me rolling withing a few hours. Thanks! (Well, the DF Starter Pack deserves some credit as well...) --[[Special:Contributions/94.65.62.78|94.65.62.78]] 21:12, 3 August 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Nobles|Nobles]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Details on how to read the two columns in the inventory/stocks screen would be great here. --[[Special:Contributions/99.234.13.193|99.234.13.193]] 03:06, 11 August 2014 (UTC)&lt;br /&gt;
:Added a link to [[stocks]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:10, 11 August 2014 (UTC)&lt;br /&gt;
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== Feedback: wheelbarrow ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Workshops|Workshops]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Maybe im being dumb and blind but i can't find wheelbarrow in Carpenter Workshop.&lt;br /&gt;
&lt;br /&gt;
This is the paragraph where it is explained, but im going through the list and can't find &amp;quot;wheelbarrow&amp;quot;.&lt;br /&gt;
&amp;quot;Also, it would be helpful to build a few wheelbarrows to make hauling large objects easier. Queue up 2 or 3 at the carpenter's workshop (they're located near the bottom of the list, but remember that scrolling up with - warps to the bottom of the list). While the wheelbarrows are being built, select your stone stockpile with q and use w to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&amp;quot; &lt;br /&gt;
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Maybe it's name got changed or it's being build somewhere else. --[[Special:Contributions/84.114.70.137|84.114.70.137]] 19:59, 19 August 2014 (UTC)&lt;br /&gt;
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:What version of DF are you using? As long as you're using v0.34.08 or higher, they're definitely built at a carpenter's workshop (located between &amp;quot;Make wooden minecart&amp;quot; and &amp;quot;Make wooden pipe section&amp;quot;). You may be confused because they're not on the first page of the list, which is mentioned in the paragraph you quoted. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:02, 19 August 2014 (UTC)&lt;br /&gt;
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== Feedback: what? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Delving Secure Lodgings|Delving Secure Lodgings]]&amp;lt;/div&amp;gt;&lt;br /&gt;
This is incredibly confusing. The picture doesn't even show the entrance. I thought it was supposed to be 20 tiles long and 1 wide. It is nowhere to be found. --[[Special:Contributions/63.142.119.65|63.142.119.65]] 13:14, 21 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This picture shows the entry tunnel ''after'' the modifications described in the first two sentences of this section:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:The entrance tunnel extends from the upward ramps on the right to the large room on the left. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:16, 21 August 2014 (UTC)&lt;br /&gt;
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== Feedback: Don't know how many barrels are in currently in my stockpile ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Brewing | Brewing ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to reduce the max barrels to the number currently in the pile, but I don't know how to find that. Thanks. --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:02, 23 August 2014 (UTC)&lt;br /&gt;
: Removed that part, since it's not necessary (in fact, the whole point of reserved barrels is to ''avoid'' adjusting the settings of every stockpile). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback: 1x1 stairway or 3x3 stairway ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to put a stairway in the middle of the room we created for them. That would seem to suggest 1 square stairway. I see some of the graphics that on the floor below it looks like there are 3x3 stairs. I don't know what the implications are of either option or what's intended.&lt;br /&gt;
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Thanks --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:05, 23 August 2014 (UTC)&lt;br /&gt;
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:It should be a 3x3 staircase in the 3x3 room (see the picture) - hopefully I made this somewhat clearer. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback: Shift + &amp;gt; or Shift + &amp;lt; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I know there are different graphics when shift should be pushed but showing it for &amp;lt; or &amp;gt; is confusing.  It was not apparent that I should hit shift.  Had to search somewhere else to figure out how to change z levels --[[Special:Contributions/76.125.186.211|76.125.186.211]] 00:04, 25 August 2014 (UTC)&lt;br /&gt;
:Many keyboard layouts (including US keyboards) require {{k|Shift}} to type {{k|&amp;lt;}} and {{k|&amp;gt;}} - this isn't DF-specific. I added a note in the first place those keys are mentioned. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:33, 25 August 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;quot;in the middle of the 3x3 room you dug out earlier&amp;quot;&lt;br /&gt;
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May be 5x5 room? --[[Special:Contributions/94.181.49.32|94.181.49.32]] 15:42, 5 September 2014 (UTC)&lt;br /&gt;
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:No, this is correct. From the article:&lt;br /&gt;
::Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry. '''At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell.'''&lt;br /&gt;
:I've added a note to the article about this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:08, 5 September 2014 (UTC)&lt;br /&gt;
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== Feedback: Boooze over ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Checking Supplies|Checking Supplies]]&amp;lt;/div&amp;gt;&lt;br /&gt;
In a upper paragraph didn't we make more booze? --[[Special:Contributions/191.180.4.103|191.180.4.103]] 02:38, 8 September 2014 (UTC)&lt;br /&gt;
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== Feedback: Great guide! ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
Hey, I really appreciate the work that went into making this guide. I've tried a few times in the past to get into Dwarf Fortress - but I never came victor. I thought it was way too complex for me, and even though I love complex simulators, I finally gave up.&lt;br /&gt;
&lt;br /&gt;
Recently it started bugging me again, and I gave it another chance. Thanks to this guide, I finally *understood* the meaning of the game and I can now play and discover much like anyone else. There was just this single lever to (P)ull, and now that's on it can never be turned off.&lt;br /&gt;
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Thanks a bunch, guys. --[[Special:Contributions/94.36.51.106|94.36.51.106]] 08:51, 1 November 2014 (UTC)&lt;br /&gt;
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== Feedback from anonymous user ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stockpiles | Stockpiles ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I got some issues with my &amp;quot;general purpose stockpiles&amp;quot;, whem digging it, i got many leftover chert . . . I don't know how to remove those stuff to create a fully vacant stockpiles.&lt;br /&gt;
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In the guide we get a note about it, but no info on how to change this. Hide the chert let them still on the tiles and dumping them, not make something for me at this point . . .&lt;br /&gt;
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Thank for the guide and for the help --[[Special:Contributions/89.3.210.92|89.3.210.92]] 18:24, 4 January 2015 (UTC)&lt;br /&gt;
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== Feedback: Bruh ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
3x3 is ugly bruh --[[Special:Contributions/66.171.208.194|66.171.208.194]] 04:21, 1 February 2015 (UTC)&lt;br /&gt;
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== Not starting with Plump Helmets ==&lt;br /&gt;
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I've started several different fortresses using the default loadouts, but have yet to start with a farmer or any Plump Helmet seeds. I'm using version 40.24, not sure if that matters. I do start with Shade Thorn saplings and Devil Mushrooms. Can I make booze with these instead of the plump helmets?&lt;br /&gt;
:These plants aren't present in the vanilla/unedited game. I recommend you ask in a thread or forum that's familiar with the mods you use. --[[User:Button|Button]] ([[User talk:Button|talk]]) 01:12, 13 February 2015 (UTC)&lt;br /&gt;
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The only mod I've installed was a tileset mod. No extra items or seeds. I've already got a decent sized fortress now, is there a way to get plump helmets other than starting with them?&lt;br /&gt;
:Again, you have plants which aren't present in the unmodified game. We have no way of knowing if plump helmets even still exist in the mod you're using. I suggest you ask at wherever you downloaded your copy of Dwarf Fortress from. --[[User:Button|Button]] ([[User talk:Button|talk]]) 18:29, 13 February 2015 (UTC)&lt;br /&gt;
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:If you installed a new version over an older version, any mods might remain and cause problems. Although, if your game has plump helmets at all, you will probably be able to purchase them from the dwarven caravan (they always seem to bring plenty).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:13, 13 February 2015 (UTC)&lt;br /&gt;
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I've never used a mod with this game before other than this new tileset. There were no old versions on this computer. The last dwarven caravan had no plump helmets either. It seems I'm SOL. I'll have to go with aboveground farms until I figure out what's wrong. Thanks for trying to help though. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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== Grazers ==&lt;br /&gt;
So after the issue with the plump helmets I now realize that none of my grazing animals will eat. They simply walk around, remove all the grass, then promptly starve to death, regardless of how large the pen is that I put them in. I'm starting to think that my entire game may be bugged. I really like the world I have now and would really like to keep playing it. If anyone has any ideas on how to fix my grazers it would be greatly appreciated. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Turns out the &amp;quot;tileset&amp;quot; I downloaded changes a huge number of things in the game, adding plants, animals, weapons and all kinds of other things. Real nice of the guy that made it to mention that in his post. Sorry for wasting your time. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Which tileset is this, exactly? Can you provide a link to this post? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 14 February 2015 (UTC)&lt;br /&gt;
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== Masterwork? ==&lt;br /&gt;
&lt;br /&gt;
This page is not really a must-read topic, but it is the single most thorough and detailed article on the entire wiki, perhaps on the best articles in the whole dwarffortressverse. (Horrible -verse name alert) I believe this article should be masterwork. Is that enough to negate the must-read requirement? {{User:Latias1290/Sig/src|17:41|March 26, 2015}}&lt;br /&gt;
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:I don't think the &amp;quot;must-read&amp;quot; topic requirement is as important as other criteria. Feel free to change this page's rating if you see fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:06, 26 March 2015 (UTC)&lt;br /&gt;
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== Strictness of instructions ==&lt;br /&gt;
There are a lot of instructions like &amp;quot;dig a 3x20 hallway&amp;quot;, &amp;quot;make a 3x3 stairway&amp;quot;, &amp;quot;two tiles past that, dig a 11x11 room&amp;quot;. I believe it's detrimental to the creativity of beginners and ultimately the variety of fortresses to give such exact instructions. Instead, something like &amp;quot;make a stairway&amp;quot;, &amp;quot;dig a large room&amp;quot;, etc should be preferred. In addition, a paragraph talking about reasonable dimensions (&amp;quot;most fortresses will do with a 2x2 staircase&amp;quot;, &amp;quot;a 3 tile wide hallway is enough for the main hallways of 200+ fortresses&amp;quot;) should give beginners a sufficient scale to base their decisions on.&lt;br /&gt;
&lt;br /&gt;
The question is whether it's better to give new players actual numbers to follow or instead give them rough dimensions and tell them to experiment.&lt;br /&gt;
I fear that the former will rear players that build nothing but cookie cutter fortresses following exact dimensions of this guide; while the latter might simply be inferior as a guide.&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 23:31, 23 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I tried to remove some rigid measurements from the guide a while back, so I don't object to removing others and adding more explanations. Of course, the minimum 3-tile-wide hallway to allow for wagon access is important to mention, but I can't think of anything else off the top of my head. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:40, 26 July 2015 (UTC)&lt;br /&gt;
::Done. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 18:06, 28 August 2015 (UTC)&lt;br /&gt;
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== Perhaps more information on trading would be useful? ==&lt;br /&gt;
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What should I get? What should I be trading? [[Special:Contributions/216.254.133.138|216.254.133.138]] 21:28, 21 August 2015 (UTC)&lt;br /&gt;
:I think the most reliable thing for trading away would be prepared meals? They're relatively high value, and not very difficult to make lots of. [[Special:Contributions/2602:302:D111:7290:9357:C7C4:D315:4B93|2602:302:D111:7290:9357:C7C4:D315:4B93]] 01:38, 22 August 2015 (UTC)&lt;br /&gt;
::I expanded the trading section a little. Probably needs some correction and changes. In the end, I decided to omit the prepared meals, as a couple of barrels full of lavish meals created by a legendary cook can easily buy the entire caravan 3 times over. It makes the game ridiculously easy really quick, and I figure new players probably have more fun in the long run if they can't get everything from a caravan right away. I also mentioned the usual suspects for missing mood items as must-have supply, without explicitly mentioning moods as they're a bit spoiler-y and not mentioned anywhere else in the guide. Not sure if we should a) not mention these altogether, b) mention them without explaining why they're important, or c) list them with an explanation and link to mood page. Personally I think it's fine as I made it though.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 13:54, 23 August 2015 (UTC)&lt;br /&gt;
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== Feedback: how to cook ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Brewing and Cooking|Brewing and Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It would be nice to know how one actually does any cooking. Shall one dwarf be assigned with the cooking labor? And then what? --[[Special:Contributions/81.216.197.38|81.216.197.38]] 13:14, 25 September 2015 (UTC)&lt;br /&gt;
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== Feedback: Those pictures are extremely confusing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Traps|Traps]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The pictures are either not helpful at all or marginally helpful without explanation of what they mean. --[[Special:Contributions/67.54.220.18|67.54.220.18]] 20:27, 13 October 2015 (UTC)&lt;br /&gt;
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== Feedback: Zombies! ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#World Generation|World Generation]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I would like to suggests that all players to consider the fact that if there's a necromancer tower near you. Your kingdom will most likely be siege by various undead animals. Please put this note in for future new players. I have suffered the consequence by these unholy beings slaughtering my 22 little workers, 2 of which being children. RIP Rocksgrope. --[[User:Stagskull|Stagskull]] ([[User talk:Stagskull|talk]]) 07:04, 31 January 2016 (UTC)&lt;br /&gt;
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==I need an earlier step==&lt;br /&gt;
I downloaded df_42_06_win.zip and unzipped it to a folder and read the readme.txt but I can't figure out what I should open to launch the actual game, &amp;lt;s&amp;gt;can someone add an earlier step to this guide explaining how to go from downloading &amp;gt; unzipping &amp;gt; what to open to launch the game?&amp;lt;/s&amp;gt; NM I found [[DF2014:Installation]] but I will link that at the start. [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:27, 27 February 2016 (UTC)&lt;br /&gt;
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==Mouse wheel==&lt;br /&gt;
Under [[DF2014:Quickstart_guide#Surveying_the_Area]] it talks about keys. I noticed that when I scroll my mouse wheel up/forward it zooms out and down/back it zooms in. Is this a proper way to interact with the map? [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:54, 27 February 2016 (UTC)&lt;br /&gt;
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== Feedback: Add a bit more ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Refuse|Refuse]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Add a bit more --[[Special:Contributions/69.112.13.248|69.112.13.248]] 00:43, 27 April 2016 (UTC)&lt;br /&gt;
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:Such as? For a quick start, that's all you need to know about refuse. Remember that this is the quickstart guide - here to give you a quick start with only the minimal amount of critical information. If you need in depth documentation, you can look up everything on the relevant wiki pages. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:32, 27 April 2016 (UTC)&lt;br /&gt;
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== Feedback: Example screenshot of search ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Choosing a Good Site | Choosing a Good Site ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
There should be an example screenshot of the search window for new players to understand how the interface works better. --[[User:Enzanki ars|Enzanki ars]] ([[User talk:Enzanki ars|talk]]) 22:52, 30 May 2016 (UTC)&lt;br /&gt;
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== Feedback: Thanks! ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Feedback | Feedback ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Most helpful.&lt;br /&gt;
&lt;br /&gt;
One confusing area: the pictures illustrating the initial setup in the Room Dimensions section.&lt;br /&gt;
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Please edit the picture to include labels, so that it actually *is* clear which area is which. Also, it isn't too clear where in that image the fortress connects with the surface. --[[Special:Contributions/109.202.107.10|109.202.107.10]] 10:31, 5 September 2016 (UTC)&lt;br /&gt;
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== Feedback: Problems? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Workshops|Workshops]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I've followed all of the instructions and have a ton of architect dwarves and everything is set up like it should be, but my dwarves aren't building workshops. In the &amp;quot;q&amp;quot; menu it says &amp;quot;Waiting for construction... Construction inactive.&amp;quot; Maybe add more troubleshoots, I can't possibly be the only one having this problem. --[[Special:Contributions/50.35.12.66|50.35.12.66]] 00:30, 4 February 2017 (UTC)&lt;br /&gt;
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:Only a few workshops require the [[architecture]] labor to be enabled for their construction. Most instead only require a labor specific to the kind of work performed at the workshop. For instance, to build a kitchen ({{k|b}}-{{k|w}}-{{k|z}}), you need to enable the [[cooking]] labor for at least one dwarf. The chosen dwarf does not actually need to have any [[skill]] in cooking; only workshops that actually do require Architecture have any measure of building quality, and even that has no effect on how well they function. If you choose an unskilled dwarf to construct the workshop, remember to disable the labor afterwards so he doesn't then try to make use of the workshop.&lt;br /&gt;
&lt;br /&gt;
:Another thing that might be wrong is for construction to have been interrupted for some reason. Common causes are animals (domestic or otherwise) wandering over the construction site, dwarves getting spooked by threatening encounters, or the selected building materials becoming inaccessible for some reason. If so, you should resolve the issue ([[pasture]] animals, wait for the threat to pass, send [[squad]]s, etc.) and then {{k|q}}-{{k|s}} over the workshop in order to resume construction. If all else fails, you can {{k|q}}-{{k|x}} the workshop to deconstruct it (instantaneous if it hasn't been built yet) and attempt to build it at a different location. --[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 17:03, 8 February 2017 (UTC)&lt;br /&gt;
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::I've added explicit mention of the need for workshop labors to be enabled in order to construct workshops. The other possible problem (suspended construction) and its solution was already mentioned in the [[Quickstart guide#Workshops|Workshops]] section. --[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 18:40, 8 February 2017 (UTC)&lt;br /&gt;
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== Feedback: Doesn't describe how to haul dwarves and supplies inside ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Strike The Earth!|Strike The Earth!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
This section's first paragraph states that &amp;quot;you will want to get all your dwarves and supplies inside a protected area as quickly as possible.&amp;quot; Wise words.&lt;br /&gt;
&lt;br /&gt;
But the section doesn't describe how to do that. It only describes how to designate an initial entrance and room. This is confusing for readers who expect that the section is about getting dwarves protected as fast as possible. --[[Special:Contributions/216.114.117.77|216.114.117.77]] 01:11, 31 July 2017 (UTC)&lt;br /&gt;
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:Clarified. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:23, 6 September 2017 (UTC)&lt;br /&gt;
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== Feedback: UI ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Choosing what to sell and what to buy|Choosing what to sell and what to buy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Hi! Thanks for the lovely quick start guide, however it assumes that I have any idea how to interact with trader. I have no idea what has happened just now, just some lines of text were shown, no trade was done, could not set the priority (assuming it is my priority) and then they just left... maybe next year lol --[[Special:Contributions/77.247.162.32|77.247.162.32]] 00:41, 29 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232675</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232675"/>
		<updated>2017-09-06T18:49:51Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Trading */ slightly reorganized so people know how to trade before choosing what to buy&lt;/p&gt;
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&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
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[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
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__TOC__&lt;br /&gt;
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= Common UI Concepts =&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run especially without experience what to change.}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.}}&lt;br /&gt;
&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope.&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
&lt;br /&gt;
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232674</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232674"/>
		<updated>2017-09-06T18:25:32Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Strike The Earth! */ Clarified how to get dwarves to safety.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run especially without experience what to change.}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.}}&lt;br /&gt;
&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope.&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
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==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
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Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Choosing what to sell and what to buy===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
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===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
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== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
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[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
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=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
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The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
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===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232673</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232673"/>
		<updated>2017-09-06T18:07:32Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Skills and Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run especially without experience what to change.}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope.&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Choosing what to sell and what to buy===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
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== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
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[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
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=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
&lt;br /&gt;
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
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===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232672</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232672"/>
		<updated>2017-09-06T17:44:08Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Choosing a Good Site */ Reordered the list, made it a bit less restrictive: new players should &amp;quot;focus on getting a decent site, not a perfect one.&amp;quot; You don't learn anything if everything is already optimal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope.&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Choosing what to sell and what to buy===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
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== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
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[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
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=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
&lt;br /&gt;
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
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===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232671</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=232671"/>
		<updated>2017-09-06T17:24:23Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Common UI Concepts */ Added a paragraph about the basic interface concept - seems like this should be mentioned beforehand.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*'''Clay or Soil''' is important to make farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*A '''River''' if possible&lt;br /&gt;
*'''Deep Metal(s)''' if possible&lt;br /&gt;
*'''Flux Stone''' if possible&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope.&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
&lt;br /&gt;
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Choosing what to sell and what to buy===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
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== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
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[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
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=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
&lt;br /&gt;
The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
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===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
&lt;br /&gt;
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
&lt;br /&gt;
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tile&amp;diff=229100</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tile&amp;diff=229100"/>
		<updated>2017-02-09T17:24:17Z</updated>

		<summary type="html">&lt;p&gt;CLA: Adding real world dimensions for comparison. Verification of the numbers would be nice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:18, 23 June 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tiles''' are the squares that form a map. They are ''approximately'' two meters long, two meters wide, and three meters high.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479 &amp;lt;nowiki&amp;gt;[1]&amp;lt;/nowiki&amp;gt;]&amp;lt;/sup&amp;gt; There are 48x48 tiles in a a 1x1 [[embark]]; this is also the scale of overland travel tiles in [[Adventure Mode]]. 16x16 region tiles, the maximum embark size, covers a world map tile. A single world map tile would contain 768x768, or 589824 local tiles (approx. 1536 meters across). As worlds can have between 17 and 257 world map tiles, a world in DF is between 26 and 400 kilometers across with a maximum area of ~160,000 square kilometers - about the size of England and Wales{{verify}}.&lt;br /&gt;
&lt;br /&gt;
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor Section&lt;br /&gt;
When digging and building this is important, since some designations and constructions will only be done in wall tiles and some others will only be done in floor tiles.&lt;br /&gt;
&lt;br /&gt;
==Stairs==&lt;br /&gt;
Building a [[stair]]way consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor&lt;br /&gt;
An up-down stair or building both up and down stairs in the same tile, works like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|               -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair    | Up/Down&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |                |  Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|                |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair -|&lt;br /&gt;
==Walls==&lt;br /&gt;
Both natural occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:&lt;br /&gt;
                -|&lt;br /&gt;
                 |&lt;br /&gt;
                 |--&amp;gt; Open Space Wall&lt;br /&gt;
                 |&lt;br /&gt;
                 |&lt;br /&gt;
                -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall  &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
==Supports and Fortifications==&lt;br /&gt;
Unlike walls, [[support]]s span only one z-level, allow liquids and movement, and don't create a floor on top.&lt;br /&gt;
Constructed fortifications are basically the same but block movement as well. Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement.&lt;br /&gt;
       ▒▒       -|                 |                                     -|                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall   ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Fortification&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒       -|                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
[[Statue]]s block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc.). Statues do not block fluids.&lt;br /&gt;
 ▒▒▒▒▒░░░░▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▓░░▓▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░▓▓▓▓░░░▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Statue&lt;br /&gt;
 ▒░░▒░░▓▓░░▒░░▒  |                 |&lt;br /&gt;
 ▒▒▒▒░░▒▒░░▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░░▒▒░░░░▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
==Furniture==&lt;br /&gt;
===Doors and Windows===&lt;br /&gt;
[[Window]]s and [[door]]s both block fluids (doors only when closed).&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Door  ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Window&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░▒▒░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒░░░░░░░░░░░░▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
...&lt;br /&gt;
=Special Tiles=&lt;br /&gt;
There are some natural occurring special tiles, these can't be recreated{{verify}}:&lt;br /&gt;
==Murky Pool tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor                         ----&amp;gt; Open Space Floor (an Ice wall creates an Ice floor here)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with Water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----&amp;gt; Murky Pool ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
 &lt;br /&gt;
                                           w# = water level&lt;br /&gt;
&lt;br /&gt;
==River==&lt;br /&gt;
{{verify}} under construction...&lt;br /&gt;
&lt;br /&gt;
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Brook tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook ''(or river source)'' floor section, the lower open space wall section can fill with rain water{{verify}} and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓  ▓▓  ▓▓ ----&amp;gt; Brook ''(freezing effects? {{verify}})''&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with [[flow]]ing{{verify}} water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓w1▓▓  ▓▓ ----&amp;gt; Brook / River Source ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
The brook tiles works like a floor grate, can be walked on, can be fished through, allows fluids and missiles through, etc...&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bot&lt;br /&gt;
| elvish  = çile&lt;br /&gt;
| goblin  = garspo&lt;br /&gt;
| human   = lir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles|*]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=228070</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=228070"/>
		<updated>2016-12-07T00:18:24Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* World Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|12:22, 28 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0cb|Feedback|&lt;br /&gt;
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.&lt;br /&gt;
&lt;br /&gt;
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*'''Clay or Soil''' is important to make farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*A '''River''' if possible&lt;br /&gt;
*'''Deep Metal(s)''' if possible&lt;br /&gt;
*'''Flux Stone''' if possible&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;lt;}} and {{K|&amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Stout Labor===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
&lt;br /&gt;
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can climb the ramp to ground level and escape, while dwarves in the second pit can only climb to the level below ground level (and are then faced with a vertical wall). The third pit lets dwarves climb back to the surface again as the ramps are not only above each other but also next to each other (like a 45° slope).&lt;br /&gt;
&lt;br /&gt;
In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Additional miners ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Room dimensions ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower.&lt;br /&gt;
&lt;br /&gt;
In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20 year old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== Mining safety ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
&lt;br /&gt;
Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the bottom and topmost level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a 3x3 downward [[Stairs|stairway]] in the middle of the 3x3 room (''not'' the 5x5 room) that you dug out earlier with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform_2.PNG|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future.&lt;br /&gt;
&lt;br /&gt;
Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer accessible from inside your existing fortress (5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction). You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Emergency food sources ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== Plant gathering ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====Butchering====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building materials, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood.&lt;br /&gt;
&lt;br /&gt;
Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much.&lt;br /&gt;
&lt;br /&gt;
Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
&lt;br /&gt;
The amount of grass required varies greatly depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
&lt;br /&gt;
Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal).&lt;br /&gt;
&lt;br /&gt;
Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them.&lt;br /&gt;
&lt;br /&gt;
Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;lt;}} and {{k|&amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually.&lt;br /&gt;
&lt;br /&gt;
While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (e.g. barrels kept out of stockpiles - 5 barrels is good for now).&lt;br /&gt;
&lt;br /&gt;
Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. &lt;br /&gt;
&lt;br /&gt;
Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress.&lt;br /&gt;
&lt;br /&gt;
Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it.&lt;br /&gt;
&lt;br /&gt;
Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've build your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling.&lt;br /&gt;
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Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all.&lt;br /&gt;
&lt;br /&gt;
If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
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Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players. It takes some people weeks to figure this out.&lt;br /&gt;
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==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by).&lt;br /&gt;
&lt;br /&gt;
You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Choosing what to sell and what to buy===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are good export goods for a new player.&lt;br /&gt;
&lt;br /&gt;
In your first fortress your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) and some [[bone]]s are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
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===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the Depot. Be careful not to sell wooden items to Elves; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the Traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
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''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
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===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. ( This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some a few at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
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''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
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== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
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[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
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=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options works equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
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'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  &lt;br /&gt;
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The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders.&lt;br /&gt;
&lt;br /&gt;
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
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Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
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:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
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===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). Once dwarves have installed the furniture, use {{K|q}} to select the '''chair''' (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
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Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.&lt;br /&gt;
&lt;br /&gt;
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
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If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
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Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
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==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
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Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
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==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two times. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. Stationing animals, such as the dogs previously mentioned, near your entrance will alert you to these ambushers.&lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement it you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). {{bug|1540}}&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier. And therefore, enemy ranged units will be able to fire across.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap).&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves's legs.&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year.  &lt;br /&gt;
&lt;br /&gt;
[[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods,  you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above_Ground_Farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
{{Feedback reporter|triggers=section:Feedback, tab, sectionlink}}&lt;br /&gt;
If you have any feedback on this guide, you can leave a message&lt;br /&gt;
* by using [[#Feedback|the feedback reporter]] (assuming JavaScript is enabled), &lt;br /&gt;
* on the [[{{TALKPAGENAME}}|talk page]] for this article, or&lt;br /&gt;
* in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_activities&amp;diff=227281</id>
		<title>DF2014 Talk:World activities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_activities&amp;diff=227281"/>
		<updated>2016-10-07T14:30:29Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Next version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Structure and direction ===&lt;br /&gt;
So what's the direction we're going to with this page? A general overview of what happens during play? I think we should at least mention the whole &amp;quot;nobody invades&amp;quot; thing on the relevant invasion pages ([[Siege]], [[Quickstart_guide#Choosing_a_Good_Site|Embark choice]], and/or maybe [[defense guide]]), and link to this page. &lt;br /&gt;
As for a general structure, a possible organization could look like this:&lt;br /&gt;
*Overview&lt;br /&gt;
*types of activities&lt;br /&gt;
**inheritance (death, birth)&lt;br /&gt;
**site ownership changes&lt;br /&gt;
**movement (armies, bandits, migrants)&lt;br /&gt;
**things being discovered (scholars writing books - or does that only happen during worldgen?)&lt;br /&gt;
**maybe a paragraph for things that ''don't'' happen (yet)&lt;br /&gt;
***festivals only occur in world gen, right?&lt;br /&gt;
*How it affects the player in fortress mode&lt;br /&gt;
**mention that you get information with the liaison (anyone got a screenshot handy?)&lt;br /&gt;
**how to get invasions&lt;br /&gt;
***proximity to site&lt;br /&gt;
***sufficient enemy population&lt;br /&gt;
***not occupied in other wars (so maybe &amp;quot;sufficient ''available'' enemy population&amp;quot;)&lt;br /&gt;
***time (especially since we don't have ambushes right now, so it seems to take longer until the goblins do anything at all)&lt;br /&gt;
**others (no idea about that actually)&lt;br /&gt;
***king may change?&lt;br /&gt;
Somewhere on the page, a link to legends mode could be useful, too. Any other suggestions?&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 12:03, 25 November 2015 (UTC)&lt;br /&gt;
I agree&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 04:10, 3 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some questions I couldn't verify:&lt;br /&gt;
* are new sites actually created after worldgen finished? At the very basic level this would mean just tent camps, but I don't know if they just appear from worldgen, or afterwards, too. Relevant devlog on 07/18/2012 mentions them as 'temporary sites'. Couldn't find anything else on site creation in the devlog&lt;br /&gt;
&lt;br /&gt;
- I for one havent seen a new site built. But the changelog said &amp;quot;site foundation&amp;quot; is in-fact a thing  ToadyOne: &amp;quot;World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims&amp;quot; http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.40.01&lt;br /&gt;
&lt;br /&gt;
One peculiar bit about this quote though is he mentions that megabeast invasions arent active, we know they move around on the world map and attack sites, but did this change after release or are fort attacks by megabeasts still scripted?&lt;br /&gt;
&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:06, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* has anyone observed a site structure changing? That is, visited a village, left it, to return later and see that it has been looted by an army/bandits and had structural changes like ruined houses or piles of skulls or whatever. Devlogs on 07/14/2012 and 10/13/2013 seem to mention something about it, but I don't know if it made it in the release &lt;br /&gt;
&lt;br /&gt;
-I have seen this happen while travelling, I have also seen towns reclaimed from ruin. The buildings came back. I sadly dont have the save. Also they do expand in-game now &lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
There is some relevant information in the devlog around 12/12/2013 and 11/05/2013 regarding the way site ownership changes and legitimacy work. Don't know yet how to add this to this page.&lt;br /&gt;
&lt;br /&gt;
-This one is  a toughie you can cause this sort of thing in adventure mode though but that means player intervention. I have stumbled across villages mid-insurrection though.   I assume for now it is based off the entity raws however. &lt;br /&gt;
&lt;br /&gt;
 [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another question is whether this page should include changes relating specifically to you as adventurer, as the general idea of this page seems more geared towards things that happen ''without'' the player's influence.&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:34, 14 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Also,  I Dont believe merchants actually move around on the world map yet (the ones that come to your fortress anyway) , everything else does though. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
===about FB movement===&lt;br /&gt;
From the February 2016 FotF [http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526]:&lt;br /&gt;
{{quote|It doesn't care much about FB locations now, other than that they are underground.  In general, large beasts of all kinds don't have any code at all about how they move around or attack or whatever, post worldgen.}}&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 01:00, 1 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== verification ==&lt;br /&gt;
&lt;br /&gt;
some verifications can be found here: [http://www.bay12forums.com/smf/index.php?topic=155539] [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:22, 2 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Next version ==&lt;br /&gt;
&lt;br /&gt;
So it doesn't get lost here's a quote from the [http://www.bay12games.com/dwarves/index.html#2016-10-06| devlog on 10/06/2016]:&lt;br /&gt;
&lt;br /&gt;
{{quote|The non-player hero-type characters are moving around the map, collecting artifacts and taking them to people that request them during regular play now. They can join up in parties temporarily if there are other like-minded people in their journey's starting town. We still need to handle the details of their site infiltrations and reputations, but it's good to have artifacts moving around.}}&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:30, 7 October 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_activities&amp;diff=227280</id>
		<title>DF2014 Talk:World activities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:World_activities&amp;diff=227280"/>
		<updated>2016-10-07T14:30:17Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Next version */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Structure and direction ===&lt;br /&gt;
So what's the direction we're going to with this page? A general overview of what happens during play? I think we should at least mention the whole &amp;quot;nobody invades&amp;quot; thing on the relevant invasion pages ([[Siege]], [[Quickstart_guide#Choosing_a_Good_Site|Embark choice]], and/or maybe [[defense guide]]), and link to this page. &lt;br /&gt;
As for a general structure, a possible organization could look like this:&lt;br /&gt;
*Overview&lt;br /&gt;
*types of activities&lt;br /&gt;
**inheritance (death, birth)&lt;br /&gt;
**site ownership changes&lt;br /&gt;
**movement (armies, bandits, migrants)&lt;br /&gt;
**things being discovered (scholars writing books - or does that only happen during worldgen?)&lt;br /&gt;
**maybe a paragraph for things that ''don't'' happen (yet)&lt;br /&gt;
***festivals only occur in world gen, right?&lt;br /&gt;
*How it affects the player in fortress mode&lt;br /&gt;
**mention that you get information with the liaison (anyone got a screenshot handy?)&lt;br /&gt;
**how to get invasions&lt;br /&gt;
***proximity to site&lt;br /&gt;
***sufficient enemy population&lt;br /&gt;
***not occupied in other wars (so maybe &amp;quot;sufficient ''available'' enemy population&amp;quot;)&lt;br /&gt;
***time (especially since we don't have ambushes right now, so it seems to take longer until the goblins do anything at all)&lt;br /&gt;
**others (no idea about that actually)&lt;br /&gt;
***king may change?&lt;br /&gt;
Somewhere on the page, a link to legends mode could be useful, too. Any other suggestions?&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 12:03, 25 November 2015 (UTC)&lt;br /&gt;
I agree&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 04:10, 3 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some questions I couldn't verify:&lt;br /&gt;
* are new sites actually created after worldgen finished? At the very basic level this would mean just tent camps, but I don't know if they just appear from worldgen, or afterwards, too. Relevant devlog on 07/18/2012 mentions them as 'temporary sites'. Couldn't find anything else on site creation in the devlog&lt;br /&gt;
&lt;br /&gt;
- I for one havent seen a new site built. But the changelog said &amp;quot;site foundation&amp;quot; is in-fact a thing  ToadyOne: &amp;quot;World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims&amp;quot; http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.40.01&lt;br /&gt;
&lt;br /&gt;
One peculiar bit about this quote though is he mentions that megabeast invasions arent active, we know they move around on the world map and attack sites, but did this change after release or are fort attacks by megabeasts still scripted?&lt;br /&gt;
&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:06, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* has anyone observed a site structure changing? That is, visited a village, left it, to return later and see that it has been looted by an army/bandits and had structural changes like ruined houses or piles of skulls or whatever. Devlogs on 07/14/2012 and 10/13/2013 seem to mention something about it, but I don't know if it made it in the release &lt;br /&gt;
&lt;br /&gt;
-I have seen this happen while travelling, I have also seen towns reclaimed from ruin. The buildings came back. I sadly dont have the save. Also they do expand in-game now &lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
There is some relevant information in the devlog around 12/12/2013 and 11/05/2013 regarding the way site ownership changes and legitimacy work. Don't know yet how to add this to this page.&lt;br /&gt;
&lt;br /&gt;
-This one is  a toughie you can cause this sort of thing in adventure mode though but that means player intervention. I have stumbled across villages mid-insurrection though.   I assume for now it is based off the entity raws however. &lt;br /&gt;
&lt;br /&gt;
 [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another question is whether this page should include changes relating specifically to you as adventurer, as the general idea of this page seems more geared towards things that happen ''without'' the player's influence.&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:34, 14 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Also,  I Dont believe merchants actually move around on the world map yet (the ones that come to your fortress anyway) , everything else does though. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:04, 17 January 2016 (UTC)&lt;br /&gt;
===about FB movement===&lt;br /&gt;
From the February 2016 FotF [http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526]:&lt;br /&gt;
{{quote|It doesn't care much about FB locations now, other than that they are underground.  In general, large beasts of all kinds don't have any code at all about how they move around or attack or whatever, post worldgen.}}&lt;br /&gt;
&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 01:00, 1 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== verification ==&lt;br /&gt;
&lt;br /&gt;
some verifications can be found here: [http://www.bay12forums.com/smf/index.php?topic=155539] [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:22, 2 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Next version ==&lt;br /&gt;
&lt;br /&gt;
So it doesn't get lost here's a quote from the [http://www.bay12games.com/dwarves/index.html#2016-10-06| devlog on 10/06/2016]:&lt;br /&gt;
&lt;br /&gt;
{{quote|The non-player hero-type characters are moving around the map, collecting artifacts and taking them to people that request them during regular play now. They can join up in parties temporarily if there are other like-minded people in their journey's starting town. We still need to handle the details of their site infiltrations and reputations, but it's good to have artifacts moving around.}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=225332</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=225332"/>
		<updated>2016-06-30T08:32:22Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Adventure mode */ Method to defile temples, add minor spoiler tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any [[Sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[Fortress mode]], temples are a [[location]], that can be created from [[meeting area]]s. Temples can be dedicated to any [[deity]] at least one of your dwarf's worships (not necessarily out of dwarven Pantheon), or to &amp;quot;no particular deity&amp;quot; making it a place for anyone to worship whomever they want or meditate on whatever. Currently there are no known incentives to make dedicated temples for a particular deity. &lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s and thus need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performer|Performers]] can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[Adventure mode]]. They are located in [[Human]] towns and [[Goblin]] fortresses, and the object of worship will be consistent with the Sphere or Spheres the [[Civilization]] is aligned to.  [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'.&lt;br /&gt;
&lt;br /&gt;
In the current version it is not possible to join a temple. &lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will find a human temple with a large pool of [[magma]] at the bottom.&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive catacombs which may be crawling with enemies. These range from the typical kobolds and goblins, to the occasional lurking [[Mummy]] (with assorted [[Undead|Skeletal]] minions).&lt;br /&gt;
&lt;br /&gt;
You can defile a Temple by toppling a statue, which leads to being cursed by a deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this the Temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bridge&amp;diff=225315</id>
		<title>Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bridge&amp;diff=225315"/>
		<updated>2016-06-29T09:52:07Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Building Bridges */ raised bridge direction: consistency with explanation below&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are [[building]]s which provide a temporarily walkable floor that can either be removed (&amp;quot;retracting&amp;quot; bridges) or turned into a wall (&amp;quot;raising&amp;quot; bridges) via linked [[mechanism]]s. Bridges are useful for crossing empty space and dangerous terrain, serve a vital role in [[Defense design|fortress defense]], and have a host of ancillary uses. For example, using bridges to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of [[metal]], [[stone]] or [[wood]]. They are first designed by an [[architect]], then require a specialist worker for the material used (e.g. a [[mason]] for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it, up to a maximum size of 10 squares in each direction. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises from the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.  The direction points to the side of the bridge which will become a wall when the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
Bridges require number of tiles divided by four, rounded down, plus one ( ⌊Tiles/4⌋+1 ) of material to build.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;core&amp;quot; material of the bridge is the ''oldest'' individual building material chosen (i.e. the first item to be created in the fortress or enter the map).{{cite forum|134816}} The core material determines the color, style, and description of the bridge, as well as the labor required for construction. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing materials for bridges that will be exposed to [[fire]] or [[magma]]. Bridges built with non-[[magma-safe]] materials will heat up and eventually melt if the center tiles get covered in magma or exposed to fire, whether the bridge is raised, lowered, or even retracted. The ability of a bridge to withstand heat is limited by the ''least'' fire-resistant item involved - a single not-magmaproof building block or mechanism will cause the whole bridge to deconstruct when exposed to sufficient heat. [[Dragonfire]] almost immediately melts bridges made of common stone, but a metal bridge can sustain dragonfire for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
==Raising and Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be either raised or retracted by linking it to a trigger with [[mechanism]]s. This requires a dwarf with the [[mechanics]] labor activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when a [[lever]] is pulled, the bridge essentially disappears, ''tossing'' anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!). Note that the creatures and objects are &amp;quot;tossed&amp;quot; with a semi-random initial velocity; this can reduce the lethality of pit traps (creatures bouncing off the walls lose the precious momentum that would otherwise result in an unsurvivable splat at the bottom), interfere with the reproducibility of dwarven !!SCIENCE!!, and be [[exploit]]ed as the key mechanic in [[#Coinstar training|coinstar training]]. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when a lever is pulled, the bridge will become a [[wall]] along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. When activated, the bridge &amp;quot;raises&amp;quot; very quickly, flinging anything on the bridge into the air, with unpleasant if not always deadly side effects. The resulting wall is always one z-level tall, watertight, and invulnerable to [[building destroyer]]s. Raising &amp;quot;drawbridges&amp;quot; can be used to block fortress entrances and corridors. When lowered, bridges will destroy most anything on the underlying tiles. By destroying we mean dwarves, foes, and items will entirely disappear from the game, a rare event which led to the creation of the term [[dwarven atom smasher]].&lt;br /&gt;
&lt;br /&gt;
Any water displaced by a raising bridge is destroyed regardless of how much open space is on each side or above.  Water resting atop a retracting bridge falls straight down after the bridge retracts.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Bridges will not operate if any one creature of [[List of creatures by adult size#bridge|size 1200000]] or larger is on them.  This weight limit is not cumulative - a bridge will still retract if a hundred goblins are standing on it, but a single [[rutherer]] accompanying those goblins will prevent the bridge from operating.  Attempting to lower a drawbridge onto such a creature (in order to [[Dwarven atom smasher|atom-smash]] it) will cause the bridge itself to deconstruct. Attempting to &amp;quot;unretract&amp;quot; a bridge while such a creature is in any of the bridge tiles will similarly cause the bridge to deconstruct.&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a bridge, raised or not. Likewise digging a ramp under a bridge will not remove the floor tile. To remove these floor tiles, the bridge must be deconstructed. Note that [[obsidian]] [[casting]] can ''create'' new floor tiles under a bridge, which then behave in the manner above. &lt;br /&gt;
&lt;br /&gt;
Big bridges can take weeks or even months to complete. You can shorten construction time by moving the materials to the site before starting construction, and by using blocks instead of rocks. The material-gathering time is somewhat shorter for blocks due to their lesser weight, and the actual construction is three times faster for blocks.&lt;br /&gt;
&lt;br /&gt;
While bridges do not provide structural [[support]], the game will still allow you to place unsupported [[construction]]s adjacent to them which will result in an immediate [[cave-in]] once completed, often tossing the unlucky mason off the edge to a horrible death. However, extending a supported construction alongside a bridge will not cause a cave-in.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Example:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Will cause a cave-in&lt;br /&gt;
|Will '''not''' cause a cave-in&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
╔═╗[#3:0]▓[#]&lt;br /&gt;
║+║[#0:0][@6:0]O[#@]&lt;br /&gt;
╚═╝[#3:0]▓[#]&lt;br /&gt;
[#2:1].,'[#3:0]▓[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
╔═╗[#3:0]▓[#]&lt;br /&gt;
║+║[#0:0][@6:0]O[#@]&lt;br /&gt;
╚═╝║&lt;br /&gt;
[#2:1]`,.[#]O&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Deconstructing bridges can be hazardous, as dwarves are not as compunctuous as with constructions and diggings to make sure no one is standing on them before destroying them.&lt;br /&gt;
&lt;br /&gt;
A raised bridge cannot be linked to a lever from the inside - the mechanic must be able to access the center tile of the bridge when lowered.&lt;br /&gt;
&lt;br /&gt;
If you aren't sure whether or not a 1 tile thick bridge is raised or lowered, try to build a piece of furniture, like a statue, on it. If it says blocked, the bridge is raised, if it says building present, it is lowered. You can also link another (longer) drawbridge to the same lever, to use as a visual indicator of the other bridge's status. Since this takes additional time and mechanisms, this is best reserved for when it's especially important that you know at a glance whether that bridge is blocking things.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Perhaps the most straightforward use of a bridge is spanning empty space or dangerous terrain. Bridges only need roughly 25% of the material that building [[floor]]s would require, and can be completed relatively quickly as well. Bridges are limited to a span of 20 tiles across open space; greater distances will require columns or other means of support.&lt;br /&gt;
&lt;br /&gt;
===Remote controlled gateways===&lt;br /&gt;
Lever-controlled bridges are one of the safer ways to control access.  They are immune to building destroyers, though care must be taken to avoid operating them in the presence of exceptionally large creatures. [[Magma safe]] material should be used in the construction if there is any chance magma might flow over the bridge.&lt;br /&gt;
&lt;br /&gt;
Retracting bridges built covering the top of a ramp or stairway can never be destroyed from beneath.&lt;br /&gt;
&lt;br /&gt;
===Floodgates===&lt;br /&gt;
Raising bridges make a good replacement for most [[floodgate]] uses (e.g. flow and access control).  They have the advantage of not being as easily jammed: they fling or [[Dwarven_atom_smasher|atom smash]] all items and all but the largest enemies on their tile/s when they open or close, whereas a floodgate will jam open with a discarded sock in it.  Further, bridges cannot be destroyed by [[building destroyer]]s, while [[floodgate]]s can be.  A single bridge can also be made up to ten tiles wide, potentially replacing ten floodgates and saving many mechanisims and much work.  One minor downside of bridges compared to floodgates is that bridges with a width of 1 look the same when raised as when lowered, so it is easy to confuse whether they are closed or not. If you are unsure of a bridge's status, check the control lever if there is one (in most tilesets, lever to the right means closed), or try to build furniture on top of the bridge and check the resulting warning message (&amp;quot;blocked&amp;quot; means the bridge is raised, &amp;quot;building present&amp;quot; means it's lowered).&lt;br /&gt;
&lt;br /&gt;
===Waste disposal===&lt;br /&gt;
Lowering raised bridges can be used as [[waste disposal]] for unwanted stones, [[refuse]], [[goblin]]s (dead or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficiently large creature (such as a [[forgotten beast]]) simply causes the bridge to deconstruct.&lt;br /&gt;
&lt;br /&gt;
===[[Trap_design#Bridge_and_drop_traps|Traps]]===&lt;br /&gt;
Using two bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing each other, with no space in between. &lt;br /&gt;
For added effect, place [[pressure plate]]s on both ends to raise the bridge when stepped on, to fling the units. If there is a [[floor]] directly above, they will be stunned. If there is a floor beneath the bridge, and if nobody is on the pressure plate, they will likely be smashed when the bridges come back down. If there is nothing above, they will land rather far away. Bonus points for making them land in a particularly [[Spike#Menacing_spike|nasty spot]].&lt;br /&gt;
If there is no floor beneath the bridge, they will fall, sometimes into something [[water|very,]] [[magma|very]] [[megabeast|bad.]]&lt;br /&gt;
&lt;br /&gt;
===Minecart routing===&lt;br /&gt;
Lowered/extended bridges &amp;quot;cover&amp;quot; [[Minecart]] track corners constructed or carved underneath, allowing carts to travel in a straight line instead. This can let you change minecart routes via pulling levers.&lt;br /&gt;
&lt;br /&gt;
===[[Cave-in]]s===&lt;br /&gt;
Since bridges don't support adjoining rock, it is possible to set up a cave-in so that dust can't come up, dwarves can't fall down, and flying creatures can't come up from beneath the cave-in before you set it off. Bridges are also instrumental in [[magma]]-piston applications.&lt;br /&gt;
&lt;br /&gt;
===Improvised ceilings===&lt;br /&gt;
Building an outdoor structure, such as an [[Archery tower]], requires considerable expense and time. The reduced material requirements make bridges a viable alternative to roofing it up tile by tile. While it'll still be immune to [[Building destroyer]]s, a proper constructed ceiling is superior if you expect it to be exposed to [[Dragon|extreme temperatures]].&lt;br /&gt;
&lt;br /&gt;
===Improvised walls===&lt;br /&gt;
[[Wall]]s cannot be built along map edges above ground, but raising bridges can.  Because these bridges can be raised to act as walls, they can be used to control where wildlife, enemies, and [[caravan]]s spawn on the map edges.&lt;br /&gt;
&lt;br /&gt;
A similar technique can be used to prevent fliers from spawning above ground, but it requires bridges to be built at ''every'' z-level. This requires considerable effort, as each bridge needs to be accessible to the dwarves building it, as well as needing support for each bridge. It can also be somewhat [[fun|risky]] if a dangerous creature suddenly spawns near a dwarf working on the bridge (especially in [[evil]] biomes). Note that this technique, when completed, will also prevent fliers from leaving the map.&lt;br /&gt;
&lt;br /&gt;
===Ocean drains===&lt;br /&gt;
Dig out ramps leading up to the first level ''below'' an ocean.  Build a retracting bridge on that level, directly over the ramps (be sure to leave them in place!) and link it to a trigger.  Carefully seal off the chamber to make it water tight.  Now with the bridge in place, designate ramps up to the ocean adjacent to the bridge.  Diggers with access to the level ''below'' the bridge can dig those ramps up from the level of the bridge, allowing the ocean to fill the chamber; even with the ramp squares underwater they can still dig them out.  And not a drop of water will touch them... provided they clear out before you pull the lever.&lt;br /&gt;
&lt;br /&gt;
===Caravan exits===&lt;br /&gt;
A bridge to nowhere, built well above ground level at the edge of the map, can sometimes serve as a handy exit for [[caravan]]s and [[diplomat]]s when your fortress is under [[siege]].&lt;br /&gt;
&lt;br /&gt;
===Stops on the elevator===&lt;br /&gt;
Designate a dumpsite or set up a floodgate at the top of a shaft; use multiple remote-controlled bridges to decide on which level the stuff, water, magma etc. gets off. (bonus: use water falling at one end of the bridge to flush stuff off that was dropped onto the other end without the manual labor)&lt;br /&gt;
&lt;br /&gt;
===Single Lever Airlock===&lt;br /&gt;
Raising bridges and retracting bridges controlled by a single lever will be in opposite states of being open or closed.  When one is closed (raised) the other is open (retracted) and vice versa.   This fact can be used to construct airlocks that are not vulnerable to [[building destroyer|building destroyers]] or mistimed lever pulls e.g. &lt;br /&gt;
   Side View:&lt;br /&gt;
   Z1    XXXXXXR____      D = Raising drawbridge   / = Ramp   _ = Floor&lt;br /&gt;
   Z0    D_____/XXXX      R = Retracting bridge    X = Solid Rock or Constructed Wall&lt;br /&gt;
&lt;br /&gt;
With a suitably long distance between the two bridges, the controlling lever can be placed within the airlock, and by setting the profile of the lever specific dwarves can be moved between isolated areas.&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Bridges benefit from two [[quality]] modifiers--one for the [[architect]]'s design, and one for the builder's creation. High-quality bridges can inspire happy [[thought]]s in your dwarves. Bridges may also be used to form [[mosaic]]s or even [[Style_project#Mosaics|animations]].&lt;br /&gt;
&lt;br /&gt;
===Coinstar training===&lt;br /&gt;
The mechanical &amp;quot;tossing&amp;quot; action of retracting bridges can be used for training [[armor user]] and associated traits by repeatedly flinging small items at the trainee. See [[Danger_room#Coinstar_Room|Danger room]] for more information.&lt;br /&gt;
Alternatively, this design can be used as a trap: invaders atop a retracting bridge inside  locked room will get thrown around and optionally pummelled with &amp;quot;ammunition&amp;quot; like stones or weapons placed in the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Metal bridges can be constructed by dwarves with any of the &amp;quot;metalsmith&amp;quot; skills enabled, however the builder's blacksmith skill is used to determine quality{{bug|4899}}&lt;br /&gt;
* Trees grow through bridges{{bug|7872}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sazir&lt;br /&gt;
| elvish  = valóna&lt;br /&gt;
| goblin  = romnu&lt;br /&gt;
| human   = ori&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Graphics_set_repository&amp;diff=225215</id>
		<title>DF2014:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Graphics_set_repository&amp;diff=225215"/>
		<updated>2016-06-21T20:37:18Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* 18x18 square graphics sets */ updated CLA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:59, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
:''(For a list of existing [[tilesets]], see [[DF2014:Tileset repository|tileset repository]].)''&lt;br /&gt;
:''(For information on graphics set creation, see [[Graphic set|DF2014:Graphic set]])''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are used to change the appearance of [[Main:creatures|creatures]] in the game, such as dwarves and unicorns. They usually come with and are designed to work together with certain [[DF2014:Tilesets|tilesets]]. They can significantly change the appearance of the game and make it easier for players to tell what is happening onscreen.&lt;br /&gt;
==24x24 square graphics sets==&lt;br /&gt;
===GemSet===&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Gemset_Logo.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=150753.0 Official Forum Thread]&lt;br /&gt;
| author          = DragonDePlatino&lt;br /&gt;
| sprite          = 24&amp;amp;times;24 / 48&amp;amp;times;48&lt;br /&gt;
| resolution      = 1920&amp;amp;times;600&lt;br /&gt;
| current version = 1.4&lt;br /&gt;
| df compatible   = 0.42.04&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 17, 2015&lt;br /&gt;
The first complete 24x24 graphics set for Dwarf Fortress, GemSet provides the aesthetics of ASCII and convenience of graphics.&lt;br /&gt;
&lt;br /&gt;
Drawn natively in a 24x24 resolution for 1080p and 4K displays, GemSet is the highest-resolution graphics set to-date. The entire graphics set uses a bright 32-color palette with the intention of keeping everything crystal-clear on even the highest-resolution displays. All profession graphics are color-coded according to their ASCII counterparts and black has been kept as the dominant color of the graphics set.&lt;br /&gt;
&lt;br /&gt;
All creature graphics are finished and TWBT support is currently in-development.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18x18 square graphics sets==&lt;br /&gt;
===CLA's ASCII-like Graphics Set===&lt;br /&gt;
[[Image:Zscrn-cla.jpg|thumb|right|Screenshot of game using CLA's ASCII-like Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:ZwymD.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=105376.0 Official Forum Thread], [https://github.com/DFgraphics/CLA/releases Github]&lt;br /&gt;
| author          = CLA&lt;br /&gt;
| sprite          = 18&amp;amp;times;18&lt;br /&gt;
| resolution      = 1440x450&lt;br /&gt;
| current version = 23&lt;br /&gt;
| df compatible   = 0.43.04&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated: June 20, 2016&lt;br /&gt;
ASCII-Like, uses stylized letters to show what the creature is while still allowing it to look like the letter. Tileset based on [[DF2014:Tileset_repository#18.C3.9718|Haowan]] with opaque ground tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ironhand and Wormslayer's Graphics Pack===&lt;br /&gt;
[[Image:Zscrn-ironhand.jpg|thumb|right|Screenshot of game using Ironhand and Wormslayer's Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Ironhandtileset.png|256px]]&amp;lt;!--[[Image:IronhandDwarves.png|270px]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread]&lt;br /&gt;
| author          = Ironhand and Wormslayer&lt;br /&gt;
| sprite          = 18&amp;amp;times;18 / [http://www.bay12forums.com/smf/index.php?topic=122400.0 unofficial 16&amp;amp;times;16 version (Ironhand16 for 0.40.09)]&lt;br /&gt;
| resolution      = 1440x450&lt;br /&gt;
| current version = 0.68&lt;br /&gt;
| df compatible   = 0.34.07 / [http://dffd.wimbli.com/file.php?id=6307 unofficial update for 0.40.09]&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated:  March 30, 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16×16 square graphics sets==&lt;br /&gt;
===Beefmo 2012===&lt;br /&gt;
[[http://www.img.ie/images/84007.png Sample creatures from Beefmo 2012, maintained by Thirin]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [http://www.img.ie/images/84007.png Dwarves]&lt;br /&gt;
[http://www.img.ie/b4a62.png Goblins]&lt;br /&gt;
&lt;br /&gt;
[http://www.img.ie/c228a.png Men]&lt;br /&gt;
[http://www.img.ie/4c681.png Some Animals]&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=2087 Beefmo 2012 page on DFFD]&lt;br /&gt;
| author          = Beefmo and Thirin&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 0.54&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: Dec 26, 2012&lt;br /&gt;
Exhaustive collection of sprites for all civilized races (dwarves, elves, goblins, humans, and kobolds) including unique images for each profession within each race, as well as zombie, skeleton, and ghost forms. There is also a huge gallery of creatures including livestock, wildlife, and cavern fauna.  Many of the animals are collected from other sets and modified to fit, plus many unique to this tile set -- as such it is one of the most comprehensive collections of creature graphics available.  Most of the new 2012 animals and animal-men are present, though some are still TBD.  The art style is clear and consistent with clean lines and solid colors; classic pixel art. There is also a version available patched onto Obsidian and ready to be used with LNP. This version can be found [http://dffd.wimbli.com/file.php?id=8624 here].}}&lt;br /&gt;
&lt;br /&gt;
===Geoduck's 16x16 Graphics Set===&lt;br /&gt;
[[File:Zscr-geoduck.jpg|thumb|right|Screenshot of game using Geoduck's Graphics Set and Shizzle's ASCII tileset]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Geoduck logo.png|256px]]&lt;br /&gt;
| download link   = [http://www.geoduckthings.net/dwarf/dwarffortress16.html Geoduck's Dwarf Fortress 16x16 page]&lt;br /&gt;
| author          = Geoduck&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 2.0&lt;br /&gt;
| df compatible   = 0.43.03&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 29, 2016&lt;br /&gt;
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine compactness with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but originally inspired in part by PTTG's graphics set for .40d.}}&lt;br /&gt;
&lt;br /&gt;
===Mayday's Graphic Set===&lt;br /&gt;
[[Image:Zscrn-mayday.jpg|thumb|right|Screenshot of game using Mayday's Graphic Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:DFG13.png|256px]]&lt;br /&gt;
| download link   = [http://mayday.w.staszic.waw.pl/df.php Mayday's site]&lt;br /&gt;
| author          = [[User:Mikemayday|Mikemayday]]&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280 horizontal&lt;br /&gt;
| current version = 40_05&lt;br /&gt;
| df compatible   = 0.40.05&lt;br /&gt;
| installation    = [http://mayday.w.staszic.waw.pl/df.php Available as a pre-installed copy].&lt;br /&gt;
| comments        = Last updated: 28 July 2014&lt;br /&gt;
Combined with a customized main tileset. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating). }}&lt;br /&gt;
&lt;br /&gt;
===Obsidian Graphics Set===&lt;br /&gt;
[[Image:Zscrn-obsidian.jpg|thumb|right|Screenshot of game using the Obsidian Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Obsidian Graphics Set.png|256px]]&amp;lt;!--[[File:Obsidian Graphics Set Dwarves Sheet.png]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=126934.msg4302701#msg4302701 Official Forum Page]&lt;br /&gt;
| author          = [[User:Obsidian Soul|Obsidian Soul]]&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 0.8&lt;br /&gt;
| df compatible   = 0.34.11 (unofficial DF2014 update available, see description)&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: July 24, 2013&lt;br /&gt;
A graphics set that focuses on consistency and stylized realism to harmonize the different tiles and give a more &amp;quot;medieval&amp;quot; atmosphere to the game. Unlike other tilesets, this also specifically sets aside different tiles for grass with modifications to their graphics raws. This makes it easier to distinguish pasturable areas from bare rock and sand, tell apart different biomes, as well as letting you plan green (or blue, if you're going with cave moss) gardens along your entrance halls. Just make sure to forbid traffic on it to avoid trampling them to bare ground.&lt;br /&gt;
&lt;br /&gt;
Unofficial updates for DF2014 are bundled with PeridexisErrant's [http://www.bay12forums.com/smf/index.php?topic=126076 DF Starter Pack] for Windows, fricy's [http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] for Mac, and Beautato's [http://www.bay12forums.com/smf/index.php?topic=140966.0 Linux Lazy Newb Pack] for Linux.}}&lt;br /&gt;
&lt;br /&gt;
===Phoebus' Graphics Set===&lt;br /&gt;
[[Image:Zscrn-phoebus.jpg|thumb|right|Screenshot of game using Phoebus' Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Phoebus_16x16.png|256px]]&amp;lt;!--[[Image:Phoebus_Dwarves.png]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=137096.0 Official Forum Thread]&lt;br /&gt;
| author          = Phoebus&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280&amp;amp;times;400&lt;br /&gt;
| current version = 0.40.12v00&lt;br /&gt;
| df compatible   = 0.40.24&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated: January 7, 2015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spacefox Graphics Set===&lt;br /&gt;
[[Image:Spacefoxscr.png|thumb|right|Screenshot of game using the Spacefox Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Spacefox-preview.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=129219.0 Official Forum Thread]&lt;br /&gt;
| author          = Spacefox&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280&amp;amp;times;400&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: August 01, 2013&lt;br /&gt;
A tile and graphic set created with a simple, clean look as a goal. Inspired by Jolly Bastion and referenced from tile sets that have come before. This graphic and tileset is still very much a WIP. It should be completely playable as it is based off Phoebus' Tileset and comes with all of it's graphical assets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12×12 square graphics sets==&lt;br /&gt;
===Geoduck's 12x12 Graphics Set===&lt;br /&gt;
[[File:Zscr-geoduck.jpg|thumb|right|Screenshot of game using Geoduck's Graphics Set and Shizzle's ASCII tileset]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Geoduck12x12dwarfsample2.png|256px]]&lt;br /&gt;
| download link   = [http://www.geoduckthings.net/dwarf/dwarffortress.html Geoduck's 12x12 Dwarf Fortress page]&lt;br /&gt;
| author          = Geoduck&lt;br /&gt;
| sprite          = 12&amp;amp;times;12&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768&lt;br /&gt;
| current version = 3.0&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 22, 2013&lt;br /&gt;
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10×10 square graphics sets==&lt;br /&gt;
===Taffer's Tilesets &amp;amp; Graphics===&lt;br /&gt;
[[File:Zscr-taffer.jpg|thumb|right|Screenshot of game using Taffer's Tileset &amp;amp; Graphics]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Taffergraphics.png|250px]]&lt;br /&gt;
| download link   = [https://github.com/nc-z/taffer Github]&lt;br /&gt;
| author          = Taffer&lt;br /&gt;
| sprite          = 10&amp;amp;times;10&lt;br /&gt;
| resolution      = Any&lt;br /&gt;
| current version = 31&lt;br /&gt;
| df compatible   = 0.43.03&lt;br /&gt;
| installation    = Unzip over DF install&lt;br /&gt;
| comments        = Last updated: June 01, 2016&lt;br /&gt;
Sharp looking, vanilla styled tilesets that strive to strike a good balance between nice, attractive graphics, while avoiding odd graphical oddities. I have positioned many tiles carefully and put a lot of thought into each one, often obsessively so. I find the cumulative differences from the ASCII add quite a bit to the game. I'm a bit of a perfectionist and the update log attests to that, but the result is pleasing and well-polished. Alternate walls are included, as is the color set and racial graphics for dwarves, humans, elves, goblins, and kobolds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Mods}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category| Graphics}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=224688</id>
		<title>DF2014 Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Quickstart_guide&amp;diff=224688"/>
		<updated>2016-04-27T11:32:17Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Feedback: Add a bit more */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spring==&lt;br /&gt;
Some of this article still assumes that the fortress will start in Spring, but that's not necessarily true any more. I don't know how to fix it without making things more complicated though. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 20:31, 14 July 2014 (UTC)&lt;br /&gt;
:I decided to go with &amp;quot;in the first six month&amp;quot;, &amp;quot;by your third season&amp;quot;, or similar. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 02:19, 15 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Change name to &amp;quot;Fortress Mode Quick start&amp;quot;? ==&lt;br /&gt;
I feel like this page should be moved to [[Fortress mode quick start]], not only to be consistent with the name [[Adventure mode quick start]], but also to make it so that the name is more descriptive. &amp;quot;Quickstart guide&amp;quot; could mean anything, really. (For me at least, the current title feels like the name for some hypothetical &amp;quot;how to get DF running&amp;quot; guide, moreso than a fortress mode guide.) As a bonus, the new name doesn't imply that fortress mode is somehow the &amp;quot;default&amp;quot; or &amp;quot;main&amp;quot; mode of play &amp;lt;code&amp;gt;:)&amp;lt;/code&amp;gt; . —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 02:42, 21 July 2014 (UTC)&lt;br /&gt;
:Makes sense to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:34, 21 July 2014 (UTC)&lt;br /&gt;
:The game is called 'Dwarf Fortress' and the game mode at issue is called 'Dwarf Fortress' so I think it's reasonable to imply that this is the default mode of play. I don't actually care what the article's title is, but I don't really think anyone is confused by the status quo and if they are I don't think they can handle anything more challenging than legends mode. So I guess this is a vote against.[[User:Qalnor|Qalnor]] ([[User talk:Qalnor|talk]])&lt;br /&gt;
&lt;br /&gt;
== Articles not Transferring over between versions ==&lt;br /&gt;
I was just browsing through this guide when I noticed that the &amp;quot;starting site&amp;quot; and &amp;quot;preparing carefully&amp;quot; articles are red links. Those pages existed for the last version of this article, but apparently they haven't been transferred over to DF2014 (that's the current version?). I really don't know much about this game or how wikis work, but for anybody else who views this guide it might be useful to see about getting those pages updated so the &amp;quot;where to start&amp;quot; article doesn't have red links in really important places.&lt;br /&gt;
:Apparently subpages weren't copied over. I'll work on this tomorrow, hopefully. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:04, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Great Guide ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
I installed DF last night and this guide got me rolling withing a few hours. Thanks! (Well, the DF Starter Pack deserves some credit as well...) --[[Special:Contributions/94.65.62.78|94.65.62.78]] 21:12, 3 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback from anonymous user ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Nobles|Nobles]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Details on how to read the two columns in the inventory/stocks screen would be great here. --[[Special:Contributions/99.234.13.193|99.234.13.193]] 03:06, 11 August 2014 (UTC)&lt;br /&gt;
:Added a link to [[stocks]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:10, 11 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: wheelbarrow ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Workshops|Workshops]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Maybe im being dumb and blind but i can't find wheelbarrow in Carpenter Workshop.&lt;br /&gt;
&lt;br /&gt;
This is the paragraph where it is explained, but im going through the list and can't find &amp;quot;wheelbarrow&amp;quot;.&lt;br /&gt;
&amp;quot;Also, it would be helpful to build a few wheelbarrows to make hauling large objects easier. Queue up 2 or 3 at the carpenter's workshop (they're located near the bottom of the list, but remember that scrolling up with - warps to the bottom of the list). While the wheelbarrows are being built, select your stone stockpile with q and use w to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Maybe it's name got changed or it's being build somewhere else. --[[Special:Contributions/84.114.70.137|84.114.70.137]] 19:59, 19 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What version of DF are you using? As long as you're using v0.34.08 or higher, they're definitely built at a carpenter's workshop (located between &amp;quot;Make wooden minecart&amp;quot; and &amp;quot;Make wooden pipe section&amp;quot;). You may be confused because they're not on the first page of the list, which is mentioned in the paragraph you quoted. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:02, 19 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: what? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Delving Secure Lodgings|Delving Secure Lodgings]]&amp;lt;/div&amp;gt;&lt;br /&gt;
This is incredibly confusing. The picture doesn't even show the entrance. I thought it was supposed to be 20 tiles long and 1 wide. It is nowhere to be found. --[[Special:Contributions/63.142.119.65|63.142.119.65]] 13:14, 21 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This picture shows the entry tunnel ''after'' the modifications described in the first two sentences of this section:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:The entrance tunnel extends from the upward ramps on the right to the large room on the left. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:16, 21 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Don't know how many barrels are in currently in my stockpile ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Brewing | Brewing ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to reduce the max barrels to the number currently in the pile, but I don't know how to find that. Thanks. --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:02, 23 August 2014 (UTC)&lt;br /&gt;
: Removed that part, since it's not necessary (in fact, the whole point of reserved barrels is to ''avoid'' adjusting the settings of every stockpile). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: 1x1 stairway or 3x3 stairway ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It says to put a stairway in the middle of the room we created for them. That would seem to suggest 1 square stairway. I see some of the graphics that on the floor below it looks like there are 3x3 stairs. I don't know what the implications are of either option or what's intended.&lt;br /&gt;
&lt;br /&gt;
Thanks --[[Special:Contributions/196.200.93.16|196.200.93.16]] 15:05, 23 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It should be a 3x3 staircase in the 3x3 room (see the picture) - hopefully I made this somewhat clearer. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:45, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Shift + &amp;gt; or Shift + &amp;lt; ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I know there are different graphics when shift should be pushed but showing it for &amp;lt; or &amp;gt; is confusing.  It was not apparent that I should hit shift.  Had to search somewhere else to figure out how to change z levels --[[Special:Contributions/76.125.186.211|76.125.186.211]] 00:04, 25 August 2014 (UTC)&lt;br /&gt;
:Many keyboard layouts (including US keyboards) require {{k|Shift}} to type {{k|&amp;lt;}} and {{k|&amp;gt;}} - this isn't DF-specific. I added a note in the first place those keys are mentioned. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:33, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback from anonymous user ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;quot;in the middle of the 3x3 room you dug out earlier&amp;quot;&lt;br /&gt;
&lt;br /&gt;
May be 5x5 room? --[[Special:Contributions/94.181.49.32|94.181.49.32]] 15:42, 5 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, this is correct. From the article:&lt;br /&gt;
::Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry. '''At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell.'''&lt;br /&gt;
:I've added a note to the article about this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:08, 5 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Boooze over ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Checking Supplies|Checking Supplies]]&amp;lt;/div&amp;gt;&lt;br /&gt;
In a upper paragraph didn't we make more booze? --[[Special:Contributions/191.180.4.103|191.180.4.103]] 02:38, 8 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Great guide! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;No section specified&amp;lt;/div&amp;gt;&lt;br /&gt;
Hey, I really appreciate the work that went into making this guide. I've tried a few times in the past to get into Dwarf Fortress - but I never came victor. I thought it was way too complex for me, and even though I love complex simulators, I finally gave up.&lt;br /&gt;
&lt;br /&gt;
Recently it started bugging me again, and I gave it another chance. Thanks to this guide, I finally *understood* the meaning of the game and I can now play and discover much like anyone else. There was just this single lever to (P)ull, and now that's on it can never be turned off.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch, guys. --[[Special:Contributions/94.36.51.106|94.36.51.106]] 08:51, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback from anonymous user ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stockpiles | Stockpiles ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I got some issues with my &amp;quot;general purpose stockpiles&amp;quot;, whem digging it, i got many leftover chert . . . I don't know how to remove those stuff to create a fully vacant stockpiles.&lt;br /&gt;
&lt;br /&gt;
In the guide we get a note about it, but no info on how to change this. Hide the chert let them still on the tiles and dumping them, not make something for me at this point . . .&lt;br /&gt;
&lt;br /&gt;
Thank for the guide and for the help --[[Special:Contributions/89.3.210.92|89.3.210.92]] 18:24, 4 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Bruh ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide# Stairways | Stairways ]]&amp;lt;/div&amp;gt;&lt;br /&gt;
3x3 is ugly bruh --[[Special:Contributions/66.171.208.194|66.171.208.194]] 04:21, 1 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not starting with Plump Helmets ==&lt;br /&gt;
&lt;br /&gt;
I've started several different fortresses using the default loadouts, but have yet to start with a farmer or any Plump Helmet seeds. I'm using version 40.24, not sure if that matters. I do start with Shade Thorn saplings and Devil Mushrooms. Can I make booze with these instead of the plump helmets?&lt;br /&gt;
:These plants aren't present in the vanilla/unedited game. I recommend you ask in a thread or forum that's familiar with the mods you use. --[[User:Button|Button]] ([[User talk:Button|talk]]) 01:12, 13 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
The only mod I've installed was a tileset mod. No extra items or seeds. I've already got a decent sized fortress now, is there a way to get plump helmets other than starting with them?&lt;br /&gt;
:Again, you have plants which aren't present in the unmodified game. We have no way of knowing if plump helmets even still exist in the mod you're using. I suggest you ask at wherever you downloaded your copy of Dwarf Fortress from. --[[User:Button|Button]] ([[User talk:Button|talk]]) 18:29, 13 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you installed a new version over an older version, any mods might remain and cause problems. Although, if your game has plump helmets at all, you will probably be able to purchase them from the dwarven caravan (they always seem to bring plenty).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:13, 13 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've never used a mod with this game before other than this new tileset. There were no old versions on this computer. The last dwarven caravan had no plump helmets either. It seems I'm SOL. I'll have to go with aboveground farms until I figure out what's wrong. Thanks for trying to help though. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grazers ==&lt;br /&gt;
So after the issue with the plump helmets I now realize that none of my grazing animals will eat. They simply walk around, remove all the grass, then promptly starve to death, regardless of how large the pen is that I put them in. I'm starting to think that my entire game may be bugged. I really like the world I have now and would really like to keep playing it. If anyone has any ideas on how to fix my grazers it would be greatly appreciated. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turns out the &amp;quot;tileset&amp;quot; I downloaded changes a huge number of things in the game, adding plants, animals, weapons and all kinds of other things. Real nice of the guy that made it to mention that in his post. Sorry for wasting your time. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.103.31.170|50.103.31.170]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Which tileset is this, exactly? Can you provide a link to this post? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 14 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork? ==&lt;br /&gt;
&lt;br /&gt;
This page is not really a must-read topic, but it is the single most thorough and detailed article on the entire wiki, perhaps on the best articles in the whole dwarffortressverse. (Horrible -verse name alert) I believe this article should be masterwork. Is that enough to negate the must-read requirement? {{User:Latias1290/Sig/src|17:41|March 26, 2015}}&lt;br /&gt;
&lt;br /&gt;
:I don't think the &amp;quot;must-read&amp;quot; topic requirement is as important as other criteria. Feel free to change this page's rating if you see fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:06, 26 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strictness of instructions ==&lt;br /&gt;
There are a lot of instructions like &amp;quot;dig a 3x20 hallway&amp;quot;, &amp;quot;make a 3x3 stairway&amp;quot;, &amp;quot;two tiles past that, dig a 11x11 room&amp;quot;. I believe it's detrimental to the creativity of beginners and ultimately the variety of fortresses to give such exact instructions. Instead, something like &amp;quot;make a stairway&amp;quot;, &amp;quot;dig a large room&amp;quot;, etc should be preferred. In addition, a paragraph talking about reasonable dimensions (&amp;quot;most fortresses will do with a 2x2 staircase&amp;quot;, &amp;quot;a 3 tile wide hallway is enough for the main hallways of 200+ fortresses&amp;quot;) should give beginners a sufficient scale to base their decisions on.&lt;br /&gt;
&lt;br /&gt;
The question is whether it's better to give new players actual numbers to follow or instead give them rough dimensions and tell them to experiment.&lt;br /&gt;
I fear that the former will rear players that build nothing but cookie cutter fortresses following exact dimensions of this guide; while the latter might simply be inferior as a guide.&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 23:31, 23 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I tried to remove some rigid measurements from the guide a while back, so I don't object to removing others and adding more explanations. Of course, the minimum 3-tile-wide hallway to allow for wagon access is important to mention, but I can't think of anything else off the top of my head. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:40, 26 July 2015 (UTC)&lt;br /&gt;
::Done. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 18:06, 28 August 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perhaps more information on trading would be useful? ==&lt;br /&gt;
&lt;br /&gt;
What should I get? What should I be trading? [[Special:Contributions/216.254.133.138|216.254.133.138]] 21:28, 21 August 2015 (UTC)&lt;br /&gt;
:I think the most reliable thing for trading away would be prepared meals? They're relatively high value, and not very difficult to make lots of. [[Special:Contributions/2602:302:D111:7290:9357:C7C4:D315:4B93|2602:302:D111:7290:9357:C7C4:D315:4B93]] 01:38, 22 August 2015 (UTC)&lt;br /&gt;
::I expanded the trading section a little. Probably needs some correction and changes. In the end, I decided to omit the prepared meals, as a couple of barrels full of lavish meals created by a legendary cook can easily buy the entire caravan 3 times over. It makes the game ridiculously easy really quick, and I figure new players probably have more fun in the long run if they can't get everything from a caravan right away. I also mentioned the usual suspects for missing mood items as must-have supply, without explicitly mentioning moods as they're a bit spoiler-y and not mentioned anywhere else in the guide. Not sure if we should a) not mention these altogether, b) mention them without explaining why they're important, or c) list them with an explanation and link to mood page. Personally I think it's fine as I made it though.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 13:54, 23 August 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: how to cook ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Brewing and Cooking|Brewing and Cooking]]&amp;lt;/div&amp;gt;&lt;br /&gt;
It would be nice to know how one actually does any cooking. Shall one dwarf be assigned with the cooking labor? And then what? --[[Special:Contributions/81.216.197.38|81.216.197.38]] 13:14, 25 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Those pictures are extremely confusing ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Traps|Traps]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The pictures are either not helpful at all or marginally helpful without explanation of what they mean. --[[Special:Contributions/67.54.220.18|67.54.220.18]] 20:27, 13 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Zombies! ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#World Generation|World Generation]]&amp;lt;/div&amp;gt;&lt;br /&gt;
I would like to suggests that all players to consider the fact that if there's a necromancer tower near you. Your kingdom will most likely be siege by various undead animals. Please put this note in for future new players. I have suffered the consequence by these unholy beings slaughtering my 22 little workers, 2 of which being children. RIP Rocksgrope. --[[User:Stagskull|Stagskull]] ([[User talk:Stagskull|talk]]) 07:04, 31 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==I need an earlier step==&lt;br /&gt;
I downloaded df_42_06_win.zip and unzipped it to a folder and read the readme.txt but I can't figure out what I should open to launch the actual game, &amp;lt;s&amp;gt;can someone add an earlier step to this guide explaining how to go from downloading &amp;gt; unzipping &amp;gt; what to open to launch the game?&amp;lt;/s&amp;gt; NM I found [[DF2014:Installation]] but I will link that at the start. [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:27, 27 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mouse wheel==&lt;br /&gt;
Under [[DF2014:Quickstart_guide#Surveying_the_Area]] it talks about keys. I noticed that when I scroll my mouse wheel up/forward it zooms out and down/back it zooms in. Is this a proper way to interact with the map? [[Special:Contributions/184.145.18.50|184.145.18.50]] 20:54, 27 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: Add a bit more ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Refuse|Refuse]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Add a bit more --[[Special:Contributions/69.112.13.248|69.112.13.248]] 00:43, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Such as? For a quick start, that's all you need to know about refuse. Remember that this is the quickstart guide - here to give you a quick start with only the minimal amount of critical information. If you need in depth documentation, you can look up everything on the relevant wiki pages. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 11:32, 27 April 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Graphics_set_repository&amp;diff=224579</id>
		<title>DF2014:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Graphics_set_repository&amp;diff=224579"/>
		<updated>2016-04-19T13:05:22Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* CLA's ASCII-like Graphics Set */ updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:59, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
:''(For a list of existing [[tilesets]], see [[DF2014:Tileset repository|tileset repository]].)''&lt;br /&gt;
:''(For information on graphics set creation, see [[Graphic set|DF2014:Graphic set]])''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are used to change the appearance of [[Main:creatures|creatures]] in the game, such as dwarves and unicorns. They usually come with and are designed to work together with certain [[DF2014:Tilesets|tilesets]]. They can significantly change the appearance of the game and make it easier for players to tell what is happening onscreen.&lt;br /&gt;
==24x24 square graphics sets==&lt;br /&gt;
===GemSet===&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Gemset_Logo.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=150753.0 Official Forum Thread]&lt;br /&gt;
| author          = DragonDePlatino&lt;br /&gt;
| sprite          = 24&amp;amp;times;24 / 48&amp;amp;times;48&lt;br /&gt;
| resolution      = 1920&amp;amp;times;600&lt;br /&gt;
| current version = 1.4&lt;br /&gt;
| df compatible   = 0.40.24&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 17, 2015&lt;br /&gt;
The first complete 24x24 graphics set for Dwarf Fortress, GemSet provides the aesthetics of ASCII and convenience of graphics.&lt;br /&gt;
&lt;br /&gt;
Drawn natively in a 24x24 resolution for 1080p and 4K displays, GemSet is the highest-resolution graphics set to-date. The entire graphics set uses a bright 32-color palette with the intention of keeping everything crystal-clear on even the highest-resolution displays. All profession graphics are color-coded according to their ASCII counterparts and black has been kept as the dominant color of the graphics set.&lt;br /&gt;
&lt;br /&gt;
All creature graphics are finished and TWBT support is currently in-development.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18x18 square graphics sets==&lt;br /&gt;
===CLA's ASCII-like Graphics Set===&lt;br /&gt;
[[Image:Zscrn-cla.jpg|thumb|right|Screenshot of game using CLA's ASCII-like Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:ZwymD.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=105376.0 Official Forum Thread], [https://github.com/DFgraphics/CLA/releases Github]&lt;br /&gt;
| author          = CLA&lt;br /&gt;
| sprite          = 18&amp;amp;times;18&lt;br /&gt;
| resolution      = 1440x450&lt;br /&gt;
| current version = 22&lt;br /&gt;
| df compatible   = 0.42.06&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated: April 18, 2016&lt;br /&gt;
ASCII-Like, uses stylized letters to show what the creature is while still allowing it to look like the letter. Tileset based on [[DF2014:Tileset_repository#18.C3.9718|Haowan]] with opaque ground tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ironhand and Wormslayer's Graphics Pack===&lt;br /&gt;
[[Image:Zscrn-ironhand.jpg|thumb|right|Screenshot of game using Ironhand and Wormslayer's Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Ironhandtileset.png|256px]]&amp;lt;!--[[Image:IronhandDwarves.png|270px]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=53180.0 Official Forum Thread]&lt;br /&gt;
| author          = Ironhand and Wormslayer&lt;br /&gt;
| sprite          = 18&amp;amp;times;18 / [http://www.bay12forums.com/smf/index.php?topic=122400.0 unofficial 16&amp;amp;times;16 version (Ironhand16 for 0.40.09)]&lt;br /&gt;
| resolution      = 1440x450&lt;br /&gt;
| current version = 0.68&lt;br /&gt;
| df compatible   = 0.34.07 / [http://dffd.wimbli.com/file.php?id=6307 unofficial update for 0.40.09]&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated:  March 30, 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16×16 square graphics sets==&lt;br /&gt;
===Beefmo 2012===&lt;br /&gt;
[[http://www.img.ie/images/84007.png Sample creatures from Beefmo 2012, maintained by Thirin]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [http://www.img.ie/images/84007.png Dwarves]&lt;br /&gt;
[http://www.img.ie/b4a62.png Goblins]&lt;br /&gt;
&lt;br /&gt;
[http://www.img.ie/c228a.png Men]&lt;br /&gt;
[http://www.img.ie/4c681.png Some Animals]&lt;br /&gt;
| download link   = [http://dffd.wimbli.com/file.php?id=2087 Beefmo 2012 page on DFFD]&lt;br /&gt;
| author          = Beefmo and Thirin&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 0.54&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: Dec 26, 2012&lt;br /&gt;
Exhaustive collection of sprites for all civilized races (dwarves, elves, goblins, humans, and kobolds) including unique images for each profession within each race, as well as zombie, skeleton, and ghost forms. There is also a huge gallery of creatures including livestock, wildlife, and cavern fauna.  Many of the animals are collected from other sets and modified to fit, plus many unique to this tile set -- as such it is one of the most comprehensive collections of creature graphics available.  Most of the new 2012 animals and animal-men are present, though some are still TBD.  The art style is clear and consistent with clean lines and solid colors; classic pixel art. There is also a version available patched onto Obsidian and ready to be used with LNP. This version can be found [http://dffd.wimbli.com/file.php?id=8624 here].}}&lt;br /&gt;
&lt;br /&gt;
===Geoduck's 16x16 Graphics Set===&lt;br /&gt;
[[File:Zscr-geoduck.jpg|thumb|right|Screenshot of game using Geoduck's Graphics Set and Shizzle's ASCII tileset]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Geoduck logo.png|256px]]&lt;br /&gt;
| download link   = [http://www.geoduckthings.net/dwarf/dwarffortress16.html Geoduck's Dwarf Fortress 16x16 page]&lt;br /&gt;
| author          = Geoduck&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 1.1&lt;br /&gt;
| df compatible   = 0.34.01&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 22, 2013&lt;br /&gt;
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine compactness with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but originally inspired in part by PTTG's graphics set for .40d.}}&lt;br /&gt;
&lt;br /&gt;
===Mayday's Graphic Set===&lt;br /&gt;
[[Image:Zscrn-mayday.jpg|thumb|right|Screenshot of game using Mayday's Graphic Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:DFG13.png|256px]]&lt;br /&gt;
| download link   = [http://mayday.w.staszic.waw.pl/df.php Mayday's site]&lt;br /&gt;
| author          = [[User:Mikemayday|Mikemayday]]&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280 horizontal&lt;br /&gt;
| current version = 40_05&lt;br /&gt;
| df compatible   = 0.40.05&lt;br /&gt;
| installation    = [http://mayday.w.staszic.waw.pl/df.php Available as a pre-installed copy].&lt;br /&gt;
| comments        = Last updated: 28 July 2014&lt;br /&gt;
Combined with a customized main tileset. Credits go to Beefmo, Sphr, DR, Tocky, Herrbdog, Bane18, Dragon Warrior games and me (although I did much more organizing and editing than actually creating). }}&lt;br /&gt;
&lt;br /&gt;
===Obsidian Graphics Set===&lt;br /&gt;
[[Image:Zscrn-obsidian.jpg|thumb|right|Screenshot of game using the Obsidian Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Obsidian Graphics Set.png|256px]]&amp;lt;!--[[File:Obsidian Graphics Set Dwarves Sheet.png]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=126934.msg4302701#msg4302701 Official Forum Page]&lt;br /&gt;
| author          = [[User:Obsidian Soul|Obsidian Soul]]&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768 or higher&lt;br /&gt;
| current version = 0.8&lt;br /&gt;
| df compatible   = 0.34.11 (unofficial DF2014 update available, see description)&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: July 24, 2013&lt;br /&gt;
A graphics set that focuses on consistency and stylized realism to harmonize the different tiles and give a more &amp;quot;medieval&amp;quot; atmosphere to the game. Unlike other tilesets, this also specifically sets aside different tiles for grass with modifications to their graphics raws. This makes it easier to distinguish pasturable areas from bare rock and sand, tell apart different biomes, as well as letting you plan green (or blue, if you're going with cave moss) gardens along your entrance halls. Just make sure to forbid traffic on it to avoid trampling them to bare ground.&lt;br /&gt;
&lt;br /&gt;
Unofficial updates for DF2014 are bundled with PeridexisErrant's [http://www.bay12forums.com/smf/index.php?topic=126076 DF Starter Pack] for Windows, fricy's [http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] for Mac, and Beautato's [http://www.bay12forums.com/smf/index.php?topic=140966.0 Linux Lazy Newb Pack] for Linux.}}&lt;br /&gt;
&lt;br /&gt;
===Phoebus' Graphics Set===&lt;br /&gt;
[[Image:Zscrn-phoebus.jpg|thumb|right|Screenshot of game using Phoebus' Graphics Pack]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Phoebus_16x16.png|256px]]&amp;lt;!--[[Image:Phoebus_Dwarves.png]]--&amp;gt;&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=137096.0 Official Forum Thread]&lt;br /&gt;
| author          = Phoebus&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280&amp;amp;times;400&lt;br /&gt;
| current version = 0.40.12v00&lt;br /&gt;
| df compatible   = 0.40.24&lt;br /&gt;
| installation    = Available pre-installed or as a patch&lt;br /&gt;
| comments        = Last updated: January 7, 2015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spacefox Graphics Set===&lt;br /&gt;
[[Image:Spacefoxscr.png|thumb|right|Screenshot of game using the Spacefox Graphics Set]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Spacefox-preview.png|256px]]&lt;br /&gt;
| download link   = [http://www.bay12forums.com/smf/index.php?topic=129219.0 Official Forum Thread]&lt;br /&gt;
| author          = Spacefox&lt;br /&gt;
| sprite          = 16&amp;amp;times;16&lt;br /&gt;
| resolution      = 1280&amp;amp;times;400&lt;br /&gt;
| current version = 1.0&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: August 01, 2013&lt;br /&gt;
A tile and graphic set created with a simple, clean look as a goal. Inspired by Jolly Bastion and referenced from tile sets that have come before. This graphic and tileset is still very much a WIP. It should be completely playable as it is based off Phoebus' Tileset and comes with all of it's graphical assets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12×12 square graphics sets==&lt;br /&gt;
===Geoduck's 12x12 Graphics Set===&lt;br /&gt;
[[File:Zscr-geoduck.jpg|thumb|right|Screenshot of game using Geoduck's Graphics Set and Shizzle's ASCII tileset]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Geoduck12x12dwarfsample2.png|256px]]&lt;br /&gt;
| download link   = [http://www.geoduckthings.net/dwarf/dwarffortress.html Geoduck's 12x12 Dwarf Fortress page]&lt;br /&gt;
| author          = Geoduck&lt;br /&gt;
| sprite          = 12&amp;amp;times;12&lt;br /&gt;
| resolution      = 1024&amp;amp;times;768&lt;br /&gt;
| current version = 3.0&lt;br /&gt;
| df compatible   = 0.34.11&lt;br /&gt;
| installation    = Instructions at download site&lt;br /&gt;
| comments        = Last updated: May 22, 2013&lt;br /&gt;
Set for Dwaves/Goblins/Humans/Elves/Kobolds which attempts to combine the compactness of 12x12 tiles with greater simplicity, clarity and ease of viewing. Designed for Fortress mode play, but includes Adventurer tiles. Created from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10×10 square graphics sets==&lt;br /&gt;
===Taffer's Tilesets &amp;amp; Graphics===&lt;br /&gt;
[[File:Zscr-taffer.jpg|thumb|right|Screenshot of game using Taffer's Tileset &amp;amp; Graphics]]&lt;br /&gt;
{{GraphicsSet&lt;br /&gt;
| image           = [[Image:Taffergraphics.png|250px]]&lt;br /&gt;
| download link   = [https://github.com/nc-z/taffer Github]&lt;br /&gt;
| author          = Taffer&lt;br /&gt;
| sprite          = 10&amp;amp;times;10&lt;br /&gt;
| resolution      = Any&lt;br /&gt;
| current version = 30&lt;br /&gt;
| df compatible   = 0.42.06&lt;br /&gt;
| installation    = Unzip over DF install&lt;br /&gt;
| comments        = Last updated: March 4, 2016&lt;br /&gt;
Sharp looking, vanilla styled tilesets that strive to strike a good balance between nice, attractive graphics, while avoiding odd graphical oddities. I have positioned many tiles carefully and put a lot of thought into each one, often obsessively so. I find the cumulative differences from the ASCII add quite a bit to the game. I'm a bit of a perfectionist and the update log attests to that, but the result is pleasing and well-polished. Alternate walls are included, as is the color set and racial graphics for dwarves, humans, elves, goblins, and kobolds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Mods}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category| Graphics}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Color&amp;diff=224539</id>
		<title>Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Color&amp;diff=224539"/>
		<updated>2016-04-13T20:18:09Z</updated>

		<summary type="html">&lt;p&gt;CLA: fix table (fucked up in previous revision)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|15:26, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For user compiled colors see [[color scheme]])''&lt;br /&gt;
DF can use 16 '''colors''' to give every tile a foreground and background color. These 16 colors make up the [[color scheme]]. Which of these colors are assigned to a given tile is often decided by values in its raw file. Whether a pixel shows  foreground, background, black or anything in between is influenced by its brightness and opacity.&lt;br /&gt;
Color is used to express various information, from a dwarf's [[profession]] to the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
=== The tileset influences color display ===&lt;br /&gt;
[[File:Tileset-color-processing.png|300px|thumb|right]]&lt;br /&gt;
In the simplest case, a pixel on a tileset is either white (foreground) or transparent* (background). However, black, and anything in between is possible as well (even color):&lt;br /&gt;
* a white pixel will show the foreground color&lt;br /&gt;
* a transparent* pixel will show the background color&lt;br /&gt;
* a black pixel will stay black	&lt;br /&gt;
The darker a white pixel is (i.e. a shade of grey), the darker the foreground color will be displayed. Similarly, a black pixel with lower opacity will result in a darker background color. &lt;br /&gt;
A partially transparent, non-black pixel shows both the background and foreground color.{{verify}}&lt;br /&gt;
&amp;lt;small&amp;gt;*magenta for .bmp files.&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Colors are assigned based on material and other raw values ===&lt;br /&gt;
To decide which colors to use, DF looks at raw values for that object (color value or color token) and selects a foreground and background color from the 16 colors in the [[color scheme]]. When a color value is defined, it directly picks it from the 16. When instead a color token is defined, the game compares the color token definition to all 16 colors in the color scheme and picks the closest match.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO&lt;br /&gt;
clearly define somewhere when and how the article refers to background/foreground one one hand and pixels on the tileset on the other hand.&lt;br /&gt;
== How the tileset influences color display ==&lt;br /&gt;
TODO: look through commented out section of tileset page, correct it, update it, etc.&lt;br /&gt;
adapt as section here.&lt;br /&gt;
&lt;br /&gt;
go into more detail about color in tilesets.&lt;br /&gt;
&lt;br /&gt;
=== tricks === (&amp;lt;- keep short, focus on tools/facts, not applications; those go into future &amp;quot;custom tileset&amp;quot; page)&lt;br /&gt;
-tiles that are used for several things, one of which uses a black background others that don't can display different things:&lt;br /&gt;
-mention walls/engravings as example.: smoothed walls use foreground color of material and black background. Engraved walls use foreground color and dark foreground color as background (actually, verify that. Isn't info on that in the old section right below?). So all black pixels (on the tileset) will be &amp;quot;invisible&amp;quot; on smooth walls (because the background is also black), but with engraved walls having a background color, you can see a pattern.&lt;br /&gt;
-Other (&amp;quot;advanced&amp;quot;) example with transparency: 50%opacity white pixels next to 100%opacity 50% grey pixels&lt;br /&gt;
-other tricks I'm forgetting? check through old tileset threads on bay12&lt;br /&gt;
insert images showing the examples&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Colors are assigned ==&lt;br /&gt;
Colors of [[Status icon]]s, [[profession]]s, text and the [[interface]] in general are hardcoded. [[Item]]s, [[furniture]], [[construction]]s, and geographic features get the color of their [[material]]. Dyes and material contaminants use color tokens.&lt;br /&gt;
===Wall and floor color===&lt;br /&gt;
[[image:Towercaps-sandy.jpg|thumb|[[Phyllite]] (to the left) has DISPLAY_COLOR:0:7:1 and BASIC_COLOR:7:0.  The [[white sand]] present has DISPLAY_COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]&lt;br /&gt;
&lt;br /&gt;
While the foreground, background and brightness shown in the [[Material definition token|RAW]] files will be applied to [[wall]]s, the [[stone|mineral]]'s &amp;quot;secondary&amp;quot; color will end up different.  Here is how it works:&lt;br /&gt;
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.&lt;br /&gt;
* If BASIC_COLOR is left out:&lt;br /&gt;
** The background color is forced to 0 (effectively stripping it).&lt;br /&gt;
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).&lt;br /&gt;
This is effective for [[stairs]], [[floor]]s, [[ramp]]s, and [[construction]]s (in the case of stone).  When stone is [[engraving|engraved]], it uses the material's TILE_COLOR (which is the same as the DISPLAY_COLOR unless overridden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color values ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:x:y:z] or [DISPLAY_COLOR:x:y:z] tokens. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
By default*, the following 8 pairs of colors are displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|2:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|3:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|4:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|5:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|6:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Alt.&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 8&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 9&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|2:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|3:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 11&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|4:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 12&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|5:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 13&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|6:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 15&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''(* See [[color scheme]] for information about how to change the actual various colors as displayed.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another token, e.g. &amp;lt;code&amp;gt;[LEAVES:quarry bush leaf:quarry bush leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]&amp;lt;/code&amp;gt; specifies the colors &amp;quot;7:0:0&amp;quot; for quarry bush leaves and &amp;quot;0:0:1&amp;quot; for wilted quarry bush leaves.&lt;br /&gt;
&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method. For example, for a white background color, add 8 to 7 = 15. For a light green background color, you add 8 to 2 = 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
Material contaminants and [[dye]]s do not use color flags; instead, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[STATE_COLOR:SOLID:DARK_GREEN]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[POWDER_DYE:EMERALD]&amp;lt;/code&amp;gt;. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CLEAR&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(144, 93, 93)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_ROSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(103, 76, 71)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_MEDIUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(111, 53, 26)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AUBURN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 26&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(192, 64, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAHOGANY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PALE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(72, 60, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_DARK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 113, 23)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_SANDY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 23&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(194, 178, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ECRU&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(212, 175, 55)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 55&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 234, 214)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEARL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 234&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 214&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BUFF&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 223, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDEN_YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 240)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | IVORY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(154, 205, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 154&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(178, 190, 181)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ASH_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 190&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 127)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SPRING_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 216, 230)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 216&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(135, 206, 235)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SKY_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 206&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 235&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(54, 69, 79)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARCOAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 139)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(80, 64, 77)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 77&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 133, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 95, 109)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 109&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 136, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUCE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[COLOR:AMBER]&lt;br /&gt;
	[NAME:amber]&lt;br /&gt;
	[WORD:AMBER]&lt;br /&gt;
	[RGB:255:191:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AMETHYST]&lt;br /&gt;
	[NAME:amethyst]&lt;br /&gt;
	[WORD:AMETHYST]&lt;br /&gt;
	[RGB:153:102:204]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUA]&lt;br /&gt;
	[NAME:aqua]&lt;br /&gt;
	[WORD:AQUA]&lt;br /&gt;
	[RGB:0:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUAMARINE]&lt;br /&gt;
	[NAME:aquamarine]&lt;br /&gt;
	[WORD:AQUAMARINE]&lt;br /&gt;
	[RGB:127:255:212]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ASH_GRAY]&lt;br /&gt;
	[NAME:ash gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:178:190:181]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AUBURN]&lt;br /&gt;
	[NAME:auburn]&lt;br /&gt;
	[WORD:AUBURN]&lt;br /&gt;
	[RGB:111:53:26]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AZURE]&lt;br /&gt;
	[NAME:azure]&lt;br /&gt;
	[WORD:AZURE]&lt;br /&gt;
	[RGB:0:127:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BEIGE]&lt;br /&gt;
	[NAME:beige]&lt;br /&gt;
	[WORD:BEIGE]&lt;br /&gt;
	[RGB:245:245:220]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLACK]&lt;br /&gt;
	[NAME:black]&lt;br /&gt;
	[WORD:BLACK]&lt;br /&gt;
	[RGB:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLUE]&lt;br /&gt;
	[NAME:blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRASS]&lt;br /&gt;
	[NAME:brass]&lt;br /&gt;
	[WORD:BRASS]&lt;br /&gt;
	[RGB:181:166:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRONZE]&lt;br /&gt;
	[NAME:bronze]&lt;br /&gt;
	[WORD:BRONZE]&lt;br /&gt;
	[RGB:205:127:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BROWN]&lt;br /&gt;
	[NAME:brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:150:75:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BUFF]&lt;br /&gt;
	[NAME:buff]&lt;br /&gt;
	[WORD:BUFF]&lt;br /&gt;
	[RGB:240:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_SIENNA]&lt;br /&gt;
	[NAME:burnt sienna]&lt;br /&gt;
	[WORD:SIENNA]&lt;br /&gt;
	[RGB:233:116:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_UMBER]&lt;br /&gt;
	[NAME:burnt umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:138:51:36]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARDINAL]&lt;br /&gt;
	[NAME:cardinal]&lt;br /&gt;
	[WORD:CARDINAL_COLOR]&lt;br /&gt;
	[RGB:196:30:58]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARMINE]&lt;br /&gt;
	[NAME:carmine]&lt;br /&gt;
	[WORD:CARMINE]&lt;br /&gt;
	[RGB:150:0:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CERULEAN]&lt;br /&gt;
	[NAME:cerulean]&lt;br /&gt;
	[WORD:CERULEAN]&lt;br /&gt;
	[RGB:0:123:167]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARCOAL]&lt;br /&gt;
	[NAME:charcoal]&lt;br /&gt;
	[WORD:CHARCOAL]&lt;br /&gt;
	[RGB:54:69:79]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARTREUSE]&lt;br /&gt;
	[NAME:chartreuse]&lt;br /&gt;
	[WORD:CHARTREUSE]&lt;br /&gt;
	[RGB:127:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHESTNUT]&lt;br /&gt;
	[NAME:chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:205:92:92]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHOCOLATE]&lt;br /&gt;
	[NAME:chocolate]&lt;br /&gt;
	[WORD:CHOCOLATE]&lt;br /&gt;
	[RGB:210:105:30]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CINNAMON]&lt;br /&gt;
	[NAME:cinnamon]&lt;br /&gt;
	[WORD:CINNAMON]&lt;br /&gt;
	[RGB:123:63:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CLEAR]&lt;br /&gt;
	[NAME:clear]&lt;br /&gt;
	[WORD:CLEAR]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COBALT]&lt;br /&gt;
	[NAME:cobalt]&lt;br /&gt;
	[WORD:COBALT]&lt;br /&gt;
	[RGB:0:71:171]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COPPER]&lt;br /&gt;
	[NAME:copper]&lt;br /&gt;
	[WORD:COPPER]&lt;br /&gt;
	[RGB:184:115:51]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CREAM]&lt;br /&gt;
	[NAME:cream]&lt;br /&gt;
	[WORD:CREAM]&lt;br /&gt;
	[RGB:255:253:208]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CRIMSON]&lt;br /&gt;
	[NAME:crimson]&lt;br /&gt;
	[WORD:CRIMSON]&lt;br /&gt;
	[RGB:220:20:60]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BLUE]&lt;br /&gt;
	[NAME:dark blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:139]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BROWN]&lt;br /&gt;
	[NAME:dark brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:101:67:33]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_CHESTNUT]&lt;br /&gt;
	[NAME:dark chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:152:105:96]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_GREEN]&lt;br /&gt;
	[NAME:dark green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:1:50:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_INDIGO]&lt;br /&gt;
	[NAME:dark indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:49:0:98]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_OLIVE]&lt;br /&gt;
	[NAME:dark olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:85:104:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PEACH]&lt;br /&gt;
	[NAME:dark peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:218:185]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PINK]&lt;br /&gt;
	[NAME:dark pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:231:84:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_SCARLET]&lt;br /&gt;
	[NAME:dark scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:86:3:25]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_TAN]&lt;br /&gt;
	[NAME:dark tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:145:129:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_VIOLET]&lt;br /&gt;
	[NAME:dark violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:66:49:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ECRU]&lt;br /&gt;
	[NAME:ecru]&lt;br /&gt;
	[WORD:ECRU]&lt;br /&gt;
	[RGB:194:178:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:EMERALD]&lt;br /&gt;
	[NAME:emerald]&lt;br /&gt;
	[WORD:EMERALD]&lt;br /&gt;
	[RGB:80:200:120]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FERN_GREEN]&lt;br /&gt;
	[NAME:fern green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:79:121:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FLAX]&lt;br /&gt;
	[NAME:flax]&lt;br /&gt;
	[WORD:FLAX]&lt;br /&gt;
	[RGB:238:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FUCHSIA]&lt;br /&gt;
	[NAME:fuchsia]&lt;br /&gt;
	[WORD:FUCHSIA]&lt;br /&gt;
	[RGB:244:0:161]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLD]&lt;br /&gt;
	[NAME:gold]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[RGB:212:175:55]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDEN_YELLOW]&lt;br /&gt;
	[NAME:golden yellow]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:223:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDENROD]&lt;br /&gt;
	[NAME:goldenrod]&lt;br /&gt;
	[WORD:GOLDENROD]&lt;br /&gt;
	[RGB:218:165:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GRAY]&lt;br /&gt;
	[NAME:gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN]&lt;br /&gt;
	[NAME:green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN-YELLOW]&lt;br /&gt;
	[NAME:green-yellow]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:173:255:47]&lt;br /&gt;
&lt;br /&gt;
[COLOR:HELIOTROPE]&lt;br /&gt;
	[NAME:heliotrope]&lt;br /&gt;
	[WORD:HELIOTROPE]&lt;br /&gt;
	[RGB:223:115:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:INDIGO]&lt;br /&gt;
	[NAME:indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:75:0:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:IVORY]&lt;br /&gt;
	[NAME:ivory]&lt;br /&gt;
	[WORD:IVORY]&lt;br /&gt;
	[RGB:255:255:240]&lt;br /&gt;
&lt;br /&gt;
[COLOR:JADE]&lt;br /&gt;
	[NAME:jade]&lt;br /&gt;
	[WORD:JADE]&lt;br /&gt;
	[RGB:0:168:107]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER]&lt;br /&gt;
	[NAME:lavender]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:230:230:250]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER_BLUSH]&lt;br /&gt;
	[NAME:lavender blush]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:255:240:245]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LEMON]&lt;br /&gt;
	[NAME:lemon]&lt;br /&gt;
	[WORD:LEMON]&lt;br /&gt;
	[RGB:253:233:16]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BLUE]&lt;br /&gt;
	[NAME:light blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:173:216:230]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BROWN]&lt;br /&gt;
	[NAME:light brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:205:133:63]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LILAC]&lt;br /&gt;
	[NAME:lilac]&lt;br /&gt;
	[WORD:LILAC]&lt;br /&gt;
	[RGB:200:162:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIME]&lt;br /&gt;
	[NAME:lime]&lt;br /&gt;
	[WORD:LIME]&lt;br /&gt;
	[RGB:204:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAHOGANY]&lt;br /&gt;
	[NAME:mahogany]&lt;br /&gt;
	[WORD:MAHOGANY]&lt;br /&gt;
	[RGB:192:64:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAROON]&lt;br /&gt;
	[NAME:maroon]&lt;br /&gt;
	[WORD:MAROON_COLOR]&lt;br /&gt;
	[RGB:128:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE]&lt;br /&gt;
	[NAME:mauve]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[RGB:153:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE_TAUPE]&lt;br /&gt;
	[NAME:mauve taupe]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:145:95:109]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MIDNIGHT_BLUE]&lt;br /&gt;
	[NAME:midnight blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MINT_GREEN]&lt;br /&gt;
	[NAME:mint green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:152:255:152]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MOSS_GREEN]&lt;br /&gt;
	[NAME:moss green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:173:223:173]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OCHRE]&lt;br /&gt;
	[NAME:ochre]&lt;br /&gt;
	[WORD:OCHRE]&lt;br /&gt;
	[RGB:204:119:34]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OLIVE]&lt;br /&gt;
	[NAME:olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:128:128:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ORANGE]&lt;br /&gt;
	[NAME:orange]&lt;br /&gt;
	[WORD:ORANGE]&lt;br /&gt;
	[RGB:255:165:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BLUE]&lt;br /&gt;
	[NAME:pale blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:175:238:238]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BROWN]&lt;br /&gt;
	[NAME:pale brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:152:118:84]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_CHESTNUT]&lt;br /&gt;
	[NAME:pale chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:221:173:175]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_PINK]&lt;br /&gt;
	[NAME:pale pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:250:218:221]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEACH]&lt;br /&gt;
	[NAME:peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:229:180]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEARL]&lt;br /&gt;
	[NAME:pearl]&lt;br /&gt;
	[WORD:PEARL]&lt;br /&gt;
	[RGB:240:234:214]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PERIWINKLE]&lt;br /&gt;
	[NAME:periwinkle]&lt;br /&gt;
	[WORD:PERIWINKLE]&lt;br /&gt;
	[RGB:204:204:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINE_GREEN]&lt;br /&gt;
	[NAME:pine green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:PINE]&lt;br /&gt;
	[RGB:1:121:111]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINK]&lt;br /&gt;
	[NAME:pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:255:192:203]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PLUM]&lt;br /&gt;
	[NAME:plum]&lt;br /&gt;
	[WORD:PLUM]&lt;br /&gt;
	[RGB:102:0:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUCE]&lt;br /&gt;
	[NAME:puce]&lt;br /&gt;
	[WORD:PUCE]&lt;br /&gt;
	[RGB:204:136:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUMPKIN]&lt;br /&gt;
	[NAME:pumpkin]&lt;br /&gt;
	[WORD:PUMPKIN]&lt;br /&gt;
	[RGB:255:117:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PURPLE]&lt;br /&gt;
	[NAME:purple]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[RGB:102:0:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RAW_UMBER]&lt;br /&gt;
	[NAME:raw umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:115:74:18]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RED]&lt;br /&gt;
	[NAME:red]&lt;br /&gt;
	[WORD:RED]&lt;br /&gt;
	[RGB:255:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUSSET]&lt;br /&gt;
	[NAME:russet]&lt;br /&gt;
	[WORD:RUSSET]&lt;br /&gt;
	[RGB:117:90:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUST]&lt;br /&gt;
	[NAME:rust]&lt;br /&gt;
	[WORD:RUST]&lt;br /&gt;
	[RGB:183:65:14]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SAFFRON]&lt;br /&gt;
	[NAME:saffron]&lt;br /&gt;
	[WORD:SAFFRON]&lt;br /&gt;
	[RGB:244:196:48]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SCARLET]&lt;br /&gt;
	[NAME:scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:255:36:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEA_GREEN]&lt;br /&gt;
	[NAME:sea green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:SEA]&lt;br /&gt;
	[WORD:OCEAN]&lt;br /&gt;
	[RGB:46:139:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEPIA]&lt;br /&gt;
	[NAME:sepia]&lt;br /&gt;
	[WORD:SEPIA]&lt;br /&gt;
	[RGB:112:66:20]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SILVER]&lt;br /&gt;
	[NAME:silver]&lt;br /&gt;
	[WORD:SILVER]&lt;br /&gt;
	[RGB:192:192:192]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SKY_BLUE]&lt;br /&gt;
	[NAME:sky blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:135:206:235]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SLATE_GRAY]&lt;br /&gt;
	[NAME:slate gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:112:128:144]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SPRING_GREEN]&lt;br /&gt;
	[NAME:spring green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:127]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAN]&lt;br /&gt;
	[NAME:tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:210:180:140]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_DARK]&lt;br /&gt;
	[NAME:dark taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:72:60:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_GRAY]&lt;br /&gt;
	[NAME:taupe gray]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:139:133:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_MEDIUM]&lt;br /&gt;
	[NAME:taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:103:76:71]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PURPLE]&lt;br /&gt;
	[NAME:purple taupe]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:80:64:77]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PALE]&lt;br /&gt;
	[NAME:pale taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:188:152:126]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_ROSE]&lt;br /&gt;
	[NAME:rose taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:144:93:93]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_SANDY]&lt;br /&gt;
	[NAME:sandy taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:150:113:23]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TEAL]&lt;br /&gt;
	[NAME:teal]&lt;br /&gt;
	[WORD:TEAL]&lt;br /&gt;
	[RGB:0:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TURQUOISE]&lt;br /&gt;
	[NAME:turquoise]&lt;br /&gt;
	[WORD:TURQUOISE]&lt;br /&gt;
	[RGB:48:213:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VERMILION]&lt;br /&gt;
	[NAME:vermilion]&lt;br /&gt;
	[WORD:VERMILION]&lt;br /&gt;
	[RGB:227:66:52]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VIOLET]&lt;br /&gt;
	[NAME:violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:139:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:WHITE]&lt;br /&gt;
	[NAME:white]&lt;br /&gt;
	[WORD:WHITE]&lt;br /&gt;
	[RGB:255:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW]&lt;br /&gt;
	[NAME:yellow]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW_GREEN]&lt;br /&gt;
	[NAME:yellow-green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:154:205:50]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These numbers may need to be expressed in &amp;quot;hexadecimal&amp;quot; (base 16) notation – a couple good converters can be found [http://www.rgbtohex.net/ here] and [http://www.javascripter.net/faq/rgbtohex.htm here]. For further information, see [http://en.wikipedia.org/wiki/Web_colors this article].&lt;br /&gt;
&lt;br /&gt;
== Color Lists ==&lt;br /&gt;
:''For the different colors used to represent different professions, see [[Skill#Professions, colors, &amp;amp; skill categories|Skill categories]].''&lt;br /&gt;
:''For a list of the colors of items listed in the z-stocks menu, see [[Stocks#Color_Code|Stocks]].''&lt;br /&gt;
:''For the colors of the various creatures, see [[creature]]''&lt;br /&gt;
:''For the colors of status icons, see [[status icon]]''&lt;br /&gt;
=== Material By Color ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
For those concerned with aesthetics and want to know which materials are available in each color.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;| Color&lt;br /&gt;
! Stones&lt;br /&gt;
! Ores&lt;br /&gt;
! Metals&lt;br /&gt;
! Other&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alabaster]], [[Alunite]], [[Borax]], [[Calcite]], [[Chalk]], [[Cryolite]], [[Dolomite]], [[Limestone]], [[Marble]], [[Marcasite]], [[Periclase]], [[Quartzite]], [[Rock salt]], [[Satinspar]], [[Selenite]], [[Talc]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|[[Silver]], [[Platinum]], [[Aluminum]], [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&lt;br /&gt;
|[[Crystal glass]], [[Feather tree]], [[Tower-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]], [[Gneiss]], [[Granite]], [[Phyllite]], [[Stibnite]]&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|[[Nickel]], [[Tin]], [[Zinc]], [[Billon]], [[Trifle pewter]]&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]], [[Basalt]], [[Claystone]], [[Chromite]], [[Diorite]], [[Gabbro]], [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]], [[Shale]], [[Slate]], [[Obsidian]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|[[Iron]], [[Steel]], [[Lead]], [[Pig iron]]&lt;br /&gt;
|[[Black-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]], [[Conglomerate]], [[Mudstone]], [[Puddingstone]], [[Sandstone]], [[Schist]], [[Siltstone]]&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|[[Copper]], [[Bronze]]&lt;br /&gt;
|[[Tree|All other aboveground trees]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]], [[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|[[Gold]], [[Bismuth bronze]], [[Brass]], [[Electrum]]&lt;br /&gt;
|[[Fungiwood]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]], [[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Blood thorn]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Goblin-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Green glass]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Cyan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Lay pewter]]&lt;br /&gt;
|[[Clear glass]], [[Spore tree]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Light Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|[[Adamantine]]&lt;br /&gt;
|[[Ice]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Nether-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|[[Black bronze]]&lt;br /&gt;
|[[Glumprong]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuth]], [[Rose gold]]&lt;br /&gt;
|[[Tunnel tube]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dakas&lt;br /&gt;
| elvish  = mima&lt;br /&gt;
| goblin  = zon&lt;br /&gt;
| human   = rusna&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|*}}&lt;br /&gt;
{{Category|Metals|*}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Color&amp;diff=224538</id>
		<title>Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Color&amp;diff=224538"/>
		<updated>2016-04-13T20:16:58Z</updated>

		<summary type="html">&lt;p&gt;CLA: section title consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|15:26, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For user compiled colors see [[color scheme]])''&lt;br /&gt;
DF can use 16 '''colors''' to give every tile a foreground and background color. These 16 colors make up the [[color scheme]]. Which of these colors are assigned to a given tile is often decided by values in its raw file. Whether a pixel shows  foreground, background, black or anything in between is influenced by its brightness and opacity.&lt;br /&gt;
Color is used to express various information, from a dwarf's [[profession]] to the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
=== The tileset influences color display ===&lt;br /&gt;
[[File:Tileset-color-processing.png|300px|thumb|right]]&lt;br /&gt;
In the simplest case, a pixel on a tileset is either white (foreground) or transparent* (background). However, black, and anything in between is possible as well (even color):&lt;br /&gt;
* a white pixel will show the foreground color&lt;br /&gt;
* a transparent* pixel will show the background color&lt;br /&gt;
* a black pixel will stay black	&lt;br /&gt;
The darker a white pixel is (i.e. a shade of grey), the darker the foreground color will be displayed. Similarly, a black pixel with lower opacity will result in a darker background color. &lt;br /&gt;
A partially transparent, non-black pixel shows both the background and foreground color.{{verify}}&lt;br /&gt;
&amp;lt;small&amp;gt;*magenta for .bmp files.&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Colors are assigned based on material and other raw values ===&lt;br /&gt;
To decide which colors to use, DF looks at raw values for that object (color value or color token) and selects a foreground and background color from the 16 colors in the [[color scheme]]. When a color value is defined, it directly picks it from the 16. When instead a color token is defined, the game compares the color token definition to all 16 colors in the color scheme and picks the closest match.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO&lt;br /&gt;
clearly define somewhere when and how the article refers to background/foreground one one hand and pixels on the tileset on the other hand.&lt;br /&gt;
== How the tileset influences color display ==&lt;br /&gt;
TODO: look through commented out section of tileset page, correct it, update it, etc.&lt;br /&gt;
adapt as section here.&lt;br /&gt;
&lt;br /&gt;
go into more detail about color in tilesets.&lt;br /&gt;
&lt;br /&gt;
=== tricks === (&amp;lt;- keep short, focus on tools/facts, not applications; those go into future &amp;quot;custom tileset&amp;quot; page)&lt;br /&gt;
-tiles that are used for several things, one of which uses a black background others that don't can display different things:&lt;br /&gt;
-mention walls/engravings as example.: smoothed walls use foreground color of material and black background. Engraved walls use foreground color and dark foreground color as background (actually, verify that. Isn't info on that in the old section right below?). So all black pixels (on the tileset) will be &amp;quot;invisible&amp;quot; on smooth walls (because the background is also black), but with engraved walls having a background color, you can see a pattern.&lt;br /&gt;
-Other (&amp;quot;advanced&amp;quot;) example with transparency: 50%opacity white pixels next to 100%opacity 50% grey pixels&lt;br /&gt;
-other tricks I'm forgetting? check through old tileset threads on bay12&lt;br /&gt;
insert images showing the examples&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Colors are assigned ==&lt;br /&gt;
Colors of [[Status icon]]s, [[profession]]s, text and the [[interface]] in general are hardcoded. [[Item]]s, [[furniture]], [[construction]]s, and geographic features get the color of their [[material]]. Dyes and material contaminants use color tokens.&lt;br /&gt;
===Wall and floor color===&lt;br /&gt;
[[image:Towercaps-sandy.jpg|thumb|[[Phyllite]] (to the left) has DISPLAY_COLOR:0:7:1 and BASIC_COLOR:7:0.  The [[white sand]] present has DISPLAY_COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]&lt;br /&gt;
&lt;br /&gt;
While the foreground, background and brightness shown in the [[Material definition token|RAW]] files will be applied to [[wall]]s, the [[stone|mineral]]'s &amp;quot;secondary&amp;quot; color will end up different.  Here is how it works:&lt;br /&gt;
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.&lt;br /&gt;
* If BASIC_COLOR is left out:&lt;br /&gt;
** The background color is forced to 0 (effectively stripping it).&lt;br /&gt;
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).&lt;br /&gt;
This is effective for [[stairs]], [[floor]]s, [[ramp]]s, and [[construction]]s (in the case of stone).  When stone is [[engraving|engraved]], it uses the material's TILE_COLOR (which is the same as the DISPLAY_COLOR unless overridden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color values ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:x:y:z] or [DISPLAY_COLOR:x:y:z] tokens. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
By default*, the following 8 pairs of colors are displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|2:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|3:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|4:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|5:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|6:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Alt.&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 8&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 9&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|2:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|3:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 11&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|4:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 12&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|5:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 13&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|6:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 15&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''(* See [[color scheme]] for information about how to change the actual various colors as displayed.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another token, e.g. &amp;lt;code&amp;gt;[LEAVES:quarry bush leaf:quarry bush leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]&amp;lt;/code&amp;gt; specifies the colors &amp;quot;7:0:0&amp;quot; for quarry bush leaves and &amp;quot;0:0:1&amp;quot; for wilted quarry bush leaves.&lt;br /&gt;
&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method. For example, for a white background color, add 8 to 7 = 15. For a light green background color, you add 8 to 2 = 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
Material contaminants and [[dye]]s do not use color flags; instead, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[STATE_COLOR:SOLID:DARK_GREEN]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[POWDER_DYE:EMERALD]&amp;lt;/code&amp;gt;. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CLEAR&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(144, 93, 93)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_ROSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(103, 76, 71)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_MEDIUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(111, 53, 26)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AUBURN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 26&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(192, 64, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAHOGANY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PALE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(72, 60, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_DARK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 113, 23)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_SANDY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 23&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(194, 178, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ECRU&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(212, 175, 55)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 55&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 234, 214)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEARL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 234&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 214&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BUFF&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 223, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDEN_YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 240)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | IVORY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(154, 205, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 154&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(178, 190, 181)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ASH_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 190&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 127)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SPRING_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 216, 230)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 216&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(135, 206, 235)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SKY_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 206&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 235&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(54, 69, 79)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARCOAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 139)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(80, 64, 77)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 77&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 133, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 95, 109)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 109&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 136, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUCE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[COLOR:AMBER]&lt;br /&gt;
	[NAME:amber]&lt;br /&gt;
	[WORD:AMBER]&lt;br /&gt;
	[RGB:255:191:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AMETHYST]&lt;br /&gt;
	[NAME:amethyst]&lt;br /&gt;
	[WORD:AMETHYST]&lt;br /&gt;
	[RGB:153:102:204]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUA]&lt;br /&gt;
	[NAME:aqua]&lt;br /&gt;
	[WORD:AQUA]&lt;br /&gt;
	[RGB:0:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUAMARINE]&lt;br /&gt;
	[NAME:aquamarine]&lt;br /&gt;
	[WORD:AQUAMARINE]&lt;br /&gt;
	[RGB:127:255:212]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ASH_GRAY]&lt;br /&gt;
	[NAME:ash gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:178:190:181]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AUBURN]&lt;br /&gt;
	[NAME:auburn]&lt;br /&gt;
	[WORD:AUBURN]&lt;br /&gt;
	[RGB:111:53:26]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AZURE]&lt;br /&gt;
	[NAME:azure]&lt;br /&gt;
	[WORD:AZURE]&lt;br /&gt;
	[RGB:0:127:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BEIGE]&lt;br /&gt;
	[NAME:beige]&lt;br /&gt;
	[WORD:BEIGE]&lt;br /&gt;
	[RGB:245:245:220]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLACK]&lt;br /&gt;
	[NAME:black]&lt;br /&gt;
	[WORD:BLACK]&lt;br /&gt;
	[RGB:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLUE]&lt;br /&gt;
	[NAME:blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRASS]&lt;br /&gt;
	[NAME:brass]&lt;br /&gt;
	[WORD:BRASS]&lt;br /&gt;
	[RGB:181:166:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRONZE]&lt;br /&gt;
	[NAME:bronze]&lt;br /&gt;
	[WORD:BRONZE]&lt;br /&gt;
	[RGB:205:127:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BROWN]&lt;br /&gt;
	[NAME:brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:150:75:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BUFF]&lt;br /&gt;
	[NAME:buff]&lt;br /&gt;
	[WORD:BUFF]&lt;br /&gt;
	[RGB:240:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_SIENNA]&lt;br /&gt;
	[NAME:burnt sienna]&lt;br /&gt;
	[WORD:SIENNA]&lt;br /&gt;
	[RGB:233:116:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_UMBER]&lt;br /&gt;
	[NAME:burnt umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:138:51:36]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARDINAL]&lt;br /&gt;
	[NAME:cardinal]&lt;br /&gt;
	[WORD:CARDINAL_COLOR]&lt;br /&gt;
	[RGB:196:30:58]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARMINE]&lt;br /&gt;
	[NAME:carmine]&lt;br /&gt;
	[WORD:CARMINE]&lt;br /&gt;
	[RGB:150:0:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CERULEAN]&lt;br /&gt;
	[NAME:cerulean]&lt;br /&gt;
	[WORD:CERULEAN]&lt;br /&gt;
	[RGB:0:123:167]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARCOAL]&lt;br /&gt;
	[NAME:charcoal]&lt;br /&gt;
	[WORD:CHARCOAL]&lt;br /&gt;
	[RGB:54:69:79]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARTREUSE]&lt;br /&gt;
	[NAME:chartreuse]&lt;br /&gt;
	[WORD:CHARTREUSE]&lt;br /&gt;
	[RGB:127:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHESTNUT]&lt;br /&gt;
	[NAME:chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:205:92:92]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHOCOLATE]&lt;br /&gt;
	[NAME:chocolate]&lt;br /&gt;
	[WORD:CHOCOLATE]&lt;br /&gt;
	[RGB:210:105:30]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CINNAMON]&lt;br /&gt;
	[NAME:cinnamon]&lt;br /&gt;
	[WORD:CINNAMON]&lt;br /&gt;
	[RGB:123:63:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CLEAR]&lt;br /&gt;
	[NAME:clear]&lt;br /&gt;
	[WORD:CLEAR]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COBALT]&lt;br /&gt;
	[NAME:cobalt]&lt;br /&gt;
	[WORD:COBALT]&lt;br /&gt;
	[RGB:0:71:171]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COPPER]&lt;br /&gt;
	[NAME:copper]&lt;br /&gt;
	[WORD:COPPER]&lt;br /&gt;
	[RGB:184:115:51]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CREAM]&lt;br /&gt;
	[NAME:cream]&lt;br /&gt;
	[WORD:CREAM]&lt;br /&gt;
	[RGB:255:253:208]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CRIMSON]&lt;br /&gt;
	[NAME:crimson]&lt;br /&gt;
	[WORD:CRIMSON]&lt;br /&gt;
	[RGB:220:20:60]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BLUE]&lt;br /&gt;
	[NAME:dark blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:139]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BROWN]&lt;br /&gt;
	[NAME:dark brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:101:67:33]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_CHESTNUT]&lt;br /&gt;
	[NAME:dark chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:152:105:96]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_GREEN]&lt;br /&gt;
	[NAME:dark green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:1:50:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_INDIGO]&lt;br /&gt;
	[NAME:dark indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:49:0:98]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_OLIVE]&lt;br /&gt;
	[NAME:dark olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:85:104:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PEACH]&lt;br /&gt;
	[NAME:dark peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:218:185]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PINK]&lt;br /&gt;
	[NAME:dark pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:231:84:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_SCARLET]&lt;br /&gt;
	[NAME:dark scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:86:3:25]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_TAN]&lt;br /&gt;
	[NAME:dark tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:145:129:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_VIOLET]&lt;br /&gt;
	[NAME:dark violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:66:49:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ECRU]&lt;br /&gt;
	[NAME:ecru]&lt;br /&gt;
	[WORD:ECRU]&lt;br /&gt;
	[RGB:194:178:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:EMERALD]&lt;br /&gt;
	[NAME:emerald]&lt;br /&gt;
	[WORD:EMERALD]&lt;br /&gt;
	[RGB:80:200:120]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FERN_GREEN]&lt;br /&gt;
	[NAME:fern green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:79:121:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FLAX]&lt;br /&gt;
	[NAME:flax]&lt;br /&gt;
	[WORD:FLAX]&lt;br /&gt;
	[RGB:238:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FUCHSIA]&lt;br /&gt;
	[NAME:fuchsia]&lt;br /&gt;
	[WORD:FUCHSIA]&lt;br /&gt;
	[RGB:244:0:161]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLD]&lt;br /&gt;
	[NAME:gold]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[RGB:212:175:55]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDEN_YELLOW]&lt;br /&gt;
	[NAME:golden yellow]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:223:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDENROD]&lt;br /&gt;
	[NAME:goldenrod]&lt;br /&gt;
	[WORD:GOLDENROD]&lt;br /&gt;
	[RGB:218:165:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GRAY]&lt;br /&gt;
	[NAME:gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN]&lt;br /&gt;
	[NAME:green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN-YELLOW]&lt;br /&gt;
	[NAME:green-yellow]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:173:255:47]&lt;br /&gt;
&lt;br /&gt;
[COLOR:HELIOTROPE]&lt;br /&gt;
	[NAME:heliotrope]&lt;br /&gt;
	[WORD:HELIOTROPE]&lt;br /&gt;
	[RGB:223:115:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:INDIGO]&lt;br /&gt;
	[NAME:indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:75:0:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:IVORY]&lt;br /&gt;
	[NAME:ivory]&lt;br /&gt;
	[WORD:IVORY]&lt;br /&gt;
	[RGB:255:255:240]&lt;br /&gt;
&lt;br /&gt;
[COLOR:JADE]&lt;br /&gt;
	[NAME:jade]&lt;br /&gt;
	[WORD:JADE]&lt;br /&gt;
	[RGB:0:168:107]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER]&lt;br /&gt;
	[NAME:lavender]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:230:230:250]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER_BLUSH]&lt;br /&gt;
	[NAME:lavender blush]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:255:240:245]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LEMON]&lt;br /&gt;
	[NAME:lemon]&lt;br /&gt;
	[WORD:LEMON]&lt;br /&gt;
	[RGB:253:233:16]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BLUE]&lt;br /&gt;
	[NAME:light blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:173:216:230]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BROWN]&lt;br /&gt;
	[NAME:light brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:205:133:63]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LILAC]&lt;br /&gt;
	[NAME:lilac]&lt;br /&gt;
	[WORD:LILAC]&lt;br /&gt;
	[RGB:200:162:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIME]&lt;br /&gt;
	[NAME:lime]&lt;br /&gt;
	[WORD:LIME]&lt;br /&gt;
	[RGB:204:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAHOGANY]&lt;br /&gt;
	[NAME:mahogany]&lt;br /&gt;
	[WORD:MAHOGANY]&lt;br /&gt;
	[RGB:192:64:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAROON]&lt;br /&gt;
	[NAME:maroon]&lt;br /&gt;
	[WORD:MAROON_COLOR]&lt;br /&gt;
	[RGB:128:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE]&lt;br /&gt;
	[NAME:mauve]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[RGB:153:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE_TAUPE]&lt;br /&gt;
	[NAME:mauve taupe]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:145:95:109]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MIDNIGHT_BLUE]&lt;br /&gt;
	[NAME:midnight blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MINT_GREEN]&lt;br /&gt;
	[NAME:mint green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:152:255:152]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MOSS_GREEN]&lt;br /&gt;
	[NAME:moss green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:173:223:173]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OCHRE]&lt;br /&gt;
	[NAME:ochre]&lt;br /&gt;
	[WORD:OCHRE]&lt;br /&gt;
	[RGB:204:119:34]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OLIVE]&lt;br /&gt;
	[NAME:olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:128:128:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ORANGE]&lt;br /&gt;
	[NAME:orange]&lt;br /&gt;
	[WORD:ORANGE]&lt;br /&gt;
	[RGB:255:165:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BLUE]&lt;br /&gt;
	[NAME:pale blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:175:238:238]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BROWN]&lt;br /&gt;
	[NAME:pale brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:152:118:84]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_CHESTNUT]&lt;br /&gt;
	[NAME:pale chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:221:173:175]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_PINK]&lt;br /&gt;
	[NAME:pale pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:250:218:221]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEACH]&lt;br /&gt;
	[NAME:peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:229:180]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEARL]&lt;br /&gt;
	[NAME:pearl]&lt;br /&gt;
	[WORD:PEARL]&lt;br /&gt;
	[RGB:240:234:214]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PERIWINKLE]&lt;br /&gt;
	[NAME:periwinkle]&lt;br /&gt;
	[WORD:PERIWINKLE]&lt;br /&gt;
	[RGB:204:204:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINE_GREEN]&lt;br /&gt;
	[NAME:pine green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:PINE]&lt;br /&gt;
	[RGB:1:121:111]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINK]&lt;br /&gt;
	[NAME:pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:255:192:203]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PLUM]&lt;br /&gt;
	[NAME:plum]&lt;br /&gt;
	[WORD:PLUM]&lt;br /&gt;
	[RGB:102:0:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUCE]&lt;br /&gt;
	[NAME:puce]&lt;br /&gt;
	[WORD:PUCE]&lt;br /&gt;
	[RGB:204:136:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUMPKIN]&lt;br /&gt;
	[NAME:pumpkin]&lt;br /&gt;
	[WORD:PUMPKIN]&lt;br /&gt;
	[RGB:255:117:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PURPLE]&lt;br /&gt;
	[NAME:purple]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[RGB:102:0:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RAW_UMBER]&lt;br /&gt;
	[NAME:raw umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:115:74:18]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RED]&lt;br /&gt;
	[NAME:red]&lt;br /&gt;
	[WORD:RED]&lt;br /&gt;
	[RGB:255:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUSSET]&lt;br /&gt;
	[NAME:russet]&lt;br /&gt;
	[WORD:RUSSET]&lt;br /&gt;
	[RGB:117:90:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUST]&lt;br /&gt;
	[NAME:rust]&lt;br /&gt;
	[WORD:RUST]&lt;br /&gt;
	[RGB:183:65:14]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SAFFRON]&lt;br /&gt;
	[NAME:saffron]&lt;br /&gt;
	[WORD:SAFFRON]&lt;br /&gt;
	[RGB:244:196:48]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SCARLET]&lt;br /&gt;
	[NAME:scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:255:36:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEA_GREEN]&lt;br /&gt;
	[NAME:sea green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:SEA]&lt;br /&gt;
	[WORD:OCEAN]&lt;br /&gt;
	[RGB:46:139:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEPIA]&lt;br /&gt;
	[NAME:sepia]&lt;br /&gt;
	[WORD:SEPIA]&lt;br /&gt;
	[RGB:112:66:20]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SILVER]&lt;br /&gt;
	[NAME:silver]&lt;br /&gt;
	[WORD:SILVER]&lt;br /&gt;
	[RGB:192:192:192]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SKY_BLUE]&lt;br /&gt;
	[NAME:sky blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:135:206:235]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SLATE_GRAY]&lt;br /&gt;
	[NAME:slate gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:112:128:144]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SPRING_GREEN]&lt;br /&gt;
	[NAME:spring green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:127]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAN]&lt;br /&gt;
	[NAME:tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:210:180:140]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_DARK]&lt;br /&gt;
	[NAME:dark taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:72:60:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_GRAY]&lt;br /&gt;
	[NAME:taupe gray]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:139:133:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_MEDIUM]&lt;br /&gt;
	[NAME:taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:103:76:71]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PURPLE]&lt;br /&gt;
	[NAME:purple taupe]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:80:64:77]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PALE]&lt;br /&gt;
	[NAME:pale taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:188:152:126]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_ROSE]&lt;br /&gt;
	[NAME:rose taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:144:93:93]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_SANDY]&lt;br /&gt;
	[NAME:sandy taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:150:113:23]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TEAL]&lt;br /&gt;
	[NAME:teal]&lt;br /&gt;
	[WORD:TEAL]&lt;br /&gt;
	[RGB:0:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TURQUOISE]&lt;br /&gt;
	[NAME:turquoise]&lt;br /&gt;
	[WORD:TURQUOISE]&lt;br /&gt;
	[RGB:48:213:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VERMILION]&lt;br /&gt;
	[NAME:vermilion]&lt;br /&gt;
	[WORD:VERMILION]&lt;br /&gt;
	[RGB:227:66:52]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VIOLET]&lt;br /&gt;
	[NAME:violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:139:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:WHITE]&lt;br /&gt;
	[NAME:white]&lt;br /&gt;
	[WORD:WHITE]&lt;br /&gt;
	[RGB:255:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW]&lt;br /&gt;
	[NAME:yellow]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW_GREEN]&lt;br /&gt;
	[NAME:yellow-green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:154:205:50]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These numbers may need to be expressed in &amp;quot;hexadecimal&amp;quot; (base 16) notation – a couple good converters can be found [http://www.rgbtohex.net/ here] and [http://www.javascripter.net/faq/rgbtohex.htm here]. For further information, see [http://en.wikipedia.org/wiki/Web_colors this article].&lt;br /&gt;
&lt;br /&gt;
== Color Lists ==&lt;br /&gt;
:''For the different colors used to represent different professions, see [[Skill#Professions, colors, &amp;amp; skill categories|Skill categories]].''&lt;br /&gt;
:''For a list of the colors of items listed in the z-stocks menu, see [[Stocks#Color_Code|Stocks]].''&lt;br /&gt;
:''For the colors of the various creatures, see [[creature]]''&lt;br /&gt;
:''For the colors of status icons, see [[status icon]]''&lt;br /&gt;
=== Material By Color ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
For those concerned with aesthetics and want to know which materials are available in each color.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;| Color&lt;br /&gt;
! Stones&lt;br /&gt;
! Ores&lt;br /&gt;
! Metals&lt;br /&gt;
! Other&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alabaster]], [[Alunite]], [[Borax]], [[Calcite]], [[Chalk]], [[Cryolite]], [[Dolomite]], [[Limestone]], [[Marble]], [[Marcasite]], [[Periclase]], [[Quartzite]], [[Rock salt]], [[Satinspar]], [[Selenite]], [[Talc]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|[[Silver]], [[Platinum]], [[Aluminum]], [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&lt;br /&gt;
|[[Crystal glass]], [[Feather tree]], [[Tower-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]], [[Gneiss]], [[Granite]], [[Phyllite]], [[Stibnite]]&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|[[Nickel]], [[Tin]], [[Zinc]], [[Billon]], [[Trifle pewter]]&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]], [[Basalt]], [[Claystone]], [[Chromite]], [[Diorite]], [[Gabbro]], [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]], [[Shale]], [[Slate]], [[Obsidian]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|[[Iron]], [[Steel]], [[Lead]], [[Pig iron]]&lt;br /&gt;
|[[Black-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]], [[Conglomerate]], [[Mudstone]], [[Puddingstone]], [[Sandstone]], [[Schist]], [[Siltstone]]&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|[[Copper]], [[Bronze]]&lt;br /&gt;
|[[Tree|All other aboveground trees]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]], [[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|[[Gold]], [[Bismuth bronze]], [[Brass]], [[Electrum]]&lt;br /&gt;
|[[Fungiwood]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]], [[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Blood thorn]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Goblin-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Green glass]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Cyan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Lay pewter]]&lt;br /&gt;
|[[Clear glass]], [[Spore tree]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Light Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|[[Adamantine]]&lt;br /&gt;
|[[Ice]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Nether-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|[[Black bronze]]&lt;br /&gt;
|[[Glumprong]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuth]], [[Rose gold]]&lt;br /&gt;
|[[Tunnel tube]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dakas&lt;br /&gt;
| elvish  = mima&lt;br /&gt;
| goblin  = zon&lt;br /&gt;
| human   = rusna&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|*}}&lt;br /&gt;
{{Category|Metals|*}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=224537</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=224537"/>
		<updated>2016-04-13T20:03:37Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Creature Graphics */ comma fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
Although commonly referred to as text or &amp;quot;ASCII&amp;quot;-graphics, DF uses a bitmap [[tilesets|tileset]]* with characters from the [[Main:Character table|IBM Code Page 437]], displayed with a foreground and background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects.&lt;br /&gt;
Both color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tilesets#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called &amp;quot;character tileset&amp;quot;, while the graphic sets are also referred to as &amp;quot;object tilesets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*except when using [[Technical_tricks#Video_Card_Options|PRINT_MODE:TEXT]]&amp;lt;/small&amp;gt;&lt;br /&gt;
==General Information==&lt;br /&gt;
===Tileset===&lt;br /&gt;
:''(Main article:[[Tilesets]])''&lt;br /&gt;
The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]).&lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc). The tile for bins, up/down stairs and the cursor are the same; bags use the same tile as the symbol for &amp;quot;male&amp;quot;; and the &amp;quot;female&amp;quot; symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well.&lt;br /&gt;
&lt;br /&gt;
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded.&lt;br /&gt;
&lt;br /&gt;
That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or &amp;quot;pixel-arty&amp;quot;. These sometimes are also bundled with their own creature graphics.&lt;br /&gt;
Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.&lt;br /&gt;
&lt;br /&gt;
===Graphic set===&lt;br /&gt;
:''(Main article:[[Graphic set]])''&lt;br /&gt;
Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature.&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
:''(Main article:[[Color]])''&lt;br /&gt;
In general, a tileset has white tiles with a transparent background. White pixels show the foreground color, transparent pixels (magenta pixels for .bmp) the background color. Black pixels remain black. Shades of grey, partial transparency and even colored tiles can be used for various effects. Additionally, creature graphics can be set to be displayed in the colors they're drawn in.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game selects from 16 colors (the [[color scheme]]) to decide the color: which of the 16 colors the game uses depends on the [[Color#Color_values|color value]] or [[Color#Color_tokens|color token]] of the material/item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
:''(More detailed information is on the [[tilesets|tileset]], [[graphic set]], and [[color scheme]] pages.)''&lt;br /&gt;
===Repositories===&lt;br /&gt;
The wiki has repositories for [[Main:Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. Some graphic sets and tilesets are additionally maintained on [https://github.com/DFgraphics github].&lt;br /&gt;
Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various [[Utilities#Launchers|launcher]] applications that let you install and change graphics automatically.&lt;br /&gt;
&lt;br /&gt;
For manual installation of the various components, see here:&lt;br /&gt;
&lt;br /&gt;
===Tileset===&lt;br /&gt;
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.&lt;br /&gt;
===Creature Graphics===&lt;br /&gt;
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/&amp;lt;your region&amp;gt;/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]&lt;br /&gt;
&lt;br /&gt;
===Color Scheme===&lt;br /&gt;
Replace colors.txt in data/init with your new colors.&lt;br /&gt;
===True Type Font===&lt;br /&gt;
Replace font.ttf in data/art with your new font.&lt;br /&gt;
{{Category| Interface}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Size&amp;diff=224397</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Size&amp;diff=224397"/>
		<updated>2016-03-29T22:21:30Z</updated>

		<summary type="html">&lt;p&gt;CLA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''You may be looking for size of [[clothing]], [[armor]], or the dimensions of a [[tile]].''&lt;br /&gt;
&lt;br /&gt;
'''Size''' is a measure of how big a [[creature]] or [[item]] is, measured in cubic centimeters. It is essentially volume, but is called size in creature [[raw file]]s, and is so translated to item definitions as well. Size, along with the underlying [[material]]'s [[density]], is used to calculate an item's [[weight]]:&lt;br /&gt;
:Weight (in Γ) = Density (in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * Size *10 (in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) / 1,000,000 (cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Size has a large number of important ramifications on the game, many of them through its affect on overall weight, but as [[material science|material properties]] go, its implementation in the game is somewhat underwhelming - witness the incredible compression of matter, space, and time that is the [[garbage dump]]. This is mostly because when even [[dragon]]s occupy a single square, size becomes a little difficult to contextualize. It doesn't help that a thirty five to forty foot [[bronze colossus]] fits in a basic [[wood]]en [[cage]] (although, a [[fire man]] fits in it too).&lt;br /&gt;
&lt;br /&gt;
Size directly affects such things as [[Weapon#Size|which weapons]] your dwarves can equip, [[butcher]]ing returns, and [[combat]] effectiveness, both for creatures ([[elephant]]s are very hard to kill because there's so much tissue to them, but they have a surprisingly hard time landing a hit on, say, [[cavy]]s) and for weapons. Through weight, the size of an item has a large number of further ramifications in the game, such as [[hauling|carry time]], [[pressure plate]] activation, impact momentum, weight restrictions, and so forth. Changing this value too much can lead to [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Bodysize ==&lt;br /&gt;
Creature-specific size is known internally as '''bodysize''' (from the {{tt|[BODY_SIZE]}} [[creature token|token]]). When it comes to creatures, size is a rough stand-in for [[weight]]: standard flesh weights one gram per cubic centimeter. However, in the infinite complexity of Dwarf Fortress there are a number of ''other'' [[material]]s animals internalize ([[ivory]], [[hair]], [[horn]], [[shell]], etc.) which have their own densities, shifting a creature's actual weight relative to its size, sometimes significantly (elephant tusks weigh a ''lot''). Bodysize also determines average [[butcher]]ing yields, (along with morphology) how much [[damage]] they can absorb, and (along with morphology and attack definition [[creature token|token]]s) how much damage they can inflict in melee. On {{tt|[HUMANOID]}} creatures, size also directly determines what kind of equipment a creature can wear: large, small, normal, or none at all.&lt;br /&gt;
&lt;br /&gt;
The actual size of a creature is the result of three different effects, one basic and two that are highly variable. First and most basic is the average maintained across an individual species of creature. The second is the [[age]] of the creature: most creatures are not born anywhere near their maximum size, and instead must grow into it; some, like most species of snake, grow through their entire lifetime, and probably will not live long enough to reach it. The third is inheritance: version 0.31.1 introduced [[genetics]], allowing creatures to inherit part of their size from the appearance, specifically the height and girth, of their parents.&lt;br /&gt;
&lt;br /&gt;
Actual creature sizes go from 1 (small insect [[vermin]]) to 200,000,000 ([[giant sperm whale]]s, the largest creature in the game).  See [[List of creatures by adult size]] for details. The average size set for a dwarf is 3000, 15000, and 60000, the size of a baby, child and adult respectively.&lt;br /&gt;
&lt;br /&gt;
== Sample list of creature sizes ==&lt;br /&gt;
{| width=100% class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; style=&amp;quot;text-align:left&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Size at birth&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Size at maturity&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Adder]]&lt;br /&gt;
| 15&lt;br /&gt;
| 150&lt;br /&gt;
| Smallest (non-vermin) creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Rabbit]]&lt;br /&gt;
| 50&lt;br /&gt;
| 500&lt;br /&gt;
| Smallest domestic animal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cat]]&lt;br /&gt;
| 500&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Kobold]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dwarf]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Deer]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 140000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant eagle]]&lt;br /&gt;
| 7981.4&lt;br /&gt;
| 228040&lt;br /&gt;
| Smallest giant creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Polar bear]]&lt;br /&gt;
| 40000&lt;br /&gt;
| 400000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Water buffalo]]&lt;br /&gt;
| 100000&lt;br /&gt;
| 1000000&lt;br /&gt;
| Largest domestic creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Rhinoceros]]&lt;br /&gt;
| 300000&lt;br /&gt;
| 3000000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant]]&lt;br /&gt;
| 500000&lt;br /&gt;
| 5000000&lt;br /&gt;
| Largest natural land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cave dragon]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 15000000&lt;br /&gt;
| Largest cavernous creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sperm whale]]&lt;br /&gt;
| 500000&lt;br /&gt;
| 25000000 &lt;br /&gt;
| Largest natural creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dragon]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 25000000&lt;br /&gt;
| Largest megabeast&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant elephant]]&lt;br /&gt;
| 4000000&lt;br /&gt;
| 40000000&lt;br /&gt;
| Largest land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant sperm whale]]&lt;br /&gt;
| 4000000&lt;br /&gt;
| 150000000&lt;br /&gt;
| Largest creature, period&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* '''Constructed items''': [[item definition token|Item definition files]] for [[industry|industry-crafted]] items are specific to various classes of items: for instance, [[ammo]] has its own [[ammo token|ammo definition tokens]], as does [[armor token|armor]], as do [[tool token|tool]]s, and so on. A {{tt|[SIZE]}} token is a field required in all of these definitions.&lt;br /&gt;
&lt;br /&gt;
Bars lack a defined size token in the raws. They have a size of 600 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which can be deduced from the equation listed above using their weight and the densities of their corresponding materials.  This is consistent with 5 bars fitting inside a [[Container#Quick_Reference|3000-capacity bin]]. The dimensionless unit of '150' products per bar, primarily of use for soap, suggests that each use of soap should diminish the size of the item by 4cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e. 600cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;/150). Whether this is true is currently untested.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Inorganic items''': [[Stone]]s, [[gem]]s, and [[ore]]s appear to have a default, hard-coded size that is applied to all items of that class; thus there is no direct [[inorganic material definition token]] for it.&lt;br /&gt;
* '''Plants''': There is no size [[plant token]].&lt;br /&gt;
* '''Buildings''': The {{tt|[DIM:#:#]}} [[building token]] defines the by-[[tile]] size of a [[workshop]] or [[building]].&lt;br /&gt;
* '''Creatures''': The [[creature token]] version of {{tt|[SIZE]}} is the &amp;lt;tt&amp;gt;[BODY_SIZE:#:#:#]&amp;lt;/tt&amp;gt; token, which accepts three variables. The first number is age in years; the second additional age is in days. The third number is its size in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. Multiple ages and multiple {{tt|[BODY_SIZE]}} tokens are used to constrain a creature's [[age]]-based growth pattern and final size. Genetics is accounted for by a {{tt|[BODY_APPEARANCE_MODIFIER]}} token tagged for {{tt|LENGTH}} and/or {{tt|HEIGHT}}. For instance, genetic variance in the [[anaconda]] is defined so: {{tt|[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]}}. Each interval value is genetically inherited, and each interval value has an equal chance of occurring; the numbers are the percentage of the base size a creature in the interval will be.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=224396</id>
		<title>Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=224396"/>
		<updated>2016-03-29T22:20:20Z</updated>

		<summary type="html">&lt;p&gt;CLA: added link to tile page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|23:54, 30 August 2010 (UTC)}}[[File:Z-level.jpg|thumb|300px|right|'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]&lt;br /&gt;
:''See also: [[Tile]]''&lt;br /&gt;
'''Z-Level''' describes vertical space (depth or altitude) within Dwarf Fortress, analogous to the [[Z-axis]] in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of caverns.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in [[World_generation|world generation]] impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost [[framerate]].&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Z-level&amp;diff=224395</id>
		<title>DF2014 Talk:Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Z-level&amp;diff=224395"/>
		<updated>2016-03-29T22:17:35Z</updated>

		<summary type="html">&lt;p&gt;CLA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know how tall a Z-level is? --[[Special:Contributions/68.187.69.186|68.187.69.186]] 02:06, 29 March 2016 (UTC)&lt;br /&gt;
:see: [[Tile]]. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 22:17, 29 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Citizenship&amp;diff=224346</id>
		<title>Citizenship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Citizenship&amp;diff=224346"/>
		<updated>2016-03-26T13:50:22Z</updated>

		<summary type="html">&lt;p&gt;CLA: /* Fortress mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:46, 15 February 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
After about 2 years in your fort, [[Visitor]]s may apply for citizenship, and accepting will allow them to have labors in your fort. They still will not be able to have occupations. Mercenaries will never apply for citizenship.{{verify}}&lt;br /&gt;
&lt;br /&gt;
While not citizenship, sometimes a [[Visitor]] may come with the intent to stay in your fort on the long term. All types of [[Visitor]]s can do this. When a [[Visitor]] petitions for residency, they will meet up with your mayor. All pending petitions are listed on the Petition screen ({{key|P}}) with the name and reason of the [[Visitor]]. You can then accept or deny the request.&lt;br /&gt;
&lt;br /&gt;
When you accept them, they will be added to the list of civilians in your fort as if they were a migrant. Their needs, preferences, and thoughts will be visible to them as normal, but they will not be able to have labours or occupations assigned. Aside from the reason why they came to your fort (such as performing in your inn), they may take brief breaks and do stuff in other locations in your fort.&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Color&amp;diff=224222</id>
		<title>Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Color&amp;diff=224222"/>
		<updated>2016-03-14T12:47:29Z</updated>

		<summary type="html">&lt;p&gt;CLA: added commented out barebones structure and notes for planned section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|15:26, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''&lt;br /&gt;
:''(For user compiled colors see [[color scheme]])''&lt;br /&gt;
DF can use 16 '''colors''' to give every tile a foreground and background color. These 16 colors make up the [[color scheme]]. Which of these colors are assigned to a given tile is often decided by values in its raw file. Whether a pixel shows  foreground, background, black or anything in between is influenced by its brightness and opacity.&lt;br /&gt;
Color is used to express various information, from a dwarf's [[profession]] to the natural color of a terrain feature to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
=== The tileset influences color display ===&lt;br /&gt;
[[File:Tileset-color-processing.png|300px|thumb|right]]&lt;br /&gt;
In the simplest case, a pixel on a tileset is either white (foreground) or transparent* (background). However, black, and anything in between is possible as well (even color):&lt;br /&gt;
* a white pixel will show the foreground color&lt;br /&gt;
* a transparent* pixel will show the background color&lt;br /&gt;
* a black pixel will stay black	&lt;br /&gt;
The darker a white pixel is (i.e. a shade of grey), the darker the foreground color will be displayed. Similarly, a black pixel with lower opacity will result in a darker background color. &lt;br /&gt;
A partially transparent, non-black pixel shows both the background and foreground color.{{verify}}&lt;br /&gt;
&amp;lt;small&amp;gt;*magenta for .bmp files.&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Color selection ===&lt;br /&gt;
To decide which colors to use, DF looks at raw values for that object (color value or color token) and selects a foreground and background color from the 16 colors in the [[color scheme]]. When a color value is defined, it directly picks it from the 16. When instead a color token is defined, the game compares the color token definition to all 16 colors in the color scheme and picks the closest match.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO&lt;br /&gt;
clearly define somewhere when and how the article refers to background/foreground one one hand and pixels on the tileset on the other hand.&lt;br /&gt;
== How the tileset influences color display ==&lt;br /&gt;
TODO: look through commented out section of tileset page, correct it, update it, etc.&lt;br /&gt;
adapt as section here.&lt;br /&gt;
&lt;br /&gt;
go into more detail about color in tilesets.&lt;br /&gt;
&lt;br /&gt;
=== tricks === (&amp;lt;- keep short, focus on tools/facts, not applications; those go into future &amp;quot;custom tileset&amp;quot; page)&lt;br /&gt;
-tiles that are used for several things, one of which uses a black background others that don't can display different things:&lt;br /&gt;
-mention walls/engravings as example.: smoothed walls use foreground color of material and black background. Engraved walls use foreground color and dark foreground color as background (actually, verify that. Isn't info on that in the old section right below?). So all black pixels (on the tileset) will be &amp;quot;invisible&amp;quot; on smooth walls (because the background is also black), but with engraved walls having a background color, you can see a pattern.&lt;br /&gt;
-Other (&amp;quot;advanced&amp;quot;) example with transparency: 50%opacity white pixels next to 100%opacity 50% grey pixels&lt;br /&gt;
-other tricks I'm forgetting? check through old tileset threads on bay12&lt;br /&gt;
insert images showing the examples&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Colors are assigned ==&lt;br /&gt;
Colors of [[Status icon]]s, [[profession]]s, text and the [[interface]] in general are hardcoded. [[Item]]s, [[furniture]], [[construction]]s, and geographic features get the color of their [[material]]. Dyes and material contaminants use color tokens.&lt;br /&gt;
===Wall and floor color===&lt;br /&gt;
[[image:Towercaps-sandy.jpg|thumb|[[Phyllite]] (to the left) has DISPLAY_COLOR:0:7:1 and BASIC_COLOR:7:0.  The [[white sand]] present has DISPLAY_COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]&lt;br /&gt;
&lt;br /&gt;
While the foreground, background and brightness shown in the [[Material definition token|RAW]] files will be applied to [[wall]]s, the [[stone|mineral]]'s &amp;quot;secondary&amp;quot; color will end up different.  Here is how it works:&lt;br /&gt;
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.&lt;br /&gt;
* If BASIC_COLOR is left out:&lt;br /&gt;
** The background color is forced to 0 (effectively stripping it).&lt;br /&gt;
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).&lt;br /&gt;
This is effective for [[stairs]], [[floor]]s, [[ramp]]s, and [[construction]]s (in the case of stone).  When stone is [[engraving|engraved]], it uses the material's TILE_COLOR (which is the same as the DISPLAY_COLOR unless overridden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color values ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:x:y:z] or [DISPLAY_COLOR:x:y:z] tokens. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
By default*, the following 8 pairs of colors are displayed:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Black&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Blue&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|2:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Green&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|3:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Cyan&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|4:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Red&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|5:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Magenta&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|6:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Brown&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light grey&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Alt.&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Dark grey&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 8&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light blue&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 9&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|2:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light green&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|3:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light cyan&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 11&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|4:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light red&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 12&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|5:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Light magenta&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 13&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|6:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | White&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 15&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''(* See [[color scheme]] for information about how to change the actual various colors as displayed.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another token, e.g. &amp;lt;code&amp;gt;[LEAVES:quarry bush leaf:quarry bush leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]&amp;lt;/code&amp;gt; specifies the colors &amp;quot;7:0:0&amp;quot; for quarry bush leaves and &amp;quot;0:0:1&amp;quot; for wilted quarry bush leaves.&lt;br /&gt;
&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method. For example, for a white background color, add 8 to 7 = 15. For a light green background color, you add 8 to 2 = 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
Material contaminants and [[dye]]s do not use color flags; instead, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. &amp;lt;code&amp;gt;[STATE_COLOR:SOLID:DARK_GREEN]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[POWDER_DYE:EMERALD]&amp;lt;/code&amp;gt;. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.&lt;br /&gt;
&lt;br /&gt;
The following colors are defined via tokens:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CLEAR&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(144, 93, 93)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_ROSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(103, 76, 71)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_MEDIUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(111, 53, 26)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AUBURN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 26&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(192, 64, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAHOGANY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PALE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(72, 60, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_DARK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 113, 23)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_SANDY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 23&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(194, 178, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ECRU&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(212, 175, 55)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 55&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 234, 214)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEARL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 234&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 214&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BUFF&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 223, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDEN_YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 240)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | IVORY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(154, 205, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 154&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(178, 190, 181)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ASH_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 190&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 127)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SPRING_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 216, 230)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 216&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(135, 206, 235)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SKY_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 206&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 235&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(54, 69, 79)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARCOAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 139)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(80, 64, 77)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 77&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 133, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 95, 109)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 109&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 136, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUCE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[COLOR:AMBER]&lt;br /&gt;
	[NAME:amber]&lt;br /&gt;
	[WORD:AMBER]&lt;br /&gt;
	[RGB:255:191:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AMETHYST]&lt;br /&gt;
	[NAME:amethyst]&lt;br /&gt;
	[WORD:AMETHYST]&lt;br /&gt;
	[RGB:153:102:204]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUA]&lt;br /&gt;
	[NAME:aqua]&lt;br /&gt;
	[WORD:AQUA]&lt;br /&gt;
	[RGB:0:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUAMARINE]&lt;br /&gt;
	[NAME:aquamarine]&lt;br /&gt;
	[WORD:AQUAMARINE]&lt;br /&gt;
	[RGB:127:255:212]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ASH_GRAY]&lt;br /&gt;
	[NAME:ash gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:178:190:181]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AUBURN]&lt;br /&gt;
	[NAME:auburn]&lt;br /&gt;
	[WORD:AUBURN]&lt;br /&gt;
	[RGB:111:53:26]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AZURE]&lt;br /&gt;
	[NAME:azure]&lt;br /&gt;
	[WORD:AZURE]&lt;br /&gt;
	[RGB:0:127:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BEIGE]&lt;br /&gt;
	[NAME:beige]&lt;br /&gt;
	[WORD:BEIGE]&lt;br /&gt;
	[RGB:245:245:220]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLACK]&lt;br /&gt;
	[NAME:black]&lt;br /&gt;
	[WORD:BLACK]&lt;br /&gt;
	[RGB:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLUE]&lt;br /&gt;
	[NAME:blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRASS]&lt;br /&gt;
	[NAME:brass]&lt;br /&gt;
	[WORD:BRASS]&lt;br /&gt;
	[RGB:181:166:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRONZE]&lt;br /&gt;
	[NAME:bronze]&lt;br /&gt;
	[WORD:BRONZE]&lt;br /&gt;
	[RGB:205:127:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BROWN]&lt;br /&gt;
	[NAME:brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:150:75:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BUFF]&lt;br /&gt;
	[NAME:buff]&lt;br /&gt;
	[WORD:BUFF]&lt;br /&gt;
	[RGB:240:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_SIENNA]&lt;br /&gt;
	[NAME:burnt sienna]&lt;br /&gt;
	[WORD:SIENNA]&lt;br /&gt;
	[RGB:233:116:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_UMBER]&lt;br /&gt;
	[NAME:burnt umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:138:51:36]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARDINAL]&lt;br /&gt;
	[NAME:cardinal]&lt;br /&gt;
	[WORD:CARDINAL_COLOR]&lt;br /&gt;
	[RGB:196:30:58]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARMINE]&lt;br /&gt;
	[NAME:carmine]&lt;br /&gt;
	[WORD:CARMINE]&lt;br /&gt;
	[RGB:150:0:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CERULEAN]&lt;br /&gt;
	[NAME:cerulean]&lt;br /&gt;
	[WORD:CERULEAN]&lt;br /&gt;
	[RGB:0:123:167]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARCOAL]&lt;br /&gt;
	[NAME:charcoal]&lt;br /&gt;
	[WORD:CHARCOAL]&lt;br /&gt;
	[RGB:54:69:79]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARTREUSE]&lt;br /&gt;
	[NAME:chartreuse]&lt;br /&gt;
	[WORD:CHARTREUSE]&lt;br /&gt;
	[RGB:127:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHESTNUT]&lt;br /&gt;
	[NAME:chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:205:92:92]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHOCOLATE]&lt;br /&gt;
	[NAME:chocolate]&lt;br /&gt;
	[WORD:CHOCOLATE]&lt;br /&gt;
	[RGB:210:105:30]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CINNAMON]&lt;br /&gt;
	[NAME:cinnamon]&lt;br /&gt;
	[WORD:CINNAMON]&lt;br /&gt;
	[RGB:123:63:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CLEAR]&lt;br /&gt;
	[NAME:clear]&lt;br /&gt;
	[WORD:CLEAR]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COBALT]&lt;br /&gt;
	[NAME:cobalt]&lt;br /&gt;
	[WORD:COBALT]&lt;br /&gt;
	[RGB:0:71:171]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COPPER]&lt;br /&gt;
	[NAME:copper]&lt;br /&gt;
	[WORD:COPPER]&lt;br /&gt;
	[RGB:184:115:51]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CREAM]&lt;br /&gt;
	[NAME:cream]&lt;br /&gt;
	[WORD:CREAM]&lt;br /&gt;
	[RGB:255:253:208]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CRIMSON]&lt;br /&gt;
	[NAME:crimson]&lt;br /&gt;
	[WORD:CRIMSON]&lt;br /&gt;
	[RGB:220:20:60]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BLUE]&lt;br /&gt;
	[NAME:dark blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:139]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BROWN]&lt;br /&gt;
	[NAME:dark brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:101:67:33]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_CHESTNUT]&lt;br /&gt;
	[NAME:dark chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:152:105:96]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_GREEN]&lt;br /&gt;
	[NAME:dark green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:1:50:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_INDIGO]&lt;br /&gt;
	[NAME:dark indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:49:0:98]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_OLIVE]&lt;br /&gt;
	[NAME:dark olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:85:104:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PEACH]&lt;br /&gt;
	[NAME:dark peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:218:185]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PINK]&lt;br /&gt;
	[NAME:dark pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:231:84:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_SCARLET]&lt;br /&gt;
	[NAME:dark scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:86:3:25]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_TAN]&lt;br /&gt;
	[NAME:dark tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:145:129:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_VIOLET]&lt;br /&gt;
	[NAME:dark violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:66:49:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ECRU]&lt;br /&gt;
	[NAME:ecru]&lt;br /&gt;
	[WORD:ECRU]&lt;br /&gt;
	[RGB:194:178:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:EMERALD]&lt;br /&gt;
	[NAME:emerald]&lt;br /&gt;
	[WORD:EMERALD]&lt;br /&gt;
	[RGB:80:200:120]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FERN_GREEN]&lt;br /&gt;
	[NAME:fern green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:79:121:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FLAX]&lt;br /&gt;
	[NAME:flax]&lt;br /&gt;
	[WORD:FLAX]&lt;br /&gt;
	[RGB:238:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FUCHSIA]&lt;br /&gt;
	[NAME:fuchsia]&lt;br /&gt;
	[WORD:FUCHSIA]&lt;br /&gt;
	[RGB:244:0:161]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLD]&lt;br /&gt;
	[NAME:gold]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[RGB:212:175:55]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDEN_YELLOW]&lt;br /&gt;
	[NAME:golden yellow]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:223:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDENROD]&lt;br /&gt;
	[NAME:goldenrod]&lt;br /&gt;
	[WORD:GOLDENROD]&lt;br /&gt;
	[RGB:218:165:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GRAY]&lt;br /&gt;
	[NAME:gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN]&lt;br /&gt;
	[NAME:green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN-YELLOW]&lt;br /&gt;
	[NAME:green-yellow]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:173:255:47]&lt;br /&gt;
&lt;br /&gt;
[COLOR:HELIOTROPE]&lt;br /&gt;
	[NAME:heliotrope]&lt;br /&gt;
	[WORD:HELIOTROPE]&lt;br /&gt;
	[RGB:223:115:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:INDIGO]&lt;br /&gt;
	[NAME:indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:75:0:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:IVORY]&lt;br /&gt;
	[NAME:ivory]&lt;br /&gt;
	[WORD:IVORY]&lt;br /&gt;
	[RGB:255:255:240]&lt;br /&gt;
&lt;br /&gt;
[COLOR:JADE]&lt;br /&gt;
	[NAME:jade]&lt;br /&gt;
	[WORD:JADE]&lt;br /&gt;
	[RGB:0:168:107]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER]&lt;br /&gt;
	[NAME:lavender]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:230:230:250]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER_BLUSH]&lt;br /&gt;
	[NAME:lavender blush]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:255:240:245]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LEMON]&lt;br /&gt;
	[NAME:lemon]&lt;br /&gt;
	[WORD:LEMON]&lt;br /&gt;
	[RGB:253:233:16]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BLUE]&lt;br /&gt;
	[NAME:light blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:173:216:230]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BROWN]&lt;br /&gt;
	[NAME:light brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:205:133:63]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LILAC]&lt;br /&gt;
	[NAME:lilac]&lt;br /&gt;
	[WORD:LILAC]&lt;br /&gt;
	[RGB:200:162:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIME]&lt;br /&gt;
	[NAME:lime]&lt;br /&gt;
	[WORD:LIME]&lt;br /&gt;
	[RGB:204:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAHOGANY]&lt;br /&gt;
	[NAME:mahogany]&lt;br /&gt;
	[WORD:MAHOGANY]&lt;br /&gt;
	[RGB:192:64:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAROON]&lt;br /&gt;
	[NAME:maroon]&lt;br /&gt;
	[WORD:MAROON_COLOR]&lt;br /&gt;
	[RGB:128:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE]&lt;br /&gt;
	[NAME:mauve]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[RGB:153:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE_TAUPE]&lt;br /&gt;
	[NAME:mauve taupe]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:145:95:109]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MIDNIGHT_BLUE]&lt;br /&gt;
	[NAME:midnight blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MINT_GREEN]&lt;br /&gt;
	[NAME:mint green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:152:255:152]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MOSS_GREEN]&lt;br /&gt;
	[NAME:moss green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:173:223:173]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OCHRE]&lt;br /&gt;
	[NAME:ochre]&lt;br /&gt;
	[WORD:OCHRE]&lt;br /&gt;
	[RGB:204:119:34]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OLIVE]&lt;br /&gt;
	[NAME:olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:128:128:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ORANGE]&lt;br /&gt;
	[NAME:orange]&lt;br /&gt;
	[WORD:ORANGE]&lt;br /&gt;
	[RGB:255:165:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BLUE]&lt;br /&gt;
	[NAME:pale blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:175:238:238]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BROWN]&lt;br /&gt;
	[NAME:pale brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:152:118:84]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_CHESTNUT]&lt;br /&gt;
	[NAME:pale chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:221:173:175]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_PINK]&lt;br /&gt;
	[NAME:pale pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:250:218:221]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEACH]&lt;br /&gt;
	[NAME:peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:229:180]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEARL]&lt;br /&gt;
	[NAME:pearl]&lt;br /&gt;
	[WORD:PEARL]&lt;br /&gt;
	[RGB:240:234:214]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PERIWINKLE]&lt;br /&gt;
	[NAME:periwinkle]&lt;br /&gt;
	[WORD:PERIWINKLE]&lt;br /&gt;
	[RGB:204:204:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINE_GREEN]&lt;br /&gt;
	[NAME:pine green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:PINE]&lt;br /&gt;
	[RGB:1:121:111]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINK]&lt;br /&gt;
	[NAME:pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:255:192:203]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PLUM]&lt;br /&gt;
	[NAME:plum]&lt;br /&gt;
	[WORD:PLUM]&lt;br /&gt;
	[RGB:102:0:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUCE]&lt;br /&gt;
	[NAME:puce]&lt;br /&gt;
	[WORD:PUCE]&lt;br /&gt;
	[RGB:204:136:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUMPKIN]&lt;br /&gt;
	[NAME:pumpkin]&lt;br /&gt;
	[WORD:PUMPKIN]&lt;br /&gt;
	[RGB:255:117:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PURPLE]&lt;br /&gt;
	[NAME:purple]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[RGB:102:0:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RAW_UMBER]&lt;br /&gt;
	[NAME:raw umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:115:74:18]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RED]&lt;br /&gt;
	[NAME:red]&lt;br /&gt;
	[WORD:RED]&lt;br /&gt;
	[RGB:255:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUSSET]&lt;br /&gt;
	[NAME:russet]&lt;br /&gt;
	[WORD:RUSSET]&lt;br /&gt;
	[RGB:117:90:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUST]&lt;br /&gt;
	[NAME:rust]&lt;br /&gt;
	[WORD:RUST]&lt;br /&gt;
	[RGB:183:65:14]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SAFFRON]&lt;br /&gt;
	[NAME:saffron]&lt;br /&gt;
	[WORD:SAFFRON]&lt;br /&gt;
	[RGB:244:196:48]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SCARLET]&lt;br /&gt;
	[NAME:scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:255:36:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEA_GREEN]&lt;br /&gt;
	[NAME:sea green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:SEA]&lt;br /&gt;
	[WORD:OCEAN]&lt;br /&gt;
	[RGB:46:139:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEPIA]&lt;br /&gt;
	[NAME:sepia]&lt;br /&gt;
	[WORD:SEPIA]&lt;br /&gt;
	[RGB:112:66:20]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SILVER]&lt;br /&gt;
	[NAME:silver]&lt;br /&gt;
	[WORD:SILVER]&lt;br /&gt;
	[RGB:192:192:192]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SKY_BLUE]&lt;br /&gt;
	[NAME:sky blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:135:206:235]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SLATE_GRAY]&lt;br /&gt;
	[NAME:slate gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:112:128:144]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SPRING_GREEN]&lt;br /&gt;
	[NAME:spring green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:127]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAN]&lt;br /&gt;
	[NAME:tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:210:180:140]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_DARK]&lt;br /&gt;
	[NAME:dark taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:72:60:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_GRAY]&lt;br /&gt;
	[NAME:taupe gray]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:139:133:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_MEDIUM]&lt;br /&gt;
	[NAME:taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:103:76:71]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PURPLE]&lt;br /&gt;
	[NAME:purple taupe]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:80:64:77]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PALE]&lt;br /&gt;
	[NAME:pale taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:188:152:126]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_ROSE]&lt;br /&gt;
	[NAME:rose taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:144:93:93]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_SANDY]&lt;br /&gt;
	[NAME:sandy taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:150:113:23]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TEAL]&lt;br /&gt;
	[NAME:teal]&lt;br /&gt;
	[WORD:TEAL]&lt;br /&gt;
	[RGB:0:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TURQUOISE]&lt;br /&gt;
	[NAME:turquoise]&lt;br /&gt;
	[WORD:TURQUOISE]&lt;br /&gt;
	[RGB:48:213:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VERMILION]&lt;br /&gt;
	[NAME:vermilion]&lt;br /&gt;
	[WORD:VERMILION]&lt;br /&gt;
	[RGB:227:66:52]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VIOLET]&lt;br /&gt;
	[NAME:violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:139:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:WHITE]&lt;br /&gt;
	[NAME:white]&lt;br /&gt;
	[WORD:WHITE]&lt;br /&gt;
	[RGB:255:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW]&lt;br /&gt;
	[NAME:yellow]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW_GREEN]&lt;br /&gt;
	[NAME:yellow-green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:154:205:50]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These numbers may need to be expressed in &amp;quot;hexadecimal&amp;quot; (base 16) notation – a couple good converters can be found [http://www.rgbtohex.net/ here] and [http://www.javascripter.net/faq/rgbtohex.htm here]. For further information, see [http://en.wikipedia.org/wiki/Web_colors this article].&lt;br /&gt;
&lt;br /&gt;
== Color Lists ==&lt;br /&gt;
:''For the different colors used to represent different professions, see [[Skill#Professions, colors, &amp;amp; skill categories|Skill categories]].''&lt;br /&gt;
:''For a list of the colors of items listed in the z-stocks menu, see [[Stocks#Color_Code|Stocks]].''&lt;br /&gt;
:''For the colors of the various creatures, see [[creature]]''&lt;br /&gt;
:''For the colors of status icons, see [[status icon]]''&lt;br /&gt;
=== Material By Color ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
For those concerned with aesthetics and want to know which materials are available in each color.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;| Color&lt;br /&gt;
! Stones&lt;br /&gt;
! Ores&lt;br /&gt;
! Metals&lt;br /&gt;
! Other&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alabaster]], [[Alunite]], [[Borax]], [[Calcite]], [[Chalk]], [[Cryolite]], [[Dolomite]], [[Limestone]], [[Marble]], [[Marcasite]], [[Periclase]], [[Quartzite]], [[Rock salt]], [[Satinspar]], [[Selenite]], [[Talc]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|[[Silver]], [[Platinum]], [[Aluminum]], [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&lt;br /&gt;
|[[Crystal glass]], [[Feather tree]], [[Tower-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]], [[Gneiss]], [[Granite]], [[Phyllite]], [[Stibnite]]&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|[[Nickel]], [[Tin]], [[Zinc]], [[Billon]], [[Trifle pewter]]&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]], [[Basalt]], [[Claystone]], [[Chromite]], [[Diorite]], [[Gabbro]], [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]], [[Shale]], [[Slate]], [[Obsidian]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|[[Iron]], [[Steel]], [[Lead]], [[Pig iron]]&lt;br /&gt;
|[[Black-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]], [[Conglomerate]], [[Mudstone]], [[Puddingstone]], [[Sandstone]], [[Schist]], [[Siltstone]]&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|[[Copper]], [[Bronze]]&lt;br /&gt;
|[[Tree|All other aboveground trees]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]], [[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|[[Gold]], [[Bismuth bronze]], [[Brass]], [[Electrum]]&lt;br /&gt;
|[[Fungiwood]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]], [[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Blood thorn]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Goblin-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Green glass]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Cyan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Lay pewter]]&lt;br /&gt;
|[[Clear glass]], [[Spore tree]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Light Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|[[Adamantine]]&lt;br /&gt;
|[[Ice]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Nether-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|[[Black bronze]]&lt;br /&gt;
|[[Glumprong]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuth]], [[Rose gold]]&lt;br /&gt;
|[[Tunnel tube]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dakas&lt;br /&gt;
| elvish  = mima&lt;br /&gt;
| goblin  = zon&lt;br /&gt;
| human   = rusna&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|*}}&lt;br /&gt;
{{Category|Metals|*}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>CLA</name></author>
	</entry>
</feed>