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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Qwert</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-10T22:18:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Zara_5x6.jpg&amp;diff=134363</id>
		<title>File:Zara 5x6.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Zara_5x6.jpg&amp;diff=134363"/>
		<updated>2011-01-03T09:53:41Z</updated>

		<summary type="html">&lt;p&gt;Qwert: That template needs updating...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zaratustra's 5x6 tiny character tileset example&lt;br /&gt;
&lt;br /&gt;
{{Image Rules Notice}}&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Zara_5x6.jpg&amp;diff=134362</id>
		<title>File:Zara 5x6.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Zara_5x6.jpg&amp;diff=134362"/>
		<updated>2011-01-03T09:52:50Z</updated>

		<summary type="html">&lt;p&gt;Qwert: No idea why this has the Image Rules Notice, when it is a screenshot of a tileset to demonstrate that tileset.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zaratustra's 5x6 tiny character tileset example&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tilesets&amp;diff=124470</id>
		<title>v0.31:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tilesets&amp;diff=124470"/>
		<updated>2010-08-09T20:34:32Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Row 04 (048-063) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
:''(For a chart with the default ASCII characters, see [[Character table]].)''&lt;br /&gt;
:''(For user-created tilesets, see [[Tileset repository]].)'' &lt;br /&gt;
:''(For user-created creature graphics sets, see [[Graphics set repository]].)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|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 the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file&amp;lt;sup&amp;gt;V0.28.181.40d&amp;lt;/sup&amp;gt; file or PNG file&amp;lt;sup&amp;gt;v0.31.06&amp;lt;/sup&amp;gt;. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. While Tilesets work the same as previous versions, Graphics Sets will have to be redone as the raws have changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If you are on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
For a graphical table, go to the [[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;00&amp;lt;/small&amp;gt;{{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;01&amp;lt;/small&amp;gt;{{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;02&amp;lt;/small&amp;gt;{{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;03&amp;lt;/small&amp;gt;{{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;04&amp;lt;/small&amp;gt;{{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;05&amp;lt;/small&amp;gt;{{TST|♣}}&lt;br /&gt;
| {{L|Fungiwood}} trees*, {{L|Spore tree}}s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;06&amp;lt;/small&amp;gt;{{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, {{L|Tower-cap}}s*, {{L|Black-cap}}s*, {{L|Goblin-cap}}s*, {{L|Nether-cap}}s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;07&amp;lt;/small&amp;gt;{{TST|•}}&lt;br /&gt;
| [[Stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;08&amp;lt;/small&amp;gt;{{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;09&amp;lt;/small&amp;gt;{{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[Map tile|ant colony]], [[millstone]], [[quern]], vertical [[axle]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt;{{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt;{{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt;{{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt;{{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt;{{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt;{{TST|☼}}&lt;br /&gt;
| Unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies, fireballs&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;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol, vertical [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Various [[status icons]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]]*, quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| [[floor grate]]s&lt;br /&gt;
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]]*, [[glowing pit]]s, superior [[quality]] tags, key reference, working [[gear]] assembly, [[gem]] [[floodgate]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]] or [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if {{L|Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS}} is YES in d_init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[wild strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Mason's Workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
| [[Stairs]] up, brackets around squad names, &amp;quot;Less than 1 unit weight&amp;quot; on Trading screen.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Empty [[Stockpile]]s, *[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down, brackets around squad names.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#, adventurer's location on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, [[Elk Bird]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, column$, text, Giant Olm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Giant Rat#, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| [[Titan]]#, Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
| [[Bin]], stone [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], item stack opening tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], item stack closing tag, text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*, [[Volcano]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, [[Crundle]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text&lt;br /&gt;
*[[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag, tile in Jewellers Workshop.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils, [[blood]] smear, guts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*, {{L|splint}}s&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, side tiles for catapult, [[window]]&lt;br /&gt;
*[[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Wagon]] body, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
| {{L|Tunnel tube}} trees*, Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
| {{L|Blood thorn}} trees*, Deciduous trees in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads, {{L|crutch}}es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&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&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Wooden floodgates, bone floodgates, wall grates&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| [[Fish]]*, top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Tree]] sapling*, [[pig tail]]*, [[cave wheat]]*, [[longland grass]]*, [[rat weed]]*, [[hide root]]*, [[muck root]]*, [[blade weed]]*, [[sliver barb]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[sweet pod]]*, [[bloated tuber]]*, [[kobold bulb]]*, {{L|traction bench}}es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*, sea foam, images of clouds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal/glass [[floodgate]]s, floor [[bars]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*, swamps on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, Mudstone*, Serpentine*, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 / [ ]&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxyz&lt;br /&gt;
&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 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;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Qwert/modern.js&amp;diff=84762</id>
		<title>User:Qwert/modern.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Qwert/modern.js&amp;diff=84762"/>
		<updated>2010-04-06T02:30:30Z</updated>

		<summary type="html">&lt;p&gt;Qwert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;addOnloadHook(&lt;br /&gt;
    function () {&lt;br /&gt;
      if (document.getElementById('siteannounce').innerHTML == get_cookie('dfannounce')){&lt;br /&gt;
        collapseTable(0); // the announcements table is assumed to be collapsableTable0 in this case.  This could be different depending on skin.&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
);&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Qwert/modern.js&amp;diff=83250</id>
		<title>User:Qwert/modern.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Qwert/modern.js&amp;diff=83250"/>
		<updated>2010-04-05T02:40:56Z</updated>

		<summary type="html">&lt;p&gt;Qwert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Qwert/modern.js&amp;diff=83249</id>
		<title>User:Qwert/modern.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Qwert/modern.js&amp;diff=83249"/>
		<updated>2010-04-05T02:40:08Z</updated>

		<summary type="html">&lt;p&gt;Qwert: Created page with 'http://df.magmawiki.com/index.php/Special:MyPage/monobook.js'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://df.magmawiki.com/index.php/Special:MyPage/monobook.js&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Qwert/monobook.js&amp;diff=83247</id>
		<title>User:Qwert/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Qwert/monobook.js&amp;diff=83247"/>
		<updated>2010-04-05T02:39:27Z</updated>

		<summary type="html">&lt;p&gt;Qwert: Created page with 'importScript('User:Briess/hideAnnouncements.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=81813</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=81813"/>
		<updated>2010-04-03T23:59:34Z</updated>

		<summary type="html">&lt;p&gt;Qwert: Removed red link notification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''You may be looking for general information on [[40d:tilesets|tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are a type of [[40d:Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[40d:tilesets|tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16×16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Full Graphics Set (v0.9) ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Chariot_dwarves.PNG]][[Image:Chariot_animals.PNG]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1202 DFFD Link]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Back up your raw/graphics folder, then unzip to there&lt;br /&gt;
|comments=Last updated: July 24th, 2009 - Meant for 40d# and higher versions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Qantas (v0.94) - by Veryinky ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday's combined pack (DFG) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG13.png]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/index.php]&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=40d16&lt;br /&gt;
|installation= All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles&lt;br /&gt;
|comments=Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. 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;
&lt;br /&gt;
=== PTTG's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sphr's Dwarves ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=updated to v0.10&lt;br /&gt;
&lt;br /&gt;
Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animal Pack - by Bane18 ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seaneat Custom Set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Seaneat-Dwarves.PNG]][[Image:Seaneat-Civilization.PNG]]&lt;br /&gt;
|download link=[[Media:Seaneat-Dwarves.PNG|Seaneat-Dwarves.PNG]], [[Media:Seaneat-Civilization.PNG|Seaneat-Civilization.PNG]]&lt;br /&gt;
|author=[[User:Seaneat|Seaneat]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert images into .BMP, place files into raw/graphics folder, and edit the graphic_examples text file. Doesn't work with the same text file in Mike's set. &lt;br /&gt;
|comments= Dwarfs with symbols to identify their job made from sets found in [[User:Mikemayday|Mike Mayday's]] files above. Characters with stars mean that they have more than 1 skill in a profession and professions with no icon are meant for the status screen. &lt;br /&gt;
&lt;br /&gt;
Feel free to ask me what icons are confusing and  please tell me what I'm missing and what other icons I could use to better symbolize a profession. &lt;br /&gt;
&lt;br /&gt;
The other file is my own set of other other races which is a bit boring right now.&lt;br /&gt;
&lt;br /&gt;
The rest of what I make is in my user page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 12×12 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Sphr + Markavian ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself: 640&amp;amp;times;300,1024&amp;amp;times;768 ]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation!: 800&amp;amp;times;420 (5.83MB)]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted January 15, 2009'' [version 1.40d]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
For the PC. This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.40d except marine animals.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets (12&amp;amp;times;12): [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[User:Anikki|Anikki]]). For the PC and Mac!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Deep Qantas: Expanded ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dqe_dwarves.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/dqexpanded.rar Manual installation (446KB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqe.rar DF v0.28.181.40c with DQ:E pre-installed (4.95MB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqeis.rar DF v0.28.181.40c with DQ:E and Isenhertz' character set pre-installed (4.95MB)]&lt;br /&gt;
|author=[[User:Stele007|Stele007]]&lt;br /&gt;
|sprite=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|installation=See readme_dqe.txt in the download for installation instructions.&lt;br /&gt;
|comments=Comes with creatures, monsters, and expanded professions for all major races.  Based off Deep Qantas' original tileset.  Still a work in progress.  I edited Isenhertz' great character set to change it to 14x16 and put it in as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alternate Civilizations graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics 2 ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Tribesmen.PNG]]&lt;br /&gt;
|download link=[http://www.bay12games.com/forum/index.php?topic=37236.0 Alternate Civ Graphics 2 Thread]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [http://www.bay12games.com/forum/index.php?topic=37236.0 here] for graphics and txt files. There are sets for many different civs both included in DF and not, meant primarily for use in mods. This does not add any of the civs to the game, it merely adds the graphics in case someone has added or plans to add them and wants graphics to go with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haradrim (desert people) - by Deon ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=81812</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=81812"/>
		<updated>2010-04-03T23:58:39Z</updated>

		<summary type="html">&lt;p&gt;Qwert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''You may be looking for general information on [[40d:tilesets|tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Graphics sets''' are a type of [[40d:Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[40d:tilesets|tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16×16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Full Graphics Set (v0.9) ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Chariot_dwarves.PNG]][[Image:Chariot_animals.PNG]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1202 DFFD Link]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Back up your raw/graphics folder, then unzip to there&lt;br /&gt;
|comments=Last updated: July 24th, 2009 - Meant for 40d# and higher versions&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Qantas (v0.94) - by Veryinky ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday's combined pack (DFG) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG13.png]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/index.php]&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=40d16&lt;br /&gt;
|installation= All things pre-packed, just edit init.txt to enter your desired vertical resolution and number of tiles&lt;br /&gt;
|comments=Combined with a customized main tileset. Just follow the link, download and enjoy, no need to mess around with files. 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;
&lt;br /&gt;
=== PTTG's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sphr's Dwarves ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=updated to v0.10&lt;br /&gt;
&lt;br /&gt;
Details, sample screen shots and other tile sets at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animal Pack - by Bane18 ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seaneat Custom Set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Seaneat-Dwarves.PNG]][[Image:Seaneat-Civilization.PNG]]&lt;br /&gt;
|download link=[[Media:Seaneat-Dwarves.PNG|Seaneat-Dwarves.PNG]], [[Media:Seaneat-Civilization.PNG|Seaneat-Civilization.PNG]]&lt;br /&gt;
|author=[[User:Seaneat|Seaneat]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert images into .BMP, place files into raw/graphics folder, and edit the graphic_examples text file. Doesn't work with the same text file in Mike's set. &lt;br /&gt;
|comments= Dwarfs with symbols to identify their job made from sets found in [[User:Mikemayday|Mike Mayday's]] files above. Characters with stars mean that they have more than 1 skill in a profession and professions with no icon are meant for the status screen. &lt;br /&gt;
&lt;br /&gt;
Feel free to ask me what icons are confusing and  please tell me what I'm missing and what other icons I could use to better symbolize a profession. &lt;br /&gt;
&lt;br /&gt;
The other file is my own set of other other races which is a bit boring right now.&lt;br /&gt;
&lt;br /&gt;
The rest of what I make is in my user page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 12×12 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Sphr + Markavian ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d's graphics set ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself: 640&amp;amp;times;300,1024&amp;amp;times;768 ]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation!: 800&amp;amp;times;420 (5.83MB)]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted January 15, 2009'' [version 1.40d]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
For the PC. This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.40d except marine animals.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets (12&amp;amp;times;12): [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[User:Anikki|Anikki]]). For the PC and Mac!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Deep Qantas: Expanded ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dqe_dwarves.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/dqexpanded.rar Manual installation (446KB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqe.rar DF v0.28.181.40c with DQ:E pre-installed (4.95MB)]&lt;br /&gt;
*[http://stele.korusuu.net/files/dftile/df_28_181_40c_dqeis.rar DF v0.28.181.40c with DQ:E and Isenhertz' character set pre-installed (4.95MB)]&lt;br /&gt;
|author=[[User:Stele007|Stele007]]&lt;br /&gt;
|sprite=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|installation=See readme_dqe.txt in the download for installation instructions.&lt;br /&gt;
|comments=Comes with creatures, monsters, and expanded professions for all major races.  Based off Deep Qantas' original tileset.  Still a work in progress.  I edited Isenhertz' great character set to change it to 14x16 and put it in as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alternate Civilizations graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics 2 ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Tribesmen.PNG]]&lt;br /&gt;
|download link=[http://www.bay12games.com/forum/index.php?topic=37236.0 Alternate Civ Graphics 2 Thread]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [http://www.bay12games.com/forum/index.php?topic=37236.0 here] for graphics and txt files. There are sets for many different civs both included in DF and not, meant primarily for use in mods. This does not add any of the civs to the game, it merely adds the graphics in case someone has added or plans to add them and wants graphics to go with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haradrim (desert people) - by Deon ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dog&amp;diff=19424</id>
		<title>40d:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dog&amp;diff=19424"/>
		<updated>2008-12-14T00:51:39Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Using dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dog|symbol=d|color={{COLOR:6:0:0}}|bones=5|fat=1|skin=Yes|skulls=1|chunks=5|meat=5|biome= Common domestic}}&lt;br /&gt;
&lt;br /&gt;
A [[Dwarf|dwarf's]] best friend, '''dogs''' are the only [[animal]]s that can be [[kennel|trained]] to assist your [[dwarves]] in [[combat]] as either war dogs or hunting dogs. Like all tame [[animal]]s they can serve as an [[butchering|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skulls]]. Note that dogs are the most point-efficient source of [[meat]] and [[fat]] available from the embark screen.&lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
&lt;br /&gt;
* Dogs left to their own devices will wander around, spending most of their time in meeting areas, and will attack any [[invader|hostiles]] they see.&lt;br /&gt;
* As with any friendly creature, dogs can spot ambushers and thieves. You can assign dogs to [[cage]]s or [[chain]]s to act as guard dogs.&lt;br /&gt;
* You can [[Assign animal|assign]] a war dog or hunting dog to a dwarf via his dogs menu ({{K|v}}, select dwarf, {{K|p}}, {{K|e}}) to help him in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
** Note: Once a dog is assigned to a dwarf it can not be unassigned nor placed in a [[cage]]{{version|0.27.173.38a}}.&lt;br /&gt;
**A work-around for this is, when you train the dog, to use the dwarf you want the dog to be assigned to. Unassigned war dogs (and hunting dogs{{verify}}) follow the dwarf who trained them, while still allowing them to be caged.&lt;br /&gt;
** In addition, it is currently{{version|0.28.181.40d}} impossible to assign war dogs to [[champions]], as their {{K|p}}references menu is blocked with the message &amp;quot;This hero need not work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Differences between war and hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
War and hunting dogs are trained at the [[kennel]]. War dogs do double damage.&lt;br /&gt;
&lt;br /&gt;
Toady One: &amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DOG]&lt;br /&gt;
	[NAME:dog:dogs:dog]&lt;br /&gt;
	[TILE:'d'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:30][NATURAL]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][TRAINABLE][PET]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:loyalty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:puppy:puppies]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Champions&amp;diff=46423</id>
		<title>Champions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Champions&amp;diff=46423"/>
		<updated>2008-12-14T00:51:18Z</updated>

		<summary type="html">&lt;p&gt;Qwert: Redirecting to Soldier#Heroes and Champions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Soldier#Heroes and Champions]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mangled&amp;diff=46035</id>
		<title>Mangled</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mangled&amp;diff=46035"/>
		<updated>2008-11-16T18:06:52Z</updated>

		<summary type="html">&lt;p&gt;Qwert: #REDIRECT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wound]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29821</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29821"/>
		<updated>2008-11-15T01:25:32Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Game options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine ([[System_requirements|recommendations]]).  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, Toady One clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33g may not a few months later.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.28.181.40d ==&lt;br /&gt;
There exists [http://www.bay12games.com/forum/index.php?topic=27262.0 an acceleration program] that increases speed by anything from 0 to 40%, depending on your luck. It's probably worth a try.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.176.38c ==&lt;br /&gt;
&lt;br /&gt;
=== World size ===&lt;br /&gt;
Reducing the generated world size will make a large improvement in speed on computers with low physical memory.  The world itself is generated faster, smaller, and it will take less time to save and load.&lt;br /&gt;
* When starting the game pick the &amp;quot;Design New World With Parameters&amp;quot; option.&lt;br /&gt;
* Select medium or smaller by using the arrow keys.&lt;br /&gt;
* Generate the new world.&lt;br /&gt;
* Start a new game in the smaller world.&lt;br /&gt;
Smaller is not always better.  If you make your world too small then there will be nothing interesting on it.  So try medium first before going smaller.  Pocket dimensions are generated extremely quickly but are mostly just for testing mods. Newer versions have world generation settings which can be used to create &amp;quot;perfect world&amp;quot; as small as pocket one but with most interesting things in. This however isn't easy and requires much time.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b-g ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow with an otherwise CPU-friendly fortress and a decent machine, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software, such as turning vertical synchronization off.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Effect&lt;br /&gt;
!Speed Improvement&lt;br /&gt;
|-&lt;br /&gt;
|[SOUND:OFF]||  Slightly increases speed.  ||Cost is lack of sounds.&lt;br /&gt;
|-&lt;br /&gt;
| [FPS:YES], [FPS_CAP:100]:  ||Handy indicator of how fast your game is running.|| &lt;br /&gt;
|-&lt;br /&gt;
| [G_FPS_CAP:15]:||  Controls refresh rate.  ||Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
|-&lt;br /&gt;
| [VSYNC:OFF]: || Attempting to synchronize refreshes ||can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
|-&lt;br /&gt;
| [PARTIAL_PRINT:YES:2]:||This makes the game only refresh sections of the screen that need to be refreshed. From init.txt: &amp;quot;The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.&amp;quot; || Can hugely increase performance but doesn't work on all systems.&lt;br /&gt;
|-&lt;br /&gt;
| [PRIORITY:HIGH]:||This option automatically makes the game run in high priority.  ||This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well.  Still worth a try, though.  &lt;br /&gt;
|-&lt;br /&gt;
|[PRIORITY:REALTIME] ||devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  ||Increasing priority will make the game difficult to kill using task manager if it locks up. This happens because things like screen output and HD access are &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; entirely part of DF. However, a dual-core machine can use realtime priority without fear of consequences, at least as long as DF remains single-threaded.&lt;br /&gt;
|-&lt;br /&gt;
| [TEMPERATURE:NO]: || Turns off temperature greatly increases speed.  ||It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
|-&lt;br /&gt;
| [WEATHER:NO]: || Turns off weather ||increases speed noticeably.&lt;br /&gt;
|-&lt;br /&gt;
| [CAVEINS:NO]: ||Turns off cave-ins ||increases speed only fractionally.&lt;br /&gt;
|-&lt;br /&gt;
| [POPULATION_CAP:40]: || Keep your population under control to prevent the game bogging down. ||Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fortress site ===&lt;br /&gt;
* Moving fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Gigantic major rivers lower the framerate significantly.  Aquifers (until tapped) and stagnant pools seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
&lt;br /&gt;
=== Fortress layout and gameplay ===&lt;br /&gt;
* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple stairways to connect any two spots where lots of dwarves will want to be.&lt;br /&gt;
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.&lt;br /&gt;
* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things.&lt;br /&gt;
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.&lt;br /&gt;
* Blocking off areas of the fortress entirely - especially (only?) with removable obstacles like drawbridges or forbidden doors - causes serious problems with pathfinding.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game)&lt;br /&gt;
* Use of graphics, choice of graphics tileset&lt;br /&gt;
* Size of tiles&lt;br /&gt;
* Number of z-levels mined out (fortress pathfinding complexity matters; mere distance up and down doesn't)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hardware- and OS-specific Advice ==&lt;br /&gt;
&lt;br /&gt;
=== Dual Processors ===&lt;br /&gt;
* Go into task manager and set the affinity of Dwarf Fortress to one processor, and then set all the programs that use significant resources to the other. If Dwarf Fortress ever utilizes more than one processor, this will of course become irrelevant; currently, however, very few programs do and the best use of a dual processor is to give DF its own processor. &lt;br /&gt;
* Vista's START command can be used to set affinity at run-time with the AFFINITY switch. &lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in MS Windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
* Some laptops may overheat if you run Dwarf Fortress for too long, keep your laptop cool if you find that after a while FPS suddenly drops. (This is due to CPU throttling intended to prevent possible damage from heat building up.)&lt;br /&gt;
&lt;br /&gt;
===Dual monitors===&lt;br /&gt;
* Display DF entirely on one screen (no overlap to the second screen whatsoever).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[System requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Game_Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29820</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29820"/>
		<updated>2008-11-15T01:25:12Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Game options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine ([[System_requirements|recommendations]]).  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, Toady One clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33g may not a few months later.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.28.181.40d ==&lt;br /&gt;
There exists [http://www.bay12games.com/forum/index.php?topic=27262.0 an acceleration program] that increases speed by anything from 0 to 40%, depending on your luck. It's probably worth a try.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.176.38c ==&lt;br /&gt;
&lt;br /&gt;
=== World size ===&lt;br /&gt;
Reducing the generated world size will make a large improvement in speed on computers with low physical memory.  The world itself is generated faster, smaller, and it will take less time to save and load.&lt;br /&gt;
* When starting the game pick the &amp;quot;Design New World With Parameters&amp;quot; option.&lt;br /&gt;
* Select medium or smaller by using the arrow keys.&lt;br /&gt;
* Generate the new world.&lt;br /&gt;
* Start a new game in the smaller world.&lt;br /&gt;
Smaller is not always better.  If you make your world too small then there will be nothing interesting on it.  So try medium first before going smaller.  Pocket dimensions are generated extremely quickly but are mostly just for testing mods. Newer versions have world generation settings which can be used to create &amp;quot;perfect world&amp;quot; as small as pocket one but with most interesting things in. This however isn't easy and requires much time.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b-g ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow with an otherwise CPU-friendly fortress and a decent machine, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software, such as turning vertical synchronization off.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Effect&lt;br /&gt;
!Speed Improvement&lt;br /&gt;
|-&lt;br /&gt;
|[SOUND:OFF]||  Slightly increases speed.  ||Cost is lack of sounds.|| &lt;br /&gt;
|-&lt;br /&gt;
| [FPS:YES], [FPS_CAP:100]:  ||Handy indicator of how fast your game is running.&lt;br /&gt;
|-&lt;br /&gt;
| [G_FPS_CAP:15]:||  Controls refresh rate.  ||Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
|-&lt;br /&gt;
| [VSYNC:OFF]: || Attempting to synchronize refreshes ||can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
|-&lt;br /&gt;
| [PARTIAL_PRINT:YES:2]:||This makes the game only refresh sections of the screen that need to be refreshed. From init.txt: &amp;quot;The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.&amp;quot; || Can hugely increase performance but doesn't work on all systems.&lt;br /&gt;
|-&lt;br /&gt;
| [PRIORITY:HIGH]:||This option automatically makes the game run in high priority.  ||This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well.  Still worth a try, though.  &lt;br /&gt;
|-&lt;br /&gt;
|[PRIORITY:REALTIME] ||devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  ||Increasing priority will make the game difficult to kill using task manager if it locks up. This happens because things like screen output and HD access are &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; entirely part of DF. However, a dual-core machine can use realtime priority without fear of consequences, at least as long as DF remains single-threaded.&lt;br /&gt;
|-&lt;br /&gt;
| [TEMPERATURE:NO]: || Turns off temperature greatly increases speed.  ||It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
|-&lt;br /&gt;
| [WEATHER:NO]: || Turns off weather ||increases speed noticeably.&lt;br /&gt;
|-&lt;br /&gt;
| [CAVEINS:NO]: ||Turns off cave-ins ||increases speed only fractionally.&lt;br /&gt;
|-&lt;br /&gt;
| [POPULATION_CAP:40]: || Keep your population under control to prevent the game bogging down. ||Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fortress site ===&lt;br /&gt;
* Moving fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Gigantic major rivers lower the framerate significantly.  Aquifers (until tapped) and stagnant pools seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
&lt;br /&gt;
=== Fortress layout and gameplay ===&lt;br /&gt;
* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple stairways to connect any two spots where lots of dwarves will want to be.&lt;br /&gt;
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.&lt;br /&gt;
* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things.&lt;br /&gt;
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.&lt;br /&gt;
* Blocking off areas of the fortress entirely - especially (only?) with removable obstacles like drawbridges or forbidden doors - causes serious problems with pathfinding.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game)&lt;br /&gt;
* Use of graphics, choice of graphics tileset&lt;br /&gt;
* Size of tiles&lt;br /&gt;
* Number of z-levels mined out (fortress pathfinding complexity matters; mere distance up and down doesn't)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hardware- and OS-specific Advice ==&lt;br /&gt;
&lt;br /&gt;
=== Dual Processors ===&lt;br /&gt;
* Go into task manager and set the affinity of Dwarf Fortress to one processor, and then set all the programs that use significant resources to the other. If Dwarf Fortress ever utilizes more than one processor, this will of course become irrelevant; currently, however, very few programs do and the best use of a dual processor is to give DF its own processor. &lt;br /&gt;
* Vista's START command can be used to set affinity at run-time with the AFFINITY switch. &lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in MS Windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
* Some laptops may overheat if you run Dwarf Fortress for too long, keep your laptop cool if you find that after a while FPS suddenly drops. (This is due to CPU throttling intended to prevent possible damage from heat building up.)&lt;br /&gt;
&lt;br /&gt;
===Dual monitors===&lt;br /&gt;
* Display DF entirely on one screen (no overlap to the second screen whatsoever).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[System requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Game_Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6682</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6682"/>
		<updated>2008-11-11T17:03:20Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Row 04 (048-063) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|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. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
&lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The 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 [[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;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&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;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave Lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&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;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&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;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&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;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&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;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&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;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ╧ ▀ ⌡ 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;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6681</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6681"/>
		<updated>2008-11-11T17:00:13Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Row 04 (048-063) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|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. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
&lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The 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 [[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;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&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;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Water_depth|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave Lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&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;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&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;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&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;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&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;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&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;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ╧ ▀ ⌡ 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;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6680</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6680"/>
		<updated>2008-11-11T16:59:20Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Row 04 (048-063) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|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. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
&lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The 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 [[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;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&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;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
|Numbers, fluids if [[Water_depth|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
|Numbers, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
|Numbers, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
|Numbers, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
|Numbers, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
|Numbers, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
|Numbers, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
|Numbers &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
|Numbers &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave Lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&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;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&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;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&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;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&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;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&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;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ╧ ▀ ⌡ 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;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_depth&amp;diff=31413</id>
		<title>40d:Water depth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_depth&amp;diff=31413"/>
		<updated>2008-11-11T16:58:54Z</updated>

		<summary type="html">&lt;p&gt;Qwert: Redirecting to Water#Water depth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Water#Water_depth]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35895</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35895"/>
		<updated>2008-11-11T16:25:51Z</updated>

		<summary type="html">&lt;p&gt;Qwert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your broker are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, or affect the caravan's disposition towards you, they will simply leave. {{version|0.28.181.39e}}&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are 3 tiles wide to pass.  A wagon may enter from a location different than the merchant, if the point the merchant entered was inaccessible to it.  If a wagon is unable to find an open path to the trade depot, it will leave and the dwarves will only be able to trade with the merchants and pack [[animals]]. Note that creatures do not obstruct the path of the caravan.&lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s (ramps covered by a [[hatch]] do obstruct), [[bridge]]s, [[road]]s, or [[floor]] tiles. Building roads, bridges and floor tiles can help keep paths clear by preventing trees from growing, but caravans may still enter the map at unpaved locations.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  Any tile marked in green is accessible to a wagon.  Note that a three-tile wide path will only show up as one tile wide in accessibility view, since the tiles next to the walls are not themselves accessible to wagons.&lt;br /&gt;
&lt;br /&gt;
In order to guarantee perfect, permanent wagon accessibility, a three tile path need only be cleared to one end of the map, it may not be the route always used but will guarantee the wagon will appear. Any parts of this path system which have grass should be paved with floor tiles, bridges, or roads to prevent trees from growing.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]].&lt;br /&gt;
* carries more wood the less trees you cut down{{verify}}.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* does not accept some items in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts. Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11948</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11948"/>
		<updated>2008-11-04T01:03:35Z</updated>

		<summary type="html">&lt;p&gt;Qwert: /* Floodgates vs Magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Floodgates generally have to be built prior to flooding (obvious for magma, isn't it?) but can still be built at a water level of 1/7.&lt;br /&gt;
&lt;br /&gt;
If there is no roof above a floodgate, and water comes to it from a source with higher elevation, the water can spill over it.&lt;br /&gt;
&lt;br /&gt;
Dwarves often like to stand on the wrong side of the floodgate they are constructing, so that they may conveniently decline any subsequent labor (floodgates are closed by default) until the floodgate is activated. To avoid this situation, you may build a [[door]] on the forbidden spot, then forbid the door, then build the floodgate. You will have to deconstruct the door after the floodgate opens, but better a trapped door than a trapped [[dwarf]], as granny says.&lt;br /&gt;
&lt;br /&gt;
== Activation ==&lt;br /&gt;
Floodgates have to be linked to [[lever]]s or [[pressure plate]]s to allow them to be opened and closed &amp;lt;s&amp;gt;remotely&amp;lt;/s&amp;gt; at all. An open floodgate also can be walked through, whereas a closed one can not.&lt;br /&gt;
Once activated, it will take approximately 100 steps for the floodgate to open or close: the same as [[bridge]]s.&lt;br /&gt;
&lt;br /&gt;
== Floodgates vs Magma ==&lt;br /&gt;
Closed floodgates of any material will resist magma, much like constructed [[wall]]s. However, once a [[magma]] floodgate is opened, the magma will flow though and destroy it if:&lt;br /&gt;
* the floodgate itself if it was not made of [[magma-safe materials]].&lt;br /&gt;
* the [[mechanism]] if it was not made of [[magma-safe materials]] ([[bauxite]] or [[raw adamantine]]), thus deconstructing the floodgate.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
A water floodgate connected to a [[river]] can be opened to create a shallow pool, then closed, the pool then be drained or allowed to evaporate. The resulting [[mud]] can be used for [[underground]] [[farm]]s. Standing water can be used for drinking, or sufficiently rushing water used as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
A floodgate can also be used to cover [[fortification]]s when they are not being used. This will prevent enemies from firing into your fort through the fortifications, and can be useful if your [[marksdwarf]]s arrive at the fortification one at a time. &lt;br /&gt;
&lt;br /&gt;
Unlike doors, floodgates can be built directly adjacent to each other; that is, floodgates do not require an adjacent wall. This allows [[channel]]s wider than two squares to be regulated. This characteristic also permits for the construction of &amp;quot;siege doors&amp;quot;, allowing areas wider than two tiles to be sealed off from the enemy. For instance, the three tile wide access point for a [[Trade Depot]] within the fortress can be closed down into a chokepoint with floodgates and a lever, giving your marksdwarves more of a chance to shoot invaders.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rocknuts&amp;diff=45612</id>
		<title>Rocknuts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rocknuts&amp;diff=45612"/>
		<updated>2008-11-02T17:41:34Z</updated>

		<summary type="html">&lt;p&gt;Qwert: Redirecting to Quarry bush&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Quarry bush]]&lt;/div&gt;</summary>
		<author><name>Qwert</name></author>
	</entry>
</feed>